Assessor Resource

ICAGAM528A
Create games for mobile devices

Assessment tool

Version 1.0
Issue Date: April 2024


This unit applies to concept artists, games designers, games programmers, animators and other personnel working in the game development industry.

This unit describes the performance outcomes, skills and knowledge required to create games for mobile devices.

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:

apply a variety of strategies for game trialling and testing

demonstrate original and innovative approaches to the creative developmentof a game

implement game development and production strategies

maintain integrity of the design brief and game design document

undertake risk assessment and critical path planning

produce a working game on a mobile device.

Context of and specific resources for assessment

Assessment must ensure access to:

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:

evaluation of a working, original game on a mobile device

direct observation of candidate participating in game document development activities

verbal questioning or interview concerning aspects of game development, including:

capability of game engines and software tools to meet the requirements of the brief

evaluating game prototypes from technical, design and game-play perspectives

game testing and trialling procedures

maintaining integrity of the design brief and game design document

risk assessment and critical path planning

translating design and technical specifications into working game prototypes.

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

analytical skills to evaluate documentation and images to inform implementation of game specifications

communication skills to:

check and confirm design requirements

collect, interpret and communicate in visual and written forms effectively for various audiences, including engineers and artists

communicate complex designs in a structured format drawn from industry standards, styles and techniques

communicate technical requirements related to software development, graphics requirements and code development to supervisors and other team members

provide practical advice, support and feedback to colleagues and management

initiative and enterprise skills to exercise a high level of creative ingenuity in game design and innovation

literacy and numeracy skills to:

develop game design and technical design documents

read briefs, work instructions, and technical and conceptual information

write instructions for the normal and competent operation and testing of all game features and permutations

management skills to coordinate teams in order to effectively extract useful feedback

planning and organisational skills to:

balance talent, experience and budget

delegate tasks and responsibility appropriately

establish clear roles and goals to achieve required game development outcomes

meet project deadlines

organise equipment and resources to achieve required outcomes

organise own time to meet milestones

problem-solving skills to recognise and address potential quality issues and problems at design development stage

research skills to undertake practical, technical and desktop research

teamwork skills to:

contribute to and work in a collaborative team

realise a unified game-play vision

technical skills to:

resolve basic hardware, software and other technical issues associated with game production

translate design requirements into specifications

use correct file formats and archiving procedures.

Required knowledge

basic programming techniques

budgeting and scheduling considerations for game design

computer game development, including specific terminology

current game-play hardware and software products

risk and critical path management

technical constraints that hardware imposes on software development, graphics requirements, code development and creative visual design

techniques for concept visualisation and development.

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.

Mobile devices may include:

mobile phones

personal digital assistants (PDAs)

tablets.

Technical limitations and constraints may include:

current technology

future technology and release date

graphics capabilities

memory

pixels

platforms

polygon count

processor speed

software capability

storage space.

Tools and technologymay include:

compilers

debugging software

development software

efficiency

flexible systems suitable for non-programmers

graphics

graphics system design

integrated development environments

middleware

operating systems

plug-in tools

programming for game integration

rendering

sound

system architecture for real time game environments and simulations

tools for designers and play analysis.

Project brief and documents may include:

concept drawings

designer’s notes

development environment description

game design document

game-play designs

help notes

information design

operating manual

storyboard

style and design principles

style and medium

target market information

technical design document

technical design review process.

Game production assets may include:

current work files

development kits

existing digital product libraries:

character models

environments

motion capture data

sound effects

game engines, including customised game engines

personnel.

Technical specifications may include:

backup procedures

delivery platform

difficulty levels

disc or memory space

format for final product

navigation design

pixel size

polygon count

specifications for phases of game development:

alpha version - pre-production

beta version - playable prototype

gold version - completed game

trialling and testing

systems and workplace standards for documentation, including:

computer file management

job lists

progress reports

source code and game assets archiving

target market.

Schedule may involve:

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.

Monitoring production progress may involve:

balancing quality and scheduling requirements

coordinating the efforts of development, quality assurance, sales, marketing, public relations and finance

ensuring the timely production of assets to brief requirements, including:

animation components

graphic

images

interfaces

text

video

identifying and applying testing procedures

monitoring workload allocated to individual personnel

progressive game testing to ensure playability

renegotiating variations and schedule slippage ahead of milestone dates

sound identifying and applying contingency strategies.

Developing game prototypes may involve:

bug fixing, bug databases, creating stable code bases and game tuning

building flexible systems configurable by others

code review and test harnesses

designing and implementing tests and incorporating feedback from quality assurance

developing a comprehensive design for all missions and levels, including concept visuals

developing a walkthrough for at least one mission or level

developing story synopsis and scripts for each level

knowledge of games as dynamic systems:

applying game tuning strategies in light of feedback from actual play

characteristics of a balanced game

working with quality assurance and understanding play-test feedback

use of appropriate tools and skills for fast, interactive development

user-guide development.

Programming language may include:

ActionScript

C

C#

C++

Flash Lite

Java

Object Pascal

Objective-C

Pascal

Python

VB.NET.

Check game-play elements may involve:

chance

fun

logic

playability

rules

skill

strategy.

Personnel may include:

animators

concept artists

game-play designers

graphic designers

instructional designers

modellers

motion capture technicians

producers

programmers

project manager

sound engineers

team members

technical director

writers

other specialist or technical staff.

Evaluating game prototypes may involve:

examining and analysing the impact of decisions, after the fact:

business decisions

design decisions

methodology and process decisions

product ‘post-mortems’, reviewing actual use of resources to achieve outcomes against initial project plan and schedule.

Tests and user trials may involve play test procedures:

determining criteria for measurement of success with a given audience

play testing to monitor player frustration, progress and enjoyment

selecting test subjects

testing game with target market and other diverse populations.

Polish may involve enhancing:

game play

graphics

user control

user interface.

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
Research, identify and describe current mobile devices suitable for games 
Identity a suitable mobile device 
Identify technical limitations and constraints of the mobile gaming device 
Research and identify tools and technologyfor creating applications for the mobile device 
Identify a suitable tool for the mobile gaming device 
Research, identify and describe market successful mobile game devices 
Create or obtain project brief and documents 
Identify game production assetsrequired to meet creative and production requirements and technical specifications 
Define developer roles and skills 
Create a schedule for production and testing 
Determine strategies for monitoring production progress against schedule 
Create graphics assets using 
Create music and sound assets 
Develop game prototype using a programming language 
Create and check game-play elements according to creative and technical requirements 
Test and run game play on mobile device 
Identify if the game meets creative, production and technical requirements 
Demonstrate initial prototype to relevant personnel 
Evaluate against criteria, including achievement of a creative and user-friendly product 
Discuss and agree on required changes 
Assist if required in tests and user trials 
Evaluate feedback from user trials 
Confirm endorsement from relevant personnel to develop prototype into complete product 
Make necessary changes as indicated by user trials 
Integrate all game elements as required by specifications 
Polish the game 

Forms

Assessment Cover Sheet

ICAGAM528A - Create games for mobile devices
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Assessment Record Sheet

ICAGAM528A - Create games for mobile devices

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

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