Assessor Resource

ICAGAM414A
Create audio for digital games

Assessment tool

Version 1.0
Issue Date: April 2024


The unit applies to game musicians, audio technicians, audio programmers and other personnel working in the game development industry.

This unit describes the performance outcomes, skills and knowledge required to produce and manipulate audio assets for computer games using a variety of tools.

You may want to include more information here about the target group and the purpose of the assessments (eg formative, summative, recognition)

Prerequisites

Not applicable.


Employability Skills

This unit contains employability skills.




Evidence Required

List the assessment methods to be used and the context and resources required for assessment. Copy and paste the relevant sections from the evidence guide below and then re-write these in plain English.

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:

record sound sources

generate sound effects

compose simple music tracks

manipulate audio assets with suitable tools

use audio programming libraries in a game.

Context of and specific resources for assessment

Assessment must ensure access to:

computer hardware

microphone and headphone sets

input device, e.g. keyboard and mouse

output device, such as monitor and speakers

digital audio editing 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:

evaluation of audio that has been included in a games project

verbal or written questioning concerning aspects of game audio, including:

evolution of audio hardware and use of audio in computer games

tools and techniques used

capabilities of audio libraries.

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.


Submission Requirements

List each assessment task's title, type (eg project, observation/demonstration, essay, assingnment, checklist) and due date here

Assessment task 1: [title]      Due date:

(add new lines for each of the assessment tasks)


Assessment Tasks

Copy and paste from the following data to produce each assessment task. Write these in plain English and spell out how, when and where the task is to be carried out, under what conditions, and what resources are needed. Include guidelines about how well the candidate has to perform a task for it to be judged satisfactory.

Required skills

communication skills to:

communicate audio concepts and related sound requirements to designers and concept artists

seek and respond to feedback from target audience representatives, clients and colleagues

technical skills to generate, integrate, manipulate and record digital audio into a game project.

Required knowledge

audio-editing tools

audio formats

audio-programming libraries

copyright as it applies to audio recordings

music theory as it relates to using music-creation tools.

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.

Audio formats may include:

music, such as mp3, ogg, xm, s3m, it, mod and midi

sound effects, such as wav, raw and voc.

Genres may include:

dance

jazz

pop

rap

rock

techno

trance.

Copyright laws may include:

Australian Copyright Act 1968

international copyright laws.

Audio-editing software may include:

Audacity

Music Editor Free

Power Sound Editor

Wavosaur.

Digital sound waveforms may include:

noise

pulse

sine

square

triangle.

Basic music theory may include:

bass or treble clef

notation, such as semi-quavers and quavers

notes

scales and chords

timing.

Music-creation tools may include:

FL Studio

Garage Band

MusicShake.

Audio-programming libraries may include:

Audierre

Bass Library

DirectSound

FMOD

Open_AL

SDL_Mixer.

Copy and paste from the following performance criteria to create an observation checklist for each task. When you have finished writing your assessment tool every one of these must have been addressed, preferably several times in a variety of contexts. To ensure this occurs download the assessment matrix for the unit; enter each assessment task as a column header and place check marks against each performance criteria that task addresses.

Observation Checklist

Tasks to be observed according to workplace/college/TAFE policy and procedures, relevant legislation and Codes of Practice Yes No Comments/feedback
Explain the evolution of audio hardware and audio formats 
Provide a historical perspective on how audio has become integrated into computer games 
Identify current trends and speculate on the future of game audio 
Identify the different methods for using audio in computer games 
Explore the role of music in creating mood and atmosphere 
Explain how sound effects and vocals are used within computer games 
Find sources of sound effects, music tracks and voice recordings 
Create and maintain a small collection of audio assets 
Identify different audio formats 
Differentiate between compressed and uncompressed audio formats 
Identify different genres of music 
Develop an awareness of audio copyright laws and royalty free audio 
Record character voices, music and sound effects 
Develop a sound track for a game using audio editing 
Use audio-editing software to rearrange audio samples and apply audio effects 
Select appropriate sample format and bit rate 
Normalise audio samples to make volume uniform 
Trim audio samples 
Apply audio effects 
Export audio to a suitable format 
Identify digital sound waveforms 
Apply basic music theory to simple music-creation tool 
Determine suitable musical notation 
Identify and use musical creation tools 
Compose a simple piece of music for a game 
Create various sound effects for a game 
Compare and contrast functional capabilities of audio-programming libraries 
Explain the use of channels and mixing 
Play a mixture of cached and streaming audio sources 
Integrate sound effects in response to different events 
Incorporate ambient music into sections of the computer game 
Locate and play positional audio sources 

Forms

Assessment Cover Sheet

ICAGAM414A - Create audio for digital games
Assessment task 1: [title]

Student name:

Student ID:

I declare that the assessment tasks submitted for this unit are my own work.

Student signature:

Result: Competent Not yet competent

Feedback to student

 

 

 

 

 

 

 

 

Assessor name:

Signature:

Date:


Assessment Record Sheet

ICAGAM414A - Create audio for digital games

Student name:

Student ID:

Assessment task 1: [title] Result: Competent Not yet competent

(add lines for each task)

Feedback to student:

 

 

 

 

 

 

 

 

Overall assessment result: Competent Not yet competent

Assessor name:

Signature:

Date:

Student signature:

Date: