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Evidence Guide: ICAGAM521A - Create interactive 3-D environments for digital 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!

From the Wiki University

 

ICAGAM521A - Create interactive 3-D environments for digital games

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

Obtain design documents for the 3-D environment

  1. Conceptualise design requirements based on project brief and other relevant documents
  2. Identify requirements for the design of the 3-D environment
  3. Discuss design considerations and generate concept art for the final environment design
  4. Fill in any missing requirements
Conceptualise design requirements based on project brief and other relevant documents

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Identify requirements for the design of the 3-D environment

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Discuss design considerations and generate concept art for the final environment design

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Fill in any missing requirements

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

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

  1. Identify texturing tools, including painting, shading and texturing software
  2. Identify audio tools
  3. Identify 3-D modelling and animation software to be used
Identify texturing tools, including painting, shading and texturing software

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Identify audio tools

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Identify 3-D modelling and animation software to be used

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Document and justify the design decisions

  1. Clearly document design decisions
  2. Explain and justify design decisions
  3. Make changes where necessary
Clearly document design decisions

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Explain and justify design decisions

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Make changes where necessary

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Create the 3-D environment

  1. Implement basic geometry, flow and layout
  2. Separate each section of the environment into key parts and choose a focal point for the environment
  3. Incorporate detail into the focal point of the level
  4. Use the focal points level of detail to set a target for the rest of the environment
  5. Integrate the geometry, texturing and place the models
  6. Carry out a detailed pass of the entire environment
  7. Set up exterior lighting and then interior lighting
  8. Incorporate any sound and particle effects, and perform optimisation if required
  9. Perform a final pass, finalising any elements
Implement basic geometry, flow and layout

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Separate each section of the environment into key parts and choose a focal point for the environment

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Incorporate detail into the focal point of the level

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Use the focal points level of detail to set a target for the rest of the environment

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Integrate the geometry, texturing and place the models

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Carry out a detailed pass of the entire environment

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Set up exterior lighting and then interior lighting

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Incorporate any sound and particle effects, and perform optimisation if required

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Perform a final pass, finalising any elements

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Present the finished 3D environment to relevant personnel

  1. Present the finished 3-D environment to relevant personnel
  2. State how the design decisions have met the 3-D environment design requirements
  3. Justify why certain design decision where made
  4. Accept peer feedback and incorporate in final design
Present the finished 3-D environment to relevant personnel

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

State how the design decisions have met the 3-D environment design requirements

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Justify why certain design decision where made

Completed
Date:

Teacher:
Evidence:

 

 

 

 

 

 

 

Accept peer feedback and incorporate in final design

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:

implement design requirements into a working 3-D environment

create interactions between the user and the environment

manage design requirements with technical requirements

deliver a 3-D environment with working interactions.

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:

production of a 3-D environment with interactions

response to fault-finding exercises

simulated workplace activities

work samples

written or verbal questioning to assess knowledge of interactive environments

review of:

logbooks

presentations

reports.

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 game specification creation

interpret briefs, work instructions, and technical and conceptual information

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 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

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 or desktop research into design requirements and software tools

technical skills to:

realise a unified game-play vision

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

translate design requirements into specifications

use correct file formats and archiving procedures

visualise and develop concepts.

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.

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

level design document

storyboard

style and design principles

style and medium

target market information

technical design document

technical design review process.

3-D environment may include:

characters and environments, such as:

backgrounds

environments

lighting

scenery

terrain

textures

environment profiles, such as:

alien

fantasy

foreign

historical

naturalistic:

arctic

desert

jungle

mountainous

post-apocalyptic

urban

game design, such as:

concept illustrations or graphics that enhance the comprehension of the document

design for all level missions

game mechanics that affect level design decisions

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

game genre, such as:

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 and turn-based strategy

tactical combat

game mechanics, such as:

lists and illustrations of:

actions of a particular object (object dynamics)

environment actions (environment dynamics)

game objects organised into classes of object

possible environment and object interactions

possible object-to-object interactions

specific game-play elements that provide uniqueness and key point of difference

overview of the key factors influencing core game-play experience

game physics, such as:

collision

combat:

blood spots

debris

explosions

footprints

salvo

smoke and fire

sparks

water

wreckage

movement:

creaking floors

footfalls

puddle stepping

wading

wind

game-play elements, such as:

buildings

game flow

switches

terrain objects

transformations

transportation

traps

level specifications, such as:

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.

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

ZBrush.

3-D modelling and animation software may include:

3ds Max

Blender

Cinema 4D

Houdini

Lightwave

Maya

Modo

XSI

Z Brush.

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.

Feedback may involve:

accepting and responding to comment, critique and suggestions from:

clients

colleagues

target audience representatives.