ICAGAM406A
Create visual design components for interactive games

This unit describes the performance outcomes, skills and knowledge required to create visual design components for games and interactive media using industry standard authoring tools.

Application

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


Prerequisites

Not applicable.


Elements and Performance Criteria

1. Identify commonly used visual design components for games and interactive media

1.1 Obtain project brief and documents

1.2 Identify features of visual design components for games and interactive media

1.3 Discuss design considerations for designing an interactive visual design component

2. Identify graphics software packages used for visual design

2.1 Identify and review the range of industry standard graphics software available

2.2 Assess the software related to visual design component requirements

2.3 Discuss technical specifications for rendering and editing processes

2.4 Select graphics software package

3. Use graphics software

3.1 Run graphics software and become familiar with the interface

3.2 Create new files and organise a file structure

3.3 Learn required tools and features used to create visual design components

4. Create visual design components for a game and interactive media

4.1 Design a basic graphical user interface (GUI) for a game and interactive media

4.2 Consider the interaction processes of GUI elements

4.3 Document the design and necessary programming requirements needed to implement the GUI

4.4 Use graphics software to create visual design components to be used for the GUI

5. Evaluate implementation

5.1 Demonstrate implementation to relevant personnel

5.2 Evaluate the usability of design components

5.3 Reflect on possible changes to improve the visual design and interactivity of components

Required Skills

Required skills

analytical skills to:

analyse documentation and images to inform implementation of visual design components

interpret briefs, work instructions, and technical and conceptual information

communication skills to:

check and confirm design requirements

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 and basic code development

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

planning and organisational skills to:

appropriately refer decisions to a higher project authority for review and endorsement

establish clear roles and goals to achieve required game development outcomes

problem-solving skills to recognise and address potential quality issues and problems at design development stage

research skills to undertake practical technical desktop research into visual design components for games and interactive media

technology skills to use correct file formats.

Required knowledge

basic programming techniques

human resources required in the process of creating visual design components and the technology requirements

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:

demonstrate original and innovative approaches to the creative developmentof a GUI

implement game development and production strategies

maintain integrity of the design brief

develop concept art and design specifications for splash screens, start screens and game field screens consistent with a design brief

develop technical specifications for visual design components and overall usability

implement a working GUI 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:

evaluation of work samples or simulated workplace experiences

evaluation of design brief detailing interface design components

review of production of visual design components

evaluation of working GUI with basic functionalities.

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.

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 and review process.

Design considerations may include:

aesthetics

cultural context

genre

resource limitations and constraints

target market.

Graphics software may include:

3-D paint

Fireworks

Illustrator

Mudbox

Photoshop

Z Brush.

Technical specifications may include:

backup procedures

delivery platform

disk or memory space

format for final product

navigation design

pixel size

polygon count

source code and game assets archiving

target market.

Graphical user interface elements may include:

buttons and button clicks

command acknowledgements

edit boxes

file saving and loading

icons

list boxes

markers

menus

options and settings

picture boxes

pointers

radio buttons

scroll bars

shell

splash screens

text boxes

window opening

Windows.

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.


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.