Unit of competency Outline
Date retreived
23/07/2026 8:00 AM AWST
23/07/2026 8:00 AM AWST
Whilst all efforts are made to provide accurate and timely information from the relevant source/documentation, please be aware that the information supplied may not be the most current version. The accuracy of the detail has not been confirmed by the Department and therefore should not be relied upon without first confirming the contents.
Create design documents for interactive games
Create design documents for interactive games
Unit of competency
National Code
ICAGAM403A
ICAGAM403A
State Code
D7791
D7791
TGA Status
Replaced
Replaced
DTWD Status
Replaced
Replaced
State Implementation and Classification
Approved Date
06/10/2011
Field of Education
020115 - Computer Graphics
Original Release Date
06/10/2011
Nominal Hours
30
Description
This unit describes the performance outcomes, skills and knowledge required to create basic design documents for games.
Notes
Elements and Performance Criteria
1. Research, create and document game concept
- 1.1 Research, identify and describe the target market for the game
- 1.2 Research, identify and describe game genre and working title
- 1.3 Identify a suitable game platform
- 1.4 Identify a suitable game engine
- 1.5 Prepare initial concept art to establish look and feel of characters, environment and game play
2. Create and document specifications for game design
- 2.1 Develop storylines and levels
- 2.2 Develop artwork for characters and environment
- 2.3 Describe game-play elements
- 2.4 Develop graphical user interface (GUI)
- 2.5 Identify suitable sounds and music for game
3. Create and document technical specifications for game
- 3.1 Determine game mechanics
- 3.2 Finalise platform, game engine and operating system
- 3.3 Describe the source and purpose of the code to be used, including level-specific code
- 3.4 Determine game physics and artificial intelligence
- 3.5 Determine sound engineering requirements
- 3.6 Determine procedures to test game prototype
4. Collate game design document
- 4.1 Explain proposed game features in comparison to existing games
- 4.2 List estimated resources required to develop game
- 4.3 Prepare estimated schedule for game development
- 4.4 Collate design information, estimates and proposals into comprehensive game design document
The range statement relates to the unit of competency as a whole. It allows for different work environments and situations that may affect performance. Bold italicised wording, if used in the performance criteria, is detailed below. Essential operating conditions that may be present with training and assessment (depending on the work situation, needs of the candidate, accessibility of the item, and local industry and regional contexts) may also be included.
Research techniques may include:
conducting surveys and interviews to collect primary data
conducting technical experiments and tests
developing concept sketches
playing games
reviewing literature for suitable storylines
reviewing secondary sources of information in books, journals, newspapers and on the internet
viewing film and performance.
Target market for the game may include:
age-specific consumer segments:
children
adolescents
adults
educational market segments
gender-specific consumer segments.
Game genre may include:
adventure
alternative reality
ancient
casino
cyberpunk
educational
edutainment
fantasy
first person shooter
flight shooter
flight simulation
futuristic
god simulation
massively multi-player online game
massively multi-player online role-playing game
medieval
modern
multi-player
post-apocalyptic
puzzle
racing shooter
racing simulation
real-time strategy
role-playing game
science fiction
side-scrolling shooter
single player
sports
strategy, including:
action strategy
turn-based strategy
tactical combat.
Game platform may include:
arcade
console platforms:
Microsoft Xbox 360
Nintendo DS (hand-held)
Nintendo Wii
Sony PlayStation
hand-held digital device platforms:
Apple IIe, C, C+
Apple IIGS
Blackberry
BREW
Flashlite
J2ME
Java
Palm OS
Sidekick
Symbian
WAP
Windows Mobile
PC
web.
Game engine may include:
BigWorld
Blender3D
Dunia
Half Life
Jade
Quake
Riot
Scimitar
Second Life
Unreal.
Concept art may include:
illustrations
models
settings
sketches
storyboards.
Storylines may involve:
adventure
back-story
cinematics (cut scenes)
heroes journey
key features (edge)
level diagrams
missions
narrative
scripted dialogue
scripts
storyboards.
Characters and environment may include:
backgrounds
environments
lighting
main characters
scenery
secondary characters
terrain
textures.
Game-play elements may include:
buildings
command
cooperation
core game play
damage states
edge
enemies
fight
game flow
player activity
shoot
special talents:
magic
power
steer
switches
terrain objects
transformations
transportation
traps
weapons.
Graphical user interface elements may include:
buttons and button clicks
command acknowledgements
edit boxes
file saving and loading
icons
list boxes
markers
menus
options and settings
picture boxes
pointers
radio buttons
scroll bars
shell
splash screens
text boxes
window opening
Windows.
Sounds and music may include:
ambient sounds
cinematic soundtracks
event jingles
intellectual property protection
level themes
musical compositions
radio chatter
situational music
sound effects
voice
wind, rain and storms.
Operating system may include:
Linux
Macintosh
PC
Unix.
Code may include:
code libraries
code objects
control loop
operating system code.
Game physics may include:
collision
combat:
blood spots
debris
explosions
footprints
salvo
smoke and fire
sparks
water
wreckage
movement:
creaking floors
footfalls
puddle stepping
wading
wind.
Artificial intelligence may include:
decisions
movement
pathfinding
reactions
simulated intelligence
situations
statistics
target selection
tests and events for reactionary behaviour.
Sound engineering requirements may include:
data path
direct memory access (DMA)
file requirements
mixing
multiple channels
sample lengths
sample rates
sound definitions
third-party drivers.
Testing game prototype may involve play test procedures, such as:
determining criteria for measurement of success with a given audience
monitoring player frustration, progress and enjoyment
selecting test subjects
testing game with target market and other diverse populations.
Game features may include:
edge
fun
originality
playability.
Resources may include:
game assets (collateral)
hardware
money
personnel
software
time.
Schedule may include:
allocating work tasks in consultation with other team members
analysing key requirements of the brief
assessing concept viability against resource availability
conducting risk assessment regarding possible issues and constraints and potential solutions
creating an overall project plan and schedule
determining workflow with consideration to available resources
identifying key milestones and associated deliverables:
alpha version - pre-production
beta version - playable prototype
gold version - completed game
trialling and testing
identifying stakeholders and devising strategies to meet stakeholder needs
identifying the critical path
researching background information
setting project objectives against achievable timeframes.
Research techniques may include:
conducting surveys and interviews to collect primary data
conducting technical experiments and tests
developing concept sketches
playing games
reviewing literature for suitable storylines
reviewing secondary sources of information in books, journals, newspapers and on the internet
viewing film and performance.
Target market for the game may include:
age-specific consumer segments:
children
adolescents
adults
educational market segments
gender-specific consumer segments.
Game genre may include:
adventure
alternative reality
ancient
casino
cyberpunk
educational
edutainment
fantasy
first person shooter
flight shooter
flight simulation
futuristic
god simulation
massively multi-player online game
massively multi-player online role-playing game
medieval
modern
multi-player
post-apocalyptic
puzzle
racing shooter
racing simulation
real-time strategy
role-playing game
science fiction
side-scrolling shooter
single player
sports
strategy, including:
action strategy
turn-based strategy
tactical combat.
Game platform may include:
arcade
console platforms:
Microsoft Xbox 360
Nintendo DS (hand-held)
Nintendo Wii
Sony PlayStation
hand-held digital device platforms:
Apple IIe, C, C+
Apple IIGS
Blackberry
BREW
Flashlite
J2ME
Java
Palm OS
Sidekick
Symbian
WAP
Windows Mobile
PC
web.
Game engine may include:
BigWorld
Blender3D
Dunia
Half Life
Jade
Quake
Riot
Scimitar
Second Life
Unreal.
Concept art may include:
illustrations
models
settings
sketches
storyboards.
Storylines may involve:
adventure
back-story
cinematics (cut scenes)
heroes journey
key features (edge)
level diagrams
missions
narrative
scripted dialogue
scripts
storyboards.
Characters and environment may include:
backgrounds
environments
lighting
main characters
scenery
secondary characters
terrain
textures.
Game-play elements may include:
buildings
command
cooperation
core game play
damage states
edge
enemies
fight
game flow
player activity
shoot
special talents:
magic
power
steer
switches
terrain objects
transformations
transportation
traps
weapons.
Graphical user interface elements may include:
buttons and button clicks
command acknowledgements
edit boxes
file saving and loading
icons
list boxes
markers
menus
options and settings
picture boxes
pointers
radio buttons
scroll bars
shell
splash screens
text boxes
window opening
Windows.
Sounds and music may include:
ambient sounds
cinematic soundtracks
event jingles
intellectual property protection
level themes
musical compositions
radio chatter
situational music
sound effects
voice
wind, rain and storms.
Operating system may include:
Linux
Macintosh
PC
Unix.
Code may include:
code libraries
code objects
control loop
operating system code.
Game physics may include:
collision
combat:
blood spots
debris
explosions
footprints
salvo
smoke and fire
sparks
water
wreckage
movement:
creaking floors
footfalls
puddle stepping
wading
wind.
Artificial intelligence may include:
decisions
movement
pathfinding
reactions
simulated intelligence
situations
statistics
target selection
tests and events for reactionary behaviour.
Sound engineering requirements may include:
data path
direct memory access (DMA)
file requirements
mixing
multiple channels
sample lengths
sample rates
sound definitions
third-party drivers.
Testing game prototype may involve play test procedures, such as:
determining criteria for measurement of success with a given audience
monitoring player frustration, progress and enjoyment
selecting test subjects
testing game with target market and other diverse populations.
Game features may include:
edge
fun
originality
playability.
Resources may include:
game assets (collateral)
hardware
money
personnel
software
time.
Schedule may include:
allocating work tasks in consultation with other team members
analysing key requirements of the brief
assessing concept viability against resource availability
conducting risk assessment regarding possible issues and constraints and potential solutions
creating an overall project plan and schedule
determining workflow with consideration to available resources
identifying key milestones and associated deliverables:
alpha version - pre-production
beta version - playable prototype
gold version - completed game
trialling and testing
identifying stakeholders and devising strategies to meet stakeholder needs
identifying the critical path
researching background information
setting project objectives against achievable timeframes.
The evidence guide provides advice on assessment and must be read in conjunction with the performance criteria, required skills and knowledge, range statement and the Assessment Guidelines for the Training Package.
Overview of assessment
Critical aspects for assessment and evidence required to demonstrate competency in this unit
Evidence of the ability to:
develop concept art and design specifications for characters, environments, splash screens, start screens and game field screens consistent with an identified game genre
develop technical specifications for game mechanics, artificial intelligence, physics, sound, game play and overall usability
develop game design documents to required industry standard, consistent with client brief and specifications.
Context of and specific resources for assessment
Assessment must ensure access to:
internet for research purposes
computer hardware, software, games engines and file storage
copyright and intellectual property legislation
OHS legislation and enterprise policy
appropriate learning and assessment support when required
modified equipment for people with special needs.
Method of assessment
A range of assessment methods should be used to assess practical skills and knowledge. The following examples are appropriate for this unit:
work samples or simulated workplace activities
observation of game document development activities
verbal questioning concerning aspects of game document development, including:
industry standards for concept art
design and technical specification development
game testing and trialling procedures
resources required for game development.
Guidance information for assessment
Holistic assessment with other units relevant to the industry sector, workplace and job role is recommended, where appropriate.
Assessment processes and techniques must be culturally appropriate, and suitable to the communication skill level, language, literacy and numeracy capacity of the candidate and the work being performed.
Indigenous people and other people from a non-English speaking background may need additional support.
In cases where practical assessment is used it should be combined with targeted questioning to assess required knowledge.
Overview of assessment
Critical aspects for assessment and evidence required to demonstrate competency in this unit
Evidence of the ability to:
develop concept art and design specifications for characters, environments, splash screens, start screens and game field screens consistent with an identified game genre
develop technical specifications for game mechanics, artificial intelligence, physics, sound, game play and overall usability
develop game design documents to required industry standard, consistent with client brief and specifications.
Context of and specific resources for assessment
Assessment must ensure access to:
internet for research purposes
computer hardware, software, games engines and file storage
copyright and intellectual property legislation
OHS legislation and enterprise policy
appropriate learning and assessment support when required
modified equipment for people with special needs.
Method of assessment
A range of assessment methods should be used to assess practical skills and knowledge. The following examples are appropriate for this unit:
work samples or simulated workplace activities
observation of game document development activities
verbal questioning concerning aspects of game document development, including:
industry standards for concept art
design and technical specification development
game testing and trialling procedures
resources required for game development.
Guidance information for assessment
Holistic assessment with other units relevant to the industry sector, workplace and job role is recommended, where appropriate.
Assessment processes and techniques must be culturally appropriate, and suitable to the communication skill level, language, literacy and numeracy capacity of the candidate and the work being performed.
Indigenous people and other people from a non-English speaking background may need additional support.
In cases where practical assessment is used it should be combined with targeted questioning to assess required knowledge.
Replaced By
| State Code | National Code | Title | Type |
|---|---|---|---|
| AUT66 | ICTGAM403 | Create design documents for interactive games | Unit of competency |
| State Code | National Code | Title | Type |
|---|---|---|---|
| D565 | ICA40911 | Certificate IV in Digital and Interactive Games | Qualification |
| D564 | ICA40811 | Certificate IV in Digital Media Technologies | Qualification |
| D557 | ICA40111 | Certificate IV in Information Technology | Qualification |