ICAGAM526A
Create complex 3-D characters for games

This unit describes the performance outcomes, skills and knowledge required to create complex 3-D characters for games.

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. Clarify work requirements

1.1 Identify design requirements based on a project brief and documents

1.2 Using the design requirements, conceptualise appropriate characters for the game environments, design, level specifications and genre

1.3 Gather and analyse reference materials to help with design and visualisation of 3-D character models

1.4 Fill in any missing requirements

2. Conceptualise 3-D character design

2.1 Document design decisions that are made before and during the design conceptualisation

2.2 Outline the key attributes for the character

2.3 Discuss design considerations and generate concept art for 3-D characters

3. Identify software tools that can be used to create 3-D characters

3.1 Identify texturing tools, including painting, shading and texturing softwareand 3-D modelling tools

4. Create complex 3-D characters

4.1 Create base 3-D character models

4.2 Refine and polish the character models to a near finalised state

4.3 Create and map textures to apply to the 3-D character models

4.4 Refine the textures and apply shaders

4.5 Check integrity and modify the 3-D characters until they meet design requirements

4.6 Present model to relevant personnel

5. Present the finished 3D characters to relevant personnel

5.1 Present the finished 3-D characters to relevant personnel

5.2 State how the design decisions have met the 3-D character's design requirements

Required Skills

Required skills

analytical skills to:

interpret briefs, work instructions, and technical and conceptual information

analyse documentation and images to inform design of environment specifications

initiative and enterprise skills to visualise and develop concepts

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

contribute to and work in a collaborative team

give and receive constructive feedback

provide practical advice, support and feedback to colleagues and management

realise a unified game-play vision

translate design requirements into specifications

planning and organisational skills to:

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

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

prioritise work and meet critical milestones and deadlines

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

research skills to undertake practical, technical and desktop research into design requirements and software tools

learning skills to accept peer feedback and make improvements

technical skills to:

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

use correct file formats and archiving procedures.

Required knowledge

budgeting and scheduling considerations for game design

capabilities and constraints of game engines

computer game development, including specific terminology

current game-play hardware and software products

human resources required in the process of creating a game and their respective skills and technology requirements

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:

plan and manage the design process for creating 3-D character models

incorporate design specifications and create complex 3-D character models

produce and deliver documentation showing evidence of concepts creation and design decisions.

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:

evaluation of candidate’s work samples, such as 3-D models or simulated workplace activities

written or verbal questioning to assess candidate’s knowledge of interactive 3-D environments

review of:

3-D design documents

concept art

logbooks

presentations

storyboards

textures.

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

level design document

storyboard

style and design principles

style and medium

target market information

technical design document

technical design review process.

Game environments may include:

alien

fantasy

foreign

historical

naturalistic, for example:

arctic

desert

jungle

mountainous

post-apocalyptic

urban.

Game design may include:

background story:

full motion video (FMV) sequence

storyboard for potential introductory

concept illustrations or graphics that enhance the comprehension of the document

design for all level missions

game mechanics

illustrations of level with all significant points of interest

introduction and overview (one page synopsis)

key selling points, including intended audience, genre and platforms

production details

scripts required for level

synopsis and scripts for each level

title and cover art (art must be colour and of a reasonable resolution for high quality printing)

walk through for at least one mission or level.

Level specifications may include:

level-specific components:

allies

base building and location

cinematic, such as cut scenes

colours

enemies

graphics

health

lighting

non-player characters

resources and their harvesting

sounds and music

weapons

location

stages

transportation devices:

buttons

doors

keys

teleporters

tunnels and passageways.

Game genre may include:

adventure

alternative reality

ancient

casino

cyberpunk

educational

edutainment

fantasy

first person shooter

flight shooter

flight simulation

futuristic

god simulation

massively multi-player online game

massively multi-player online role-playing game

medieval

modern

multi-player

post-apocalyptic

puzzle

racing shooter

racing simulation

real-time strategy

role-playing game

science fiction

side-scrolling shooter

single player

sports

strategy, including:

action strategy

turn-based strategy

tactical combat.

Reference materials may include:

3-D animations

3-D movies

games

magazines

media

movies

people

TV shows.

Design considerations may include:

aesthetics

cultural context

genre

resource limitations and constraints

target market.

Concept art may include:

illustrations

models

settings

sketches

storyboards.

Painting, shading and texturing software may include:

3-D paint

Illustrator

Mudbox

Photoshop

Z Brush.

3-D modelling tools may include:

3ds Max

Blender

Cinema 4D

Houdini

Lightwave

Maya

Modo

XSI

Z Brush.

Shaders may include:

Art style

Blinn-Phong

Comic

Cook-Torrance

Drawn look

Gouraud

Lambert

Oren-Nayar

Phong

Toon

Ward anisotropic.

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.