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.
ELEMENT | 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 |
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.
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.
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.