Application
This unit applies to concept artists, game designers, games programmers, animators, modellers, artists and other personnel working in the game development industry.
From specific reference material and established parameters, modellers or artists are called to create moderately complex compound models with current recognised industry software applicable to the animation production process.
Prerequisites
Not applicable.
Elements and Performance Criteria
1. Determine model creation requirements | 1.1 Analyse design requirements and production documentation 1.2 Select 3-D modelling software tools that best suit the type of production for which 3-D digital models are being created |
2. Create 3-D digital models using a variety of modelling techniques | 2.1 Determine most efficient modelling methodology 2.2 Apply a variety of modelling techniques 2.3 Create 3-D digital models 2.4 Progressively refine and check integrity of models |
3. Combine 3-D models to create a scene | 3.1 Combine 3-D models to create a scene based on design requirements 3.2 Submit models to relevant personnel for comment on whether production requirements have been met and make final adjustments if required |
4. Render 3-D digital models using appropriate render engine | 4.1 Test rendering scene and adjust settings 4.2 Render final 3-D scene 4.3 Submit final model renders to relevant personnel |
5. Back up work | 5.1 Make backup copies of files 5.2 Complete workplace documentation according to predetermined procedures |
Required Skills
Required skills
analytical skills to:
interpret briefs, work instructions, and technical and conceptual information
analyse documentation and images to inform implementation of game specifications
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 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 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:
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:
use correct file formats and archiving procedures
resolve basic hardware, software and other technical issues associated with game production
use reference material
use storyboard and script production.
Required knowledge
basic knowledge of 3-D software interfaces
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
graph curve editor
human resources required in the process of creating a game and their respective skills and technology requirements
OHS requirements for:
electrical safety
ergonomics
physical attributes to create effects, such as weight and anticipation
risk and critical path management
scheduling production components
shading and texturing
techniques for applying concept development skills
techniques for applying concept visualisation skills
time management
transfer methodology, e.g. rotoscope, hand key and 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: create and combine 3-D components to build a scene produce final render of the scene. |
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: review of the nominated techniques applied to selected direct observation of the candidate using 3-D modelling software review of work activities that show research and reference sourcing to gain best modelling effect review of written and verbal reports or documentation showing modelling plan evaluation of portfolios of evidence evaluation of 3-D scene render. |
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.
Production documentation may include: | animatics concept art storyboard technical specifications. |
3-D modelling software tools may include: | 3ds Max Blender Cinema 4D Houdini Lightwave Maya Modo XSI ZBrush. |
3-D digital models may include: | any 3-D composite models within the used 3-D software space. |
Modelling techniques may include: | Array Boolean Cloning Connect object Extrude Instance Lathe Loft NURB Sweep Symmetry. |
Progressively refine may include: | achieving required object topology. |
Integrity may include: | combine scale of models relative to other components in final required shape transform. |
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. |
Requirements may include: | assets for integration collaboration with other team members creative expectations design specifications output format technical specifications time lines. |
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.