ICAGAM401A
Produce an interactive game

This unit describes the performance outcomes, skills and knowledge required to produce an interactive game using an industry standard authoring tool.

Application

This unit applies to game designers, games programmers, animators and other personnel working in the game development industry.


Prerequisites

Not applicable.


Elements and Performance Criteria

1. Identify game component assets

1.1 Obtain project brief and documents

1.2 Identify game-production assets required to meet creative and production requirements and technical specifications

1.3 Discuss formats of assets and issues of asset integration and with appropriate personnel

1.4 Save all digital assets in the appropriate format for inclusion, and store for retrieval

1.5 Determine sequence for development of beta version prototype for testing game play

1.6 Create a schedule for production and testing

1.7 Determine strategies for monitoring production progress against schedule

2. Identify capability of game-engine software and tools and make selection

2.1 Identify and review the range of industry standard game-engine software and development tools available

2.2 Assess the software and tools related to specified game concepts and play requirements

2.3 Discuss considerations for selection of game-engine software with relevant personnel to ensure selection will meet specified outcomes

2.4 Select game-engine software

3. Use game-engine software

3.1 Load game engine, including sound and game play

3.2 Create a new file for the specified task and name appropriately

3.3 Display and use tools and features of software relevant to the game production process

3.4 Create custom code to achieve a unique function

4. Create game-play sequence and prototype

4.1 Import and assemble game-play assets in appropriate sequence according to creative and technical requirements

4.2 Create and check game-play elements according to creative and technical requirements

4.3 Test and run game-play sequence as a presentation to ensure the sequence meets creative, production and technical requirements

4.4 Export to game engine and create prototype

4.5 Save file formats and identify for specified purpose

5. Evaluate game prototype

5.1 Demonstrate initial prototype to relevant personnel

5.2 Evaluate against criteria, including achievement of a creative and user-friendly product

5.3 Discuss and agree on required changes

5.4 Assist if required in tests and user trials

5.5 Evaluate feedback from user trials

5.6 Confirm endorsement from relevant personnel to develop prototype into complete product

6. Transform prototype into final proof of concept prototype

6.1 Make necessary changes as indicated by user trials

6.2 Integrate all game elements as required by specifications

6.3 Make final checks to ensure all sequences conform to the navigation design

6.4 Save into specified storage systems

Required Skills

Required skills

analytical skills to analyse documentation and images to inform implementation of game specifications

communication skills to:

check and confirm brief requirements

communicate clearly using speech and text

communicate technical requirements related to software development, graphics requirements and code development to supervisors and other team members

give constructive feedback

literacy and numeracy skills to read briefs, game documentation, scripts, storyboards, scenarios, images, and technical and conceptual information

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

problem-solving skills to recognise and address quality issues and problems

teamwork skills to:

contribute to and work in a collaborative team

realise a unified game-play vision

technical skills to:

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

use correct file formats and archiving procedures.

Required knowledge

basic programming techniques

capabilities and constraints of game engines

computer game development, including specific terminology

current game-play hardware and software products

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:

apply a variety of strategies for game trialling and testing

demonstrate original and innovative approaches to the creative developmentof a game

implement game development and production strategies

maintain integrity of the design brief and game design document

undertake risk assessment and critical path planning.

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:

work samples or simulated workplace activities

observation of game production activities

verbal questioning of aspects of game development, including:

capability of game engines and software tools to meet the requirements of the brief

evaluating game prototypes from technical, design and game-play perspectives

game testing and trialling procedures

maintaining integrity of the design brief and game design document

risk assessment and critical path planning

translating design and technical specifications into working game prototypes.

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 non-English 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.

Project brief and 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 and review process.

Game-production assets may include:

current work files

development kits

existing digital product libraries:

character models

environments

motion capture data

sound effects

game engines, including customised game engines

personnel.

Technical specifications may include:

backup procedures

delivery platform

difficulty levels

disc or memory space

format for final product

navigation design

pixel size

polygon count

source code and game assets archiving

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

target market.

Personnel may include:

animators

concept artists

game-play designers

graphic designers

instructional designers

modellers

motion capture technicians

producers

programmers

project managers

sound engineers

team members

technical directors

writers

other specialist or technical staff.

Creating a schedule may involve:

allocating work tasks in consultation with other team members

analysing key requirements of the brief

assessing concept viability against resource availability

conducting risk assessment regarding possible issues and constraints and potential solutions

creating an overall project plan and schedule

determining workflow with consideration to available resources

identifying key milestones and associated deliverables:

alpha version - pre-production

beta version - playable prototype

gold version - completed game

trialling and testing

identifying stakeholders and devising strategies to meet stakeholder needs

identifying the critical path

researching background information

setting project objectives against achievable timeframes.

Monitoring production progress may involve:

balancing quality and scheduling requirements

coordinating the efforts of development, quality assurance, sales, marketing, public relations and finance

ensuring the timely production of assets to brief requirements, including:

animation components

graphic

images

interfaces

text

video

identifying and applying testing procedures

monitoring workload allocated to individual personnel

progressive game testing to ensure playability

renegotiating variations and schedule slippage ahead of milestone dates

identifying sound and applying contingency strategies.

Game-engine software and development tools may include:

BigWorld

Dunia

Half life

Jade

Quake

Riot

Scimitar

Unreal.

Considerations for selection of gameengine software may include:

application of code libraries

application of game engine functionality for an interactive game

assessing coding strategy for compliance to brief and for optimal performance of game engine:

function testing

test plan development

validating results

assessing viability of existing code in relation to interaction of game-play elements

assessing strategy for game-play code

basic code writing abilities for customising game engine functions

building

code creation specifically for handling exceptions

code creation strategy for interaction of game-play elements

data structures

documentation of code development

environmental models

game engine customising

game platform and game platform logic

integration of custom code into game engines

sound capability

spatial data structures

technical constraints imposed by the architecture of given game engine.

Tools and features of software may include:

animation

compilers

debugging software

development software

efficiency

flexible systems suitable for non-programmers

graphics

graphics system design

middleware

operating systems

plug in tools

programming for game integration

rendering

sound

system architecture for real time game environments and simulations

tools for designers and play analysis.

Check game-play elements may involve:

chance

fun

logic

playability

rules

skill

strategy.

Create prototype may involve:

bug fixing, bug databases, creating stable code bases and game tuning

building flexible systems, configurable by others

code review and test harnesses

designing and implementing tests and incorporating feedback from quality assurance

developing a comprehensive design for all missions and levels, including concept visuals

developing a walkthrough for at least one mission or level

developing story synopsis and scripts for each level

knowledge of games as dynamic systems:

applying game tuning strategies in light of feedback from actual play

characteristics of a balanced game

working with quality assurance and understanding play-test feedback

use of appropriate tools and skills for fast, interactive development

user-guide development.

Evaluate game prototype may involve:

examining and analysing the impact of decisions, after the fact, such as:

business decisions

design decisions

methodology and process decisions

product ‘post-mortems’ reviewing actual use of resources to achieve outcomes against initial project plan and schedule.

Tests and user trials may involve play test procedures:

determining criteria for measurement of success with a given audience

play testing to monitor player frustration, progress and enjoyment

selecting test subjects

testing game with target market and other diverse populations.


Sectors

Game development


Employability Skills

This unit contains employability skills.


Licensing Information

No licensing, legislative, regulatory or certification requirements apply to this unit at the time of endorsement but users should confirm requirements with the relevant federal, state or territory authority.