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Evidence Guide: ICAGAM403A - Create design documents for interactive games

Student: __________________________________________________

Signature: _________________________________________________

Tips for gathering evidence to demonstrate your skills

The important thing to remember when gathering evidence is that the more evidence the better - that is, the more evidence you gather to demonstrate your skills, the more confident an assessor can be that you have learned the skills not just at one point in time, but are continuing to apply and develop those skills (as opposed to just learning for the test!). Furthermore, one piece of evidence that you collect will not usualy demonstrate all the required criteria for a unit of competency, whereas multiple overlapping pieces of evidence will usually do the trick!

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ICAGAM403A - Create design documents for interactive games

What evidence can you provide to prove your understanding of each of the following citeria?

Research, create and document game concept

  1. Research, identify and describe the target market for the game
  2. Research, identify and describe game genre and working title
  3. Identify a suitable game platform
  4. Identify a suitable game engine
  5. Prepare initial concept art to establish look and feel of characters, environment and game play
Research, identify and describe the target market for the game

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Research, identify and describe game genre and working title

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Identify a suitable game platform

Completed
Date:

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Evidence:

 

 

 

 

 

 

 

Identify a suitable game engine

Completed
Date:

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Evidence:

 

 

 

 

 

 

 

Prepare initial concept art to establish look and feel of characters, environment and game play

Completed
Date:

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Evidence:

 

 

 

 

 

 

 

Create and document specifications for game design

  1. Develop storylines and levels
  2. Develop artwork for characters and environment
  3. Describe game-play elements
  4. Develop graphical user interface (GUI)
  5. Identify suitable sounds and music for game
Develop storylines and levels

Completed
Date:

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Develop artwork for characters and environment

Completed
Date:

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Describe game-play elements

Completed
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Develop graphical user interface (GUI)

Completed
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Identify suitable sounds and music for game

Completed
Date:

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Evidence:

 

 

 

 

 

 

 

Create and document technical specifications for game

  1. Determine game mechanics
  2. Finalise platform, game engine and operating system
  3. Describe the source and purpose of the code to be used, including level-specific code
  4. Determine game physics and artificial intelligence
  5. Determine sound engineering requirements
  6. Determine procedures to test game prototype
Determine game mechanics

Completed
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Finalise platform, game engine and operating system

Completed
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Describe the source and purpose of the code to be used, including level-specific code

Completed
Date:

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Evidence:

 

 

 

 

 

 

 

Determine game physics and artificial intelligence

Completed
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Evidence:

 

 

 

 

 

 

 

Determine sound engineering requirements

Completed
Date:

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Evidence:

 

 

 

 

 

 

 

Determine procedures to test game prototype

Completed
Date:

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Evidence:

 

 

 

 

 

 

 

Collate game design document

  1. Explain proposed game features in comparison to existing games
  2. List estimated resources required to develop game
  3. Prepare estimated schedule for game development
  4. Collate design information, estimates and proposals into comprehensive game design document
Explain proposed game features in comparison to existing games

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

List estimated resources required to develop game

Completed
Date:

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Evidence:

 

 

 

 

 

 

 

Prepare estimated schedule for game development

Completed
Date:

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Collate design information, estimates and proposals into comprehensive game design document

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Assessed

Teacher: ___________________________________ Date: _________

Signature: ________________________________________________

Comments:

 

 

 

 

 

 

 

 

Instructions to Assessors

Evidence Guide

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 concept art and design specifications for characters, environments, splash screens, start screens and game field screens consistent with an identified game genre

develop technical specifications for game mechanics, artificial intelligence, physics, sound, game play and overall usability

develop game design documents to required industry standard, consistent with client brief and specifications.

Context of and specific resources for assessment

Assessment must ensure access to:

internet for research purposes

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:

work samples or simulated workplace activities

observation of game document development activities

verbal questioning concerning aspects of game document development, including:

industry standards for concept art

design and technical specification development

game testing and trialling procedures

resources required for game development.

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.

Required Skills and Knowledge

Required skills

analytical skills to interpret briefs, work instructions, and technical and conceptual information

communication skills to:

check and confirm design requirements

provide practical advice, support and feedback to colleagues and management

translate design requirements into specifications

literacy and numeracy skills to:

develop game design and technical design documents

write instructions for the normal and competent operation and testing of all game features and permutations

planning and organisational skills to:

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

teamwork skills to contribute to and work in a collaborative team

technology skills to use correct file formats and archiving procedures.

Required knowledge

computer game development, including specific terminology

current game-play hardware and software products

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.

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.

Research techniques may include:

conducting surveys and interviews to collect primary data

conducting technical experiments and tests

developing concept sketches

playing games

reviewing literature for suitable storylines

reviewing secondary sources of information in books, journals, newspapers and on the internet

viewing film and performance.

Target market for the game may include:

age-specific consumer segments:

children

adolescents

adults

educational market segments

gender-specific consumer segments.

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.

Game 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

J2ME

Java

Palm OS

Sidekick

Symbian

WAP

Windows Mobile

PC

web.

Game engine may include:

BigWorld

Blender3D

Dunia

Half Life

Jade

Quake

Riot

Scimitar

Second Life

Unreal.

Concept art may include:

illustrations

models

settings

sketches

storyboards.

Storylines may involve:

adventure

back-story

cinematics (cut scenes)

heroes journey

key features (edge)

level diagrams

missions

narrative

scripted dialogue

scripts

storyboards.

Characters and environment may include:

backgrounds

environments

lighting

main characters

scenery

secondary characters

terrain

textures.

Game-play elements may include:

buildings

command

cooperation

core game play

damage states

edge

enemies

fight

game flow

player activity

shoot

special talents:

magic

power

steer

switches

terrain objects

transformations

transportation

traps

weapons.

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.

Sounds and music may include:

ambient sounds

cinematic soundtracks

event jingles

intellectual property protection

level themes

musical compositions

radio chatter

situational music

sound effects

voice

wind, rain and storms.

Operating system may include:

Linux

Macintosh

PC

Unix.

Code may include:

code libraries

code objects

control loop

operating system code.

Game physics may include:

collision

combat:

blood spots

debris

explosions

footprints

salvo

smoke and fire

sparks

water

wreckage

movement:

creaking floors

footfalls

puddle stepping

wading

wind.

Artificial intelligence may include:

decisions

movement

pathfinding

reactions

simulated intelligence

situations

statistics

target selection

tests and events for reactionary behaviour.

Sound engineering requirements may include:

data path

direct memory access (DMA)

file requirements

mixing

multiple channels

sample lengths

sample rates

sound definitions

third-party drivers.

Testing game prototype may involve play test procedures, such as:

determining criteria for measurement of success with a given audience

monitoring player frustration, progress and enjoyment

selecting test subjects

testing game with target market and other diverse populations.

Game features may include:

edge

fun

originality

playability.

Resources may include:

game assets (collateral)

hardware

money

personnel

software

time.

Schedule may include:

allocating work tasks in consultation with other team members

analysing key requirements of the brief

assessing concept viability against resource availability

conducting risk assessment regarding possible issues and constraints and potential solutions

creating an overall project plan and schedule

determining workflow with consideration to available resources

identifying key milestones and associated deliverables:

alpha version - pre-production

beta version - playable prototype

gold version - completed game

trialling and testing

identifying stakeholders and devising strategies to meet stakeholder needs

identifying the critical path

researching background information

setting project objectives against achievable timeframes.