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Elements and Performance Criteria

  1. Confirm component requirements within game context
  2. Identify component integration methods within game architecture
  3. Establish content creation pipeline
  4. Integrate components for testing and analysis

Required Skills

Required skills

initiative and enterprise skills to

create components and assets suitable for project theme

demonstrate creativity in the production of a consistent repeatable style between D components

planning and organisational skills to

establish clear goals and deadlines to achieve project and assignment outcomes

meet project deadlines and criteria

teamwork skills to

contribute as a functioning member of a productive team

ensure that individual assets are delivered on time

technical skills to

resolve basic hardware software and other technical issues

use correct file formats and archiving procedures

Required knowledge

current game hardware and software products

gameengine architecture and methods used in component importing

processes and techniques related to

creation of D objects within industry standard modelling software

use of industry formats for the development of D models and objects

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

generate D components for games

follow a clearly defined schedule and production pipeline for assets

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 work samples or simulated workplace activities and faultfinding exercises

verbal or written questioning to determine candidates knowledge of

gameengine architecture and methods used in component importing

current game hardware and software products

review of reports and logbooks

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.

3-D components may include:

3-D landscapes

buildings, walls, houses and other structures

character models

graphical user interface (GUI) widgets

items and collectables

light sources and effects

trees, shrubs and bushes

vehicles.

Component design may involve:

development time line constraints

researching current video game products and the components implemented

limitations of available technology

using game engine or interactive media architecture.

Format may include:

Direct X

Ogre

OpenGL

eXtensible markup language (XML).

Software may include:

After Effects

Avid

Blender

Combustion

D2 Nuke

Digital Fusion

Final Cut Pro

Flame

Flint

Fusion

Illustrator

Inferno

Inferno

Lustre

Photoshop

Premier

Renderman

Shake.