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Elements and Performance Criteria

  1. Develop a game world system
  2. Develop components to support game world creation using physics
  3. Develop an understanding of constraint dynamics
  4. Develop an understanding of physics interactivity
  5. Develop an interactive scene
  6. Compile a report

Required Skills

Required skills

analytical skills to

interpret briefs documents and conceptual information

analyse design requirements for game physics systems

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 creating a simulated physics environment with innovation

literacy and numeracy skills to

develop technical design documents

read briefs work instructions and technical and conceptual information

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

understand basic physics

understand game mathematics

management skills to manage teams in order to effectively extract useful feedback

planning and organisational skills to

appropriately 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 advanced effects

selfmanagement skills to complete assigned tasks

teamwork skills to

realise a unified gameplay vision

contribute to and work in a collaborative team

technology skills to

use correct file formats and archiving procedures

resolve basic hardware software and other technical issues associated with D game environments

Required knowledge

basic programming techniques

objectorientated language skills

computer game development including specific terminology

current gameplay hardware and software products

environmental impact and sustainability considerations

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

OHS requirements for

ergonomics

electrical safety

materials handling

physical hazards including lifting

risk and critical path management

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 an interactive game that implements game physics

identify evaluate and use a physics library

Context of and specific resources for assessment

Assessment must ensure access to

computer terminal

integrated development environment

wordprocessing application

the internet

physics libraries

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 working executable that implements game physics

review of work samples or simulated workplace activities

review of faultfinding exercises

evaluation 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.

Develop code may involve use of:

code libraries

code objects

control loop

operating system code

programming language.

Programming languagemay include:

ActionScript

C

C#

C++

Flash Lite

Java

Object Pascal

Objective-C

Pascal

Python

VB.NET.

Render engine may include:

game engines, such as:

BigWorld

Blender3D

Dunia

Half Life (Source)

Jade

Quake

Riot

Scimitar

Second Life

Unreal

Unity

OGRE

Irrlicht.

Physics engine may include:

Ageia PhysX

Bullet

Havok physics

Newton game dynamics

open dynamics engine (ODE).

Desired frame rate may include:

120 fps

30 fps

60 fps.

Game physics system may include:

call-backs, such as:

on collision effect game play

collision

combat:

bullets

debris

explosions

water

wreckage

gravity

movement:

attacking

dying

jumping

movement

swimming.

Primitives may include:

3-D models

animated 3-D models or characters

characters

compound shapes

convex hulls

serialisation.

Joints may include:

ball and socket

corkscrew

hinge

slides

universal.

Game physics system models may include:

player control, such as:

attacking

dying

jumping

movement

swimming

spline movement

wandering AI body.