Unit of competency Outline
Date retreived
21/07/2026 11:21 PM AWST
21/07/2026 11:21 PM AWST
Whilst all efforts are made to provide accurate and timely information from the relevant source/documentation, please be aware that the information supplied may not be the most current version. The accuracy of the detail has not been confirmed by the Department and therefore should not be relied upon without first confirming the contents.
Animate a 3-D character for digital games
Animate a 3-D character for digital games
Unit of competency
National Code
ICAGAM516A
ICAGAM516A
State Code
D7819
D7819
TGA Status
Replaced
Replaced
DTWD Status
Replaced
Replaced
State Implementation and Classification
Approved Date
07/10/2011
Field of Education
100399 - Visual Arts And Crafts, N.e.c.
Original Release Date
07/10/2011
Nominal Hours
40
Description
This unit describes the performance outcomes, skills and knowledge required to animate a 3-D character for digital games.
Notes
Elements and Performance Criteria
1. Determine 3-D character model animation requirements
- 1.1 Study production documentation animation requirements for 3-D character
- 1.2 Determine the target environments for 3-D digital character animation
- 1.3 Establish required level of detail for 3-D character model animation
- 1.4 Determine work flow sequences to ensure that production schedule deadlines are met
- 1.5 Select software tools that best suit the production pipeline and the target game engine and platform for final export of 3-D digital character modelling and animations
2. Create required animations using a variety of animated tools
- 2.1 Determine the most efficient animation methodology
- 2.2 Animate first pass, applying animation principles and experimenting with techniques to produce the required movements
- 2.3 Submit first pass for approval to relevant personnel
- 2.4 Make adjustments as required and refine animation in passes until storyboard requirements are achieved
- 2.5 Animate facial features with lip-syncing to match audio and design requirements of approved storyboard
- 2.6 Create primary animations as required
3. Finalise animations
- 3.1 Submit character animations for final check to relevant personnel
- 3.2 Finalise projects according to production procedure
4. Export animations
- 4.1 Export animation and 3-D character model to required game engine
- 4.2 Test character animations in game engine
- 4.3 Submit final character animations to relevant personnel
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.
Target environments may include:
alien environments
fantasy environments
foreign environments
historical environments
natural environments, for example:
mountainous
jungle
desert
arctic
post-apocalyptic environments
urban environments.
Software tools may include:
3ds Max
Blender
Cinema 4D
Houdini
Lightwave
Maya
Modo
XSI
ZBrush.
Game engine may include:
BigWorld
Blender3D
game engine custom-built with rendering engine, such as:
OGRE
Irrlicht
Dunia
Half Life
Jade
Quake
Riot
Scimitar
Second Life
Unreal.
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
Google Android
Java
J2ME
Palm OS
Sidekick
Symbian
WAP
Windows Mobile
personal computer (PC)
web.
Relevant 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.
Primary animations may include:
attacking
crouching
defending
dying
idle
jumping
running
shooting
standing
throwing
walking.
Target environments may include:
alien environments
fantasy environments
foreign environments
historical environments
natural environments, for example:
mountainous
jungle
desert
arctic
post-apocalyptic environments
urban environments.
Software tools may include:
3ds Max
Blender
Cinema 4D
Houdini
Lightwave
Maya
Modo
XSI
ZBrush.
Game engine may include:
BigWorld
Blender3D
game engine custom-built with rendering engine, such as:
OGRE
Irrlicht
Dunia
Half Life
Jade
Quake
Riot
Scimitar
Second Life
Unreal.
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
Google Android
Java
J2ME
Palm OS
Sidekick
Symbian
WAP
Windows Mobile
personal computer (PC)
web.
Relevant 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.
Primary animations may include:
attacking
crouching
defending
dying
idle
jumping
running
shooting
standing
throwing
walking.
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:
select correct tools to work with target game engine and platform
apply animation principles
develop an animated character model
export animated character model to game engine
test character animations in game engine.
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:
review of nominated techniques applied to selected subject matter
direct observation of the learner using 3-D animation software
review of work activities that show research and reference sourcing to gain best modelling effect
written and verbal reports or documentation showing modelling plan
evaluation of functional animated 3-D character in game engine.
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.
Overview of assessment
Critical aspects for assessment and evidence required to demonstrate competency in this unit
Evidence of the ability to:
select correct tools to work with target game engine and platform
apply animation principles
develop an animated character model
export animated character model to game engine
test character animations in game engine.
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:
review of nominated techniques applied to selected subject matter
direct observation of the learner using 3-D animation software
review of work activities that show research and reference sourcing to gain best modelling effect
written and verbal reports or documentation showing modelling plan
evaluation of functional animated 3-D character in game engine.
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.
Replaced By
| State Code | National Code | Title | Type |
|---|---|---|---|
| AUT91 | ICTGAM516 | Animate a 3-D character for digital games | Unit of competency |
| State Code | National Code | Title | Type |
|---|---|---|---|
| D568 | ICA50211 | Diploma of Digital and Interactive Games | Qualification |
| D567 | ICA50111 | Diploma of Information Technology | Qualification |