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Elements and Performance Criteria

  1. Identify and analyse commonly used design concepts for games and 3-D media
  2. Identify appropriate software packages used for digital game and 3-D concept design
  3. Use chosen software package
  4. Create and develop concept components for a digital game or interactive media
  5. Implement design concept into a game or 3-D interactive media
  6. Evaluate implementation

Required Skills

Required skills

analytical skills to

analyse documentation and images to inform implementation of game specifications

interpret briefs work instructions and technical and conceptual information

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

translate design requirements into specifications

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

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

planning and organisational skills to

refer decisions to a higher project authority for review and endorsement

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

problemsolving skills to recognise and address potential quality issues and problems at design development stage

research skills to undertake practical technical and desktop research into concept design for digital games and D media

technical skills to

use correct file formats and archiving procedures

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

Required knowledge

basic programming techniques

capabilities and constraints of game engines

concept development and visualisation skills

computer game development including specific terminology

current gameplay hardware and software products

human resources required in the process of creating a game and their respective skills and technology requirements

OHS requirements for

ergonomics

electrical safety

risk and critical path management

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

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

demonstrate original and innovative approaches to the creative developmentof a game

demonstrate original and innovative approaches to the creative developmentof a game

implement game development and production strategies

maintain integrity of the design brief

develop concept art and design specifications for headsup displays 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

implement a working headsup display with basic functionalities

Context of and specific resources for assessment

Assessment must ensure access to

computer hardware software games engines and file storage

internet access for research purposes

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

review of work samples or simulated workplace activities

review of reports and logbooks

evaluation of work samples or simulated workplace activities

direct observation of candidate preparing game documentation during development activities

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.

Brief and other relevant 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.

Design considerations may include:

aesthetics

cultural context

genre

resource limitations and constraints

target market.

Industry standard software may include:

3-D paint

3ds Max

Blender

Cinema 4D

Houdini

Illustrator

Lightwave

Maya

Microsoft Visual Studio

Modo

Mudbox

Photoshop

XSI

Z Brush.

Technical specifications may include:

backup procedures

delivery platform

difficulty levels

disk 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.

Heads-up display components may include:

ammo counter

armour bar or counter

buttons for using magic skills and potions

crosshair

enemy indicators

friendly indicators

health bar

mana or magic bar

mini-map

objective points

speedometer

weapon indicator.

Code may involve:

basic interaction with screen elements

displaying components on screen

keyboard presses

loading images

mouse movement.

HUD capabilities may involve:

dynamic changing of components due to conditions (taking damage means reduced health or armour).

Relevant personnel may include:

animators

concept artists

game-play designers

graphic designers

instructional designers

modellers

motion capture technicians

other specialist staff

other technical staff

producers

programmers

project manager

sound engineers

team members

technical director

writers.

Feedback may involve:

accepting and responding to comment, critique and suggestions from:

clients

colleagues

target audience representatives.