CUFDIG504A
Design games

This unit describes the performance outcomes, skills and knowledge required to design games and document the process for developing them.Game design requires a high degree of collaboration between script writers, programmers and graphic designers.Low-end games can be constructed using interactive authoring tools, but for video game productions, designers need to work with high level programmers to ensure that designs are technically feasible.No licensing, legislative, regulatory or certification requirements apply to this unit at the time of endorsement.

Application

A lead designer typically applies the skills and knowledge described in this unit, which relate to generating and then working on a game idea until the mechanics and design of the game are fully documented. A lead designer communicates the vision for a game to the rest of the team, takes ideas submitted during design meetings and analyses them to ensure they fit the game's intended objectives. This vision is captured in the game design document.

Depending on the size of an enterprise, a lead designer may supervise assistant or level designers and would typically report to a design or creative director.

Skills associated with story-telling are covered in:

CUFWRT402A Write extended stories.


Elements and Performance Criteria

ELEMENT

PERFORMANCE CRITERIA

Identify project requirements

1. Confirm the objective and desired outcomes of a game proposal or brief in consultation with relevant personnel

2. Identify factors that may have an impact on how a game is designed

3. Clarify target audience to determine format and delivery platform of the game through discussion with relevant personnel

Research games and generate ideas

4. Select state of the art games from different genres to play as a source of inspiration

5. Search game literature for each game and identify the games' objectives

6. Generate range of ideas for game designs that are technically feasible, respond to the proposal or brief, and provide creative solutions to design issues

7. Discuss ideas and collaborate, as required, with relevant personnel to ensure contribution of a range of ideas and creative solutions to initial concepts

Select a game genre

8. Identify and present a range of game genres to relevant personnel for consideration in terms of their characteristics, differences and ability to meet requirements of proposal or brief

9. Consult with relevant personnel to ensure that a full range of genres has been identified and sourced

10. Select the game genre that best meets the creative, technical and production requirements of proposal or brief

Draft game design document

11. Establish the game strategy outcomes

12. Use design techniques to develop the structure of a game ensuring that all elements, including style and game mechanics, are fully documented

13. Use a range of criteria to determine the scope of a prototype to be used in the development phase

14. Ensure that the prototype selected is capable of testing the effectiveness of the proposed game

15. Include a register of game assets in consultation with relevant personnel

16. Present draft game design document for discussion with and feedback from other team members

Finalise game design document

17. Re-evaluate game design objectives on the basis of feedback on the prototype and draft game design document

18. Discuss and confirm additional requirements or modifications to the game design with relevant personnel

19. Specify the game production specifications, including appropriate testing strategies

20. Write final game design document to reflect all additional requirements or modifications

Required Skills

Required skills

communication, teamwork and literacy skills sufficient to:

interpret and clarify written proposals and creative briefs

work collaboratively in a team environment

present game design ideas for discussion and feedback from team members

document game design specifications clearly and concisely

initiative, enterprise and creativity in the context of:

generating innovative ideas for game designs

thinking laterally when developing concepts

undertaking background research into game ideas

maintaining design integrity

technical skills sufficient to create complex designs using storyboards, maps and other diagrams to specify the architecture and navigation of game mechanics

self-management skills sufficient to:

meet deadlines

provide appropriate and timely documentation

Required knowledge

industry knowledge, including:

roles and responsibilities of project team members, e.g. designers, content creators, information architects, programmers and coders

sound understanding of game theory, including traditional games

broad range of game genres and styles

technical parameters of various games platforms

issues and challenges that arise in designing games

research methods for staying abreast of the latest changes and design enhancements

requirements of game play design documents

typical formats and techniques for documenting game designs

intellectual property rights and copyright clearance procedures

OHS standards as they relate to working for periods of time on computers

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 following is essential:

development of original and innovative concepts for games

design of game play methods that are compelling for the user and technically feasible

production of clear and well-presented game design documentation

ability to work effectively as a member of a design team.

Context of and specific resources for assessment

Assessment must ensure:

practical demonstration of skills through the design of a variety of games for at least two platforms

access to game proposals or briefs on which designs can be based

access to a range of games for viewing

access to appropriate learning and assessment support when required

use of culturally appropriate processes and techniques appropriate to the language and literacy capacity of learners and the work being performed.

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:

direct questioning combined with review of portfolios of evidence and third-party workplace reports of on-the-job performance

evaluation of game designs documented by the candidate and of their quality in terms of meeting creative briefs

written or oral questioning to test knowledge as listed in the required skills and knowledge section of this unit

case studies to assess ability to develop designs for different types of games.

Guidance information for assessment

Holistic assessment with other units relevant to the industry sector, workplace and job role is recommended, for example:

CUFPPM404A Create storyboards

BSBCRT501A Originate and develop concepts.


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.

Relevant personnel may include:

art director

client

designers

director

graphic artist

head of department

producer

programmer

publisher

script writer

software engineer

other technical and creative staff.

Factors may include:

availability of personnel

availability of resources

available budget

complexity of proposed game

intellectual property

need to attract finance

production schedule

production values

technical parameters, including:

technology constraints

console

platform

bandwidth

memory/RAM

timelines

user and audience.

Delivery platforms may include:

CD/DVD

digital television set

games console

internet

mobile phone

personal digital assistant (PDA)

other wireless/mobile devices.

State of the art games may include:

best selling games

games that show unique and innovative approaches.

Game literature may include:

game design books

game post-mortems

magazine, newspaper and journal articles

previews and reviews

strategy guides

user manuals

walkthroughs

other online game resources.

Game genres may include:

adventure

arcade

first person shooter

massively multiplayer online

mazes

platforms

puzzles

racing

rhythm

role playing

simulation

sport

strategy

third person shooter.

Design techniques may include:

drawing

flow chart

scanning

storyboard

using image and background generating tools.

Game mechanics may include:

environment and object interactions

environment dynamics

game objects

game play elements that may include:

skill levels

judgements

choices

decisions

codes

rules

levels of progression

goals

actions

events

levels of difficulty

scoring

calculation of scoring

user control

user interaction

options for single player or multiplayer

customisation

key systems

object actions

object to object interactions.

Criteria may include whether the prototype:

can be demonstrated to a specialist target group

can be used for promotional purposes

can demonstrate the full potential of the game

can sell a concept to potential investors

is appropriate for the chosen genre and style.

Testing the effectiveness of the prototype may include:

comparing game design with original objectives

group discussion techniques

identifying any logical inconsistencies in:

design

game timing

story-lines

measuring the levels of user satisfaction

paper and pencil techniques (dry running).

Game assets may include:

animations

audio, including:

sound effects

dialogue

narration

music

cut scenes

titles

video sequences.

Game design document may include:

agent architectures

artificial intelligence

asset register

background story

comprehensive designs for each mission and level

decision-making systems

game mechanics

game tools

graphics

inventories

overview

production specifications

scripts

spatial design

storyboard and flow chart

synopsis

title

user interface

walkthroughs.

Production specifications may include:

budget

intellectual property

levels of staff expertise

production schedule

production values

size and composition of the development team

technology constraints

testing strategies

timelines.

Testing strategies may include:

alpha

beta

completion

continuous

milestone

prototype

staged.


Sectors

Unit sector


Competency Field

Visual communication - digital content and imaging


Employability Skills

This unit contains employability skills.


Licensing Information

Not applicable.