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Evidence Guide: ICAGAM503A - Create a complex 3-D interactive computer game

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!

From the Wiki University

 

ICAGAM503A - Create a complex 3-D interactive computer game

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

Identify required game assets in a team environment

  1. Obtain project brief and other relevant documents
  2. Identify game-production assets required to meet creative and production requirements and technical specifications
  3. Discuss formats of assets and issues of asset integration with appropriate personnel
  4. Determine sequence for development of beta-version prototype for testing game play
  5. Create a schedule for production and testing
  6. Determine strategies for monitoring production progress against schedule
Obtain project brief and other relevant documents

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Identify game-production assets required to meet creative and production requirements and technical specifications

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Discuss formats of assets and issues of asset integration with appropriate personnel

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Determine sequence for development of beta-version prototype for testing game play

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Create a schedule for production and testing

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Determine strategies for monitoring production progress against schedule

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Identify capability of game-engine software and tools and make selection in a team environment

  1. Identify and review the range of industry standard game-engine software and development tools available
  2. Assess the software and tools related to specified game concept and play requirements
  3. Discuss considerations for selection of game-engine software with relevant personnel to ensure selection will meet specified outcomes
  4. Select game-engine software and development tools
Identify and review the range of industry standard game-engine software and development tools available

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Assess the software and tools related to specified game concept and play requirements

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Discuss considerations for selection of game-engine software with relevant personnel to ensure selection will meet specified outcomes

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Select game-engine software and development tools

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Create or acquire required assets for a game in a team environment

  1. Establish an environment for a project that supports sharing of project assets produced by team members
  2. Review the attributes of assets required in a game project related to chosen game engine
  3. Create or acquire visual assets for a games project
  4. Customise asset attributes to suit the game design and chosen game engine
Establish an environment for a project that supports sharing of project assets produced by team members

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Review the attributes of assets required in a game project related to chosen game engine

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Create or acquire visual assets for a games project

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Customise asset attributes to suit the game design and chosen game engine

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Use game-engine software and development tools in a team environment

  1. Collaborate in the use of tools and features of software relevant to the game-production process
  2. Create, modify or access scripts or code to combine assets and achieve agreed project goals
  3. Create and check game-play elements according to creative and technical requirements
  4. Test and run game prototype as a presentation to ensure sequences meet creative, production and technical requirements
Collaborate in the use of tools and features of software relevant to the game-production process

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Create, modify or access scripts or code to combine assets and achieve agreed project goals

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Create and check game-play elements according to creative and technical requirements

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Test and run game prototype as a presentation to ensure sequences meet creative, production and technical requirements

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Evaluate game prototype in a team environment

  1. Demonstrate initial prototype to relevant personnel
  2. Evaluate against criteria, including achievement of a creative and user-friendly product
  3. Discuss and agree on required changes
  4. Assist if required in tests and user trials
  5. Evaluate feedback from user trials
  6. Confirm endorsement from relevant personnel to develop prototype into complete product
Demonstrate initial prototype to relevant personnel

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Evaluate against criteria, including achievement of a creative and user-friendly product

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Discuss and agree on required changes

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Assist if required in tests and user trials

Completed
Date:

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Evidence:

 

 

 

 

 

 

 

Evaluate feedback from user trials

Completed
Date:

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Evidence:

 

 

 

 

 

 

 

Confirm endorsement from relevant personnel to develop prototype into complete product

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Transform prototype into final publication

  1. Make necessary changes as indicated by user trials
  2. Integrate all game elements as required by specifications
  3. Make final checks to ensure all sequences conform to the navigation design
  4. Assemble final publication for final distribution
Make necessary changes as indicated by user trials

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Integrate all game elements as required by specifications

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Make final checks to ensure all sequences conform to the navigation design

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Assemble final publication for final distribution

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:

apply a variety of strategies for game trialling and testing

apply original and innovative approaches to the creative developmentof a 3-D game

implement game development and production strategies

maintain integrity of the design brief and game design document

undertake risk assessment and critical path planning.

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 work samples or simulated workplace activities

observation of game production activities

verbal questioning or interview concerning aspects of game development, including:

capability of game engines and software tools to meet the requirements of the brief

evaluating game prototypes from technical, design and game-play perspectives

game testing and trialling procedures

maintaining integrity of the design brief and game design document

risk assessment and critical path planning

translating design and technical specifications into working game prototypes.

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 analyse documentation and images to inform implementation of game specifications

communication skills to:

check and confirm brief requirements

communicate clearly using speech and text

communicate technical requirements related to software development, graphics requirements and code development to supervisors and other team members

give constructive feedback

literacy and numeracy skills to read briefs, game documentation, scripts, storyboards, scenarios, images, and technical and conceptual information

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

problem-solving skills to recognise and address quality issues and problems

teamwork skills to:

contribute to and work in a collaborative team

realise a unified game-play vision

technical skills to:

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

use file formats and archiving procedures.

Required knowledge

basic programming techniques

capabilities and constraints of game engines

computer games development, including specific terminology

current game-play hardware and software products

risk and critical path management

technical constraints that hardware imposes on software development, graphics requirements, code development and creative visual design.

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 other relevant 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 and review process.

Game-production assets may include:

current work files

development kits

existing digital product libraries:

character models

environments

motion capture data

sound effects

game engines, including customised game engines

personnel.

Technical specifications may include:

backup procedures

delivery platform

difficulty levels

disc or memory space

format for final product

navigation design

pixel size

polygon count

source code and game assets archiving

specifications for phases of game development:

alpha version - pre-production

beta version - playable prototype

gold version - completed game

trialling and testing

systems and workplace standards for documentation, including:

computer file management

job lists

progress reports

target market.

Personnel may include:

animators

concept artists

game-play designers

graphic designers

instructional designers

modellers

motion capture technicians

producers

programmers

project manager

sound engineers

team members

technical director

writers

other specialist and technical staff.

Creating a schedule may involve:

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.

Monitoring production progress may involve:

balancing quality and scheduling requirements

coordinating the efforts of development, quality assurance, sales, marketing, public relations and finance

ensuring the timely production of assets to brief requirements, including:

animation components

graphic

images

interfaces

text

video

identifying and applying testing procedures

monitoring workload allocated to individual personnel

progressive game testing to ensure playability

renegotiating variations and schedule slippage ahead of milestone dates

sound identifying and applying contingency strategies.

Game-engine software and development tools may include:

3-D Studio Max

Bullet

Cinema 4D

Corel Draw

DirectSound

DirectX

FMOD

Irrlicht

Lightwave

Maya

Newton

OGRE

OpenGL

Photoshop.

Considerations for selection of game-engine software may include:

application of code libraries

application of game-engine functionality for an interactive game

assessing coding strategy for compliance to brief and for optimal performance of game engine:

function testing

test plan development

validating results

assessing viability of existing code in relation to interaction of game-play elements

assessing strategy for game-play code

basic code writing abilities for customising game-engine functions

building

code creation specifically for handling exceptions

code creation strategy for interaction of game-play elements

data structures

documentation of code development

environmental models

game engine customising

game platform and game platform logic

sound capability

spatial data structures

technical constraints imposed by the architecture of given game engine

integration of custom code into game engines.

Attributes of assets may include:

alpha-channel colours or layers

colour bit-depth

dimensions of 2-D artwork

file format compatible with game engine

naming convention

polygon count for 3-D models.

Tools and features of software may include:

animation

compilers

debugging software

development software

efficiency

flexible systems suitable for non-programmers

graphics

graphics-system design

middleware

operating systems

plug-in tools

programming for game integration

rendering

sound

system architecture for real-time game environments and simulations

tools for designers and play analysis.

Game-play elements may involve:

chance

fun

logic

playability

rules

skill

strategy.

Creating game prototype may involve:

bug fixing, bug databases, creating stable code bases and game tuning

building flexible systems, configurable by others

code review and test harnesses

designing and implementing tests and incorporating feedback from quality assurance

developing a comprehensive design for all missions and levels, including concept visuals

developing a walkthrough for at least one mission or level

developing story synopsis and scripts for each level

knowledge of games as dynamic systems:

applying game tuning strategies in light of feedback from actual play

characteristics of a balanced game

working with quality assurance and understanding play-test feedback

use of appropriate tools and skills for fast, interactive development

user-guide development.

Evaluating game prototype may involve:

examining and analysing the impact of decisions, after the fact:

business decisions

design decisions

methodology and process decisions

product ‘post-mortems’ reviewing actual use of resources to achieve outcomes against initial project plan and schedule.

Tests and user trials may involve play test procedures:

determining criteria for measurement of success with a given audience

play testing to monitor player frustration, progress and enjoyment

selecting test subjects

testing game with target market and other diverse populations.