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Elements and Performance Criteria

  1. Research, create and document game concept
  2. Create and document specifications for game design
  3. Create and document technical specifications for game
  4. Collate game design document

Required Skills

Required skills

analytical skills to interpret briefs work instructions and technical and conceptual information

communication skills to

check and confirm design requirements

provide practical advice support and feedback to colleagues and management

translate design requirements into specifications

literacy and numeracy skills to

develop game design and technical design documents

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

planning and organisational skills to

organise equipment and resources to achieve required outcomes

organise own time to meet milestones

problemsolving 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

technology skills to use correct file formats and archiving procedures

Required knowledge

computer game development including specific terminology

current gameplay hardware and software products

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

techniques for applying concept development skills

techniques for applying concept visualisation skills

Evidence Required

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

develop concept art and design specifications for characters environments splash screens start screens and game field screens consistent with an identified game genre

develop technical specifications for game mechanics artificial intelligence physics sound game play and overall usability

develop game design documents to required industry standard consistent with client brief and specifications

Context of and specific resources for assessment

Assessment must ensure access to

internet for research purposes

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

work samples or simulated workplace activities

observation of game document development activities

verbal questioning concerning aspects of game document development including

industry standards for concept art

design and technical specification development

game testing and trialling procedures

resources required for game development

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 nonEnglish speaking background may need additional support

In cases where practical assessment is used it should be combined with targeted questioning to assess required knowledge


Range Statement

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.

Research techniques may include:

conducting surveys and interviews to collect primary data

conducting technical experiments and tests

developing concept sketches

playing games

reviewing literature for suitable storylines

reviewing secondary sources of information in books, journals, newspapers and on the internet

viewing film and performance.

Target market for the game may include:

age-specific consumer segments:

children

adolescents

adults

educational market segments

gender-specific consumer segments.

Game genre may include:

adventure

alternative reality

ancient

casino

cyberpunk

educational

edutainment

fantasy

first person shooter

flight shooter

flight simulation

futuristic

god simulation

massively multi-player online game

massively multi-player online role-playing game

medieval

modern

multi-player

post-apocalyptic

puzzle

racing shooter

racing simulation

real-time strategy

role-playing game

science fiction

side-scrolling shooter

single player

sports

strategy, including:

action strategy

turn-based strategy

tactical combat.

Game platform may include:

arcade

console platforms:

Microsoft Xbox 360

Nintendo DS (hand-held)

Nintendo Wii

Sony PlayStation

hand-held digital device platforms:

Apple IIe, C, C+

Apple IIGS

Blackberry

BREW

Flashlite

J2ME

Java

Palm OS

Sidekick

Symbian

WAP

Windows Mobile

PC

web.

Game engine may include:

BigWorld

Blender3D

Dunia

Half Life

Jade

Quake

Riot

Scimitar

Second Life

Unreal.

Concept art may include:

illustrations

models

settings

sketches

storyboards.

Storylines may involve:

adventure

back-story

cinematics (cut scenes)

heroes journey

key features (edge)

level diagrams

missions

narrative

scripted dialogue

scripts

storyboards.

Characters and environment may include:

backgrounds

environments

lighting

main characters

scenery

secondary characters

terrain

textures.

Game-play elements may include:

buildings

command

cooperation

core game play

damage states

edge

enemies

fight

game flow

player activity

shoot

special talents:

magic

power

steer

switches

terrain objects

transformations

transportation

traps

weapons.

Graphical user interface elements may include:

buttons and button clicks

command acknowledgements

edit boxes

file saving and loading

icons

list boxes

markers

menus

options and settings

picture boxes

pointers

radio buttons

scroll bars

shell

splash screens

text boxes

window opening

Windows.

Sounds and music may include:

ambient sounds

cinematic soundtracks

event jingles

intellectual property protection

level themes

musical compositions

radio chatter

situational music

sound effects

voice

wind, rain and storms.

Operating system may include:

Linux

Macintosh

PC

Unix.

Code may include:

code libraries

code objects

control loop

operating system code.

Game physics may include:

collision

combat:

blood spots

debris

explosions

footprints

salvo

smoke and fire

sparks

water

wreckage

movement:

creaking floors

footfalls

puddle stepping

wading

wind.

Artificial intelligence may include:

decisions

movement

pathfinding

reactions

simulated intelligence

situations

statistics

target selection

tests and events for reactionary behaviour.

Sound engineering requirements may include:

data path

direct memory access (DMA)

file requirements

mixing

multiple channels

sample lengths

sample rates

sound definitions

third-party drivers.

Testing game prototype may involve play test procedures, such as:

determining criteria for measurement of success with a given audience

monitoring player frustration, progress and enjoyment

selecting test subjects

testing game with target market and other diverse populations.

Game features may include:

edge

fun

originality

playability.

Resources may include:

game assets (collateral)

hardware

money

personnel

software

time.

Schedule may include:

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.