Google Links

Follow the links below to find material targeted to the unit's elements, performance criteria, required skills and knowledge

Elements and Performance Criteria

  1. Determine model creation requirements
  2. Create 3-D digital models using a variety of modelling techniques
  3. Combine 3-D models to create a scene
  4. Render 3-D digital models using appropriate render engine
  5. Back up work

Required Skills

Required skills

analytical skills to

interpret briefs work instructions and technical and conceptual information

analyse 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 clearly using speech and text

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

communicate technical requirements related to graphics requirements 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 D design and innovation

literacy and numeracy skills to develop D design and technical design documents

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

technical skills to

use correct file formats and archiving procedures

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

use reference material

use storyboard and script production

Required knowledge

basic knowledge of D software interfaces

anatomy and physical movement

budgeting and scheduling considerations for game design

capabilities and constraints of game engines

client communication

computer game development including specific terminology

current gameplay hardware and software products

environmental impact and sustainability considerations

graph curve editor

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

OHS requirements for

electrical safety

ergonomics

physical attributes to create effects such as weight and anticipation

risk and critical path management

scheduling production components

shading and texturing

techniques for applying concept development skills

techniques for applying concept visualisation skills

time management

transfer methodology eg rotoscope hand key and motion capture

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

create and combine D components to build a scene

produce final render of the scene

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

review of the nominated techniques applied to selectedsubject matter

review of the nominated techniques applied to selectedsubject matter

direct observation of the candidate using D modelling software

review of work activities that show research and reference sourcing to gain best modelling effect

review of written and verbal reports or documentation showing modelling plan

evaluation of portfolios of evidence

evaluation of D scene render

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.

Production documentation may include:

animatics

concept art

storyboard

technical specifications.

3-D modelling software tools may include:

3ds Max

Blender

Cinema 4D

Houdini

Lightwave

Maya

Modo

XSI

ZBrush.

3-D digital models may include:

any 3-D composite models within the used 3-D software space.

Modelling techniques may include:

Array

Boolean

Cloning

Connect object

Extrude

Instance

Lathe

Loft

NURB

Sweep

Symmetry.

Progressively refine may include:

achieving required object topology.

Integrity may include:

combine

scale of models relative to other components in final required shape

transform.

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.

Requirements may include:

assets for integration

collaboration with other team members

creative expectations

design specifications

output format

technical specifications

time lines.