Application
This unit applies to game engine developers, gameplay programmers and other personnel working in the game development industry.
Prerequisites
Not applicable.
Elements and Performance Criteria
1. Develop a game world system | 1.1 Develop code using a programming language and create instances of the rendering engine, the scene manager and physics engine’s world objects 1.2 Constrain the frame rate to a desired frame rate |
2. Develop components to support game world creation using physics | 2.1 Create and implement game physics system 2.2 Implement game object primitives 2.3 Use or develop a physics debugger to show collision frames |
3. Develop an understanding of constraint dynamics | 3.1 Generate game objects or physics bodies constrained by joints 3.2 Build a ragdoll using the game physics system |
4. Develop an understanding of physics interactivity | 4.1 Use the game physics system to ray cast the scene 4.2 Implement a player controlled model 4.3 Implement and develop game physics system models |
5. Develop an interactive scene | 5.1 Use primitives to build a scene 5.2 Use trigger volumes to fire off events 5.3 Capture collision events with call-backs 5.4 Use a toggle for collision frames |
6. Compile a report | 6.1 Build class diagrams for all objects 6.2 Describe techniques used to create interactivity 6.3 Describe the objects and when they were used 6.4 Document the libraries used |
Required Skills
Required skills
analytical skills to:
interpret briefs, documents and conceptual information
analyse design requirements for game physics systems
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 creating a simulated physics environment with innovation
literacy and numeracy skills to:
develop technical design documents
read briefs, work instructions, and technical and conceptual information
write instructions for the normal and competent operation and testing of all features and permutations
understand basic physics
understand game mathematics
management skills to manage teams in order to effectively extract useful feedback
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
research skills to undertake practical, technical and desktop research into advanced effects
self-management skills to complete assigned tasks
teamwork skills to:
realise a unified game-play vision
contribute to and work in a collaborative team
technology skills to:
use correct file formats and archiving procedures
resolve basic hardware, software and other technical issues associated with 3-D game environments.
Required knowledge
basic programming techniques
object-orientated language skills
computer game development, including specific terminology
current game-play hardware and software products
environmental impact and sustainability considerations
human resources required in the process of creating a game and their respective skills and technology requirements
OHS requirements for:
ergonomics
electrical safety
materials handling
physical hazards, including lifting
risk and critical path management
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: develop an interactive game that implements game physics identify, evaluate and use a physics library. |
Context of and specific resources for assessment | Assessment must ensure access to: computer terminal integrated development environment word-processing application the internet physics libraries 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 working executable that implements game physics review of work samples or simulated workplace activities review of fault-finding exercises evaluation of reports and logbooks. |
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.
Develop code may involve use of: | code libraries code objects control loop operating system code programming language. |
Programming language | ActionScript C C# C++ Flash Lite Java Object Pascal Objective-C Pascal Python VB.NET. |
Render engine may include: | game engines, such as: BigWorld Blender3D Dunia Half Life (Source) Jade Quake Riot Scimitar Second Life Unreal Unity OGRE Irrlicht. |
Physics engine may include: | Ageia PhysX Bullet Havok physics Newton game dynamics open dynamics engine (ODE). |
Desired frame rate may include: | 120 fps 30 fps 60 fps. |
Game physics system may include: | call-backs, such as: on collision effect game play collision combat: bullets debris explosions water wreckage gravity movement: attacking dying jumping movement swimming. |
Primitives may include: | 3-D models animated 3-D models or characters characters compound shapes convex hulls serialisation. |
Joints may include: | ball and socket corkscrew hinge slides universal. |
Game physics system models may include: | player control, such as: attacking dying jumping movement swimming spline movement wandering AI body. |
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.