^

 
 

Unit of competency details

ICTGAM402 - Identify and apply principles of games design and game playing (Release 1)

Summary

Usage recommendation:
Superseded
Mapping:
MappingNotesDate
Supersedes and is equivalent to ICAGAM402A - Identify and apply principles of games design and game playingUpdated to meet Standards for Training Packages 24/Mar/2015
Is superseded by and equivalent to ICTGAM421 - Identify and apply games design and game play principles 20/Jul/2020

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


Classifications

SchemeCodeClassification value
ASCED Module/Unit of Competency Field of Education Identifier 020115 Computer Graphics  

Classification history

SchemeCodeClassification valueStart dateEnd date
ASCED Module/Unit of Competency Field of Education Identifier 020115 Computer Graphics  30/Jul/2015 
The content being displayed has been produced by a third party, while all attempts have been made to make this content as accessible as possible it cannot be guaranteed. If you are encountering issues following the content on this page please consider downloading the content in its original form

Unit Of competency

Modification History

Release 

Comments 

Release 1

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

Application

This unit describes the skills and knowledge required to identify and apply principles of games design and game playing.

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

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

Unit Sector

Game development

Elements and Performance Criteria

ELEMENT 

PERFORMANCE CRITERIA 

Elements describe the essential outcomes.

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

1. Analyse and document, the methodology relating to various computer game genres

1.1 Review game-play elements in an example of a chosen, or given, game genre

1.2 Identify the objectives of play in an example of a chosen, or given, game genre

2. Interpret consumer demographics for various games products

2.1 Identify the target markets for various types of games

2.2 Interpret the choices and patterns of buyers and players

2.3 Review the social, emotional, and cognitive aspects of contemporary interactive game play

3. Review the historical aspects of game-play and game design

3.1 Review and describe the history of the games industry

3.2 Review the game play, and design, for non-computer based games

3.3 Review the uses of games in commercial, industrial, education, military training, and therapeutic and assessment contexts

4. Identify industry game-design principles

4.1 Research and identify current industry game-design principles

4.2 Identify the game-design principles for a chosen or given game

5. Outline the development of a computer game

5.1 Outline the game design and play strategies

5.2 Outline the technical limitations, and constraints, of current hardware and software

Foundation Skills

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

Skill 

Performance Criteria 

Description 

Reading

1.1, 1.2, 2.1-2.3, 3.1-3.3, 4.1, 4.2, 5.1, 5.2

  • Interprets and comprehends technical documentation, specifications, market information, statistics, diagrams, objects and images to analyse various aspects of game play and game design, and to identify target markets and interpret consumer demographics

Writing

3.1, 5.1, 5.2

  • Uses accurate spelling and grammar, together with game development specific technical terminology, to produce documents as required by the job role

Oral Communication

1.1, 1.2, 2.1, 2.3, 3.1, 3.2, 3.3, 4.1, 4.2, 5.1, 5.2

  • Uses effective listening and open questioning techniques to obtain information about games, game development and the target markets

Numeracy

2.2, 2.3

  • Interprets numerical and statistical information relating to target markets, and the games industry

Get the work done

1.1, 1.2, 2.1-2.3, 3.1-3.3, 4.1, 4.2, 5.1, 5.2

  • Uses a range of digitally based technologies to access, extract and share relevant information

Unit Mapping Information

Code and title 

current version 

Code and title 

previous version 

Comments 

Equivalence status 

ICTGAM402 Identify and apply principles of games design and game playing

ICAGAM402A Identify and apply principles of games design and game playing

Updated to meet Standards for Training Packages

Equivalent unit

Links

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 

Comments 

Release 1

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

Performance Evidence

Evidence of the ability to:

  • determine the methodology used for games genres
  • differentiate game genres
  • identify the consumer demographic for games products
  • differentiate game design and play principles
  • prepare an outline of a game design according to industry and organisational requirements.

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 3-D digital model design techniques
  • outline procedures and processes for computer game development
  • identify current game-play hardware and software products
  • outline the technical constraints that hardware and software impose on design and development.

Assessment Conditions

Gather evidence to demonstrate consistent performance in 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:

  • the internet
  • computer hardware and software appropriate for researching games and the games industry.

Assessors must satisfy NVR/AQTF assessor requirements.

Links

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