Unit of competency details

ICTGAM401 - Produce an interactive game (Release 1)


Usage recommendation:
Supersedes and is equivalent to ICAGAM401A - Produce an interactive gameUpdated to meet Standards for Training Packages 24/Mar/2015
Is superseded by and equivalent to ICTGAM420 - Produce interactive games 20/Jul/2020

ReleaseRelease date
1 1 (this release) 25/Mar/2015


SchemeCodeClassification value
ASCED Module/Unit of Competency Field of Education Identifier 020119 Artificial Intelligence  

Classification history

SchemeCodeClassification valueStart dateEnd date
ASCED Module/Unit of Competency Field of Education Identifier 020119 Artificial Intelligence  30/Jul/2015 
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Unit Of competency

Modification History



Release 1

This version first released with ICT Information and Communications Technology Training Package Version 1.0.


This unit describes the skills and knowledge required to produce an interactive game using an industry standard authoring tool.

It applies to individuals who work in the game development industry and support the design, development and programming of basic digital games as part of a larger development team.

No licensing, legislative or certification requirements apply to this unit at the time of publication.

Unit Sector

Game development

Elements and Performance Criteria



Elements describe the essential outcomes.

Performance criteria describe the performance needed to demonstrate achievement of the element.

1. Identify the game component assets

1.1 Obtain the project brief and documents

1.2 Identify the technical specifications and game-production assets, required to meet creative and production requirements

1.3 Discuss formats of assets, and issues of asset integration, with appropriate personnel

1.4 Save all digital assets in the appropriate format for inclusion, and store for retrieval

1.5 Determine the sequence for the development of a beta version prototype for testing game play

1.6 Create a schedule for production and testing

1.7 Determine the strategies for monitoring production progress against the schedule

2. Identify the capability of game-engine software and tools, and a make a selection

2.1 Identify and review the range of industry standard game-engine software and development tools available

2.2 Assess the software and tools related to specified game concepts and play requirements

2.3 Discuss considerations for the selection of game-engine software with relevant personnel, to ensure that the selection will meet specified outcomes

2.4 Select the game-engine software

3. Use game-engine software

3.1 Load a game engine, including sound and game play

3.2 Create a new file for the specified task, and name appropriately

3.3 Display and use the tools and features of the software relevant to the game production process

3.4 Create a custom code to achieve a unique function

4. Create a game-play sequence and prototype

4.1 Import and assemble game-play assets in the appropriate sequence, according to creative and technical requirements

4.2 Create and check the game-play elements, according to creative and technical requirements

4.3 Test and run the game-play sequence as a presentation, to ensure that the sequence meets creative, production and technical requirements

4.4 Export to the game engine and create a prototype

4.5 Save the file formats and identify for specified purpose

5. Evaluate the game prototype

5.1 Demonstrate the initial prototype to relevant personnel

5.2 Evaluate against criteria, including the achievement of a creative and user-friendly product

5.3 Discuss and agree on required changes

5.4 Assist, if required, in tests and user trials

5.5 Evaluate feedback from user trials

5.6 Confirm the endorsement from the relevant personnel to develop the prototype into a complete product

6. Transform prototype into a final proof-of- concept prototype

6.1 Make necessary changes, as indicated by user trials

6.2 Integrate all game elements, as required by specifications

6.3 Make final checks to ensure that all sequences conform to the navigation design

6.4 Save into specified storage systems

Foundation Skills

This section describes language, literacy, numeracy and employment skills incorporated in the performance criteria that are required for competent performance.


Performance Criteria 



1.1, 1.2, 2.1, 2.2, 2.4, 5.2, 5.5

  • Interprets and comprehends information in diagrams, storyboards, objects and images to identify appropriate software, resources, assets and user requirements
  • Recognises and comprehends signs, symbols, pictures, jargon, abbreviations, computer generated text, numbers, letters and coding syntax necessary to operate complex game engines


1.6, 3.2, 3.4, 4.5, 6.1, 6.4

  • Uses clear, concise and accurate spelling, grammar, technical terminology and organisational document structures/layout to develop and communicate schedules, strategies and monitoring processes
  • Uses coding syntax, gaming engine syntax and organisational, labelling and naming conventions when developing interactive games

Oral Communication

1.1, 1.2, 1.3, 2.1, 2.3, 5.1, 5.2, 5.3, 5.4, 5.6

  • Uses effective listening and open questioning techniques to elicit the view and opinions of others, and to obtain information
  • Participates in a verbal exchange of ideas and solutions, using detailed and clear language, to clarify and present information and strategies according to requirements and the audience


1.2, 1.3, 1.6, 2.2, 2.3, 3.4, 4.1, 4.2, 4.3, 4.4, 5.2, 6.1

  • Uses positive and negative whole numbers, decimals, degrees and percentages when setting measurement, scale, coordinates, colour, shading, timing and other parameters in the development of interactive games

Interact with others

2.3, 5.3

  • Cooperates with others and contributes to work practices where joint outcomes are required

Get the work done

1.1-1.7, 2.1-2.4, 3.1-3.4, 4.1-4.5, 5.1-5.6, 6.1-6.4

  • Makes decisions and implements procedures for routine tasks, using formal decision-making processes for more complex and non-routine situations
  • Uses creativity and initiative in design
  • Assesses, tests and modifies product to ensure that it meets client and technical requirements
  • Uses digital systems and tools to complete routine tasks
  • Understands the importance of secure information in relation to own work and takes responsibility for data integrity, storage and management

Unit Mapping Information

Code and title 

current version 

Code and title 

previous version 


Equivalence status 

ICTGAM401 Produce an interactive game

ICAGAM401A Produce an interactive game

Updated to meet Standards for Training Packages

Equivalent unit


Companion Volume implementation guides are found in VETNet - https://vetnet.gov.au/Pages/TrainingDocs.aspx?q=a53af4e4-b400-484e-b778-71c9e9d6aff2


Assessment requirements

Modification History



Release 1

This version first released with ICT Information and Communications Technology Training Package Version 1.0.

Performance Evidence

Evidence of the ability to:

  • apply a variety of strategies for game trialling and testing
  • create a game using original and innovative approaches
  • implement game development and production strategies
  • maintain the integrity of the design brief and game design document.

Note: If a specific volume or frequency is not stated, then evidence must be provided at least once.

Knowledge Evidence

To complete the unit requirements safely and effectively, the individual must:

  • describe basic programming techniques
  • discuss the capabilities, and constraints, of game engines
  • identify current game-play hardware and software products
  • outline the technical constraints that hardware and software impose on design and development
  • explain risk and critical path management, relevant to interactive game development
  • outline the game production, testing and trialling process
  • discuss the process of evaluating game prototypes from technical, design and game play perspectives.

Assessment Conditions

Gather evidence to demonstrate consistent performance in conditions that are safe and replicate the workplace. Noise levels, production flow, interruptions and time variances must be typical of those experienced in the game development field of work, and include access to:

  • project briefs
  • relevant organisational documentation
  • game-production assets
  • technical specifications
  • industry-standard computer hardware, software, and peripheral devices appropriate for interactive games development.

Assessors must satisfy NVR/AQTF assessor requirements.


Companion Volume implementation guides are found in VETNet - https://vetnet.gov.au/Pages/TrainingDocs.aspx?q=a53af4e4-b400-484e-b778-71c9e9d6aff2