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. Collect and use reference material | 1.1 Create storyboard sequence of required animation 1.2 Determine animation attribute sequence of objects as per the storyboard 1.3 Select 3-D modelling and animation software tools that best suit the type of production and target platform for which 3-D digital animations are being created 1.4 Research and gather reference material to inform the animation process |
2. Prepare 3-D digital models using a variety of manipulating techniques | 2.1 Determine the most efficient animation methodology 2.2 Ensure that the models topology allows appropriate deformation of objects and its parts as per storyboard animation brief 2.3 Apply a variety of manipulation techniques 2.4 Progressively refine animation attributes and check integrity of models and elements over time until storyboard requirements are met 2.5 Submit pre-models animation to relevant personnel for comment on whether storyboard objectives have been met and make final adjustments as required |
3. Create required animations using a variety of animated tools | 3.1 Determine the most efficient animation methodology from the required models 3.2 Animate object, applying animation principles and techniques to produce the required motions 3.3 Submit animation for approval 3.4 Make adjustments as required and refine animation in passes until storyboard requirements are achieved |
4. Use lighting to evaluate texture, quality and performance | 4.1 Use nominal lighting to render component for testing purposes 4.2 Test against plan 4.3 Continue manipulation process until effect achieved |
5. Render 3-D digital model using appropriate render engine | 5.1 Evaluate the final render, taking steps to satisfy any further client requirements 5.2 Prepare render passes if any 5.3 Render component 5.4 Present edited material to the relevant personnel as well as brief and documents, including concept art in an appropriate format for evaluation |
6. Back up work | 6.1 Make backup copies of files and complete workplace documentation according to chosen predetermined procedures |
Required Skills
Required skills
analytical skills to:
analyse documentation and images to inform implementation of game specifications
interpret briefs, work instructions, and technical and conceptual information
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 3-D design and innovation
literacy and numeracy skills to develop 3-D design and technical design documents
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
problem-solving skills to recognise and address potential quality issues and problems at design development stage
technical skills to:
develop and visualise concepts
use correct file formats and archiving procedures
resolve basic hardware, software and other technical issues associated with game production.
Required knowledge
3-D animation
3-D lighting
3-D modelling
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 game-play hardware and software products
environmental impact and sustainability considerations
dope sheets
graph curve editor
human resources required in the process of creating a game and their respective skills and technology requirements
methods for using reference material
OHS requirements for:
ergonomics
electrical safety
physical attributes to create effects, such as weight and anticipation
rendering
risk and critical path management
scheduling production components
shading
texturing
techniques for using storyboard and script production
time management
transfer methodology, e.g. rotoscope, hand key, 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: use 3-D software toolsets to animate models with correct movement and weight undertake reference and transfer methods to copy real physical attributes. |
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: verbal questioning regarding reasons for use of hardware and software to create physical attributes effects direct observation of the learner using 3-D animation software review of project or work activities that show research and reference sourcing to gain best physical attributes effects review of written and verbal reports or documentation showing research and production plan review of third-party workplace reports of skills and performance of the learner evaluation of completed rendered image or sequence. |
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.
3-D modelling and animation software may include: | 3-D Max Blender Cinema 4D Houdini Lightwave Maya Modo XSI Z Brush. |
Target platform may include: | arcade console platforms: Microsoft Xbox 360 Nintendo DS (hand-held) Nintendo Wii Sony PlayStation hand-held digital device platforms: Apple Iie/C/C+ Apple IIGS Blackberry BREW Flashlite Google Android J2ME Java Palm OS Sidekick Symbian WAP Windows Mobile personal computer (PC) web. |
Reference material may include: | blueprints developmental drawings internet research museum information orthographic images photographs schematics video footage. |
Manipulation techniques may include: | cloning deforming exploding melting moving point and face deformation rotating scaling. |
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 technical design review process. |
Concept art may include: | illustrations models settings sketches storyboards. |
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.