Unit of competency Outline

Date retreived
23/07/2026 5:52 PM AWST

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Create design concepts for digital games and 3-D media

Create design concepts for digital games and 3-D media

Unit of competency
National Code
ICAGAM501A
State Code
D7807
TGA Status
Replaced
DTWD Status
Replaced
Current Release Number
1.00
Current Release Date
18/07/2011
State Implementation and Classification
Approved Date
07/10/2011
Field of Education
100599 - Graphic And Design Studies, N.e.c.
Original Release Date
07/10/2011
Nominal Hours
30
Description
This unit describes the performance outcomes, skills and knowledge required to create design concepts for digital games and 3-D media.
Notes
Elements and Performance Criteria
1. Identify and analyse commonly used design concepts for games and 3-D media
  • 1.1 Obtain the project brief and other relevant documents
  • 1.2 Research and identify commonly used design concepts used in digital games and interactive 3-D media
  • 1.3 Analyse and interpret chosen common design concepts used in digital games and interactive 3-D media
  • 1.4 Discuss design considerations for designing a digital game or interactive 3-D media concept
2. Identify appropriate software packages used for digital game and 3-D concept design
  • 2.1 Identify and review the appropriate range of industry standard software available to develop with, according to chosen design concepts
  • 2.2 Assess the software related to the concept design process requirements
  • 2.3 Discuss the technical specifications for the development process
  • 2.4 Select the software package
3. Use chosen software package
  • 3.1 Run selected software package and become familiar with the user interface
  • 3.2 Create new files and organise and develop a file structure
  • 3.3 Learn the required tools and components used to create and develop digital game or interactive 3-D media concept
4. Create and develop concept components for a digital game or interactive media
  • 4.1 Design a heads-up display for a digital game or 3-D interactive media
  • 4.2 Consider the specific processes for heads-up display elements
  • 4.3 Document the design and necessary programming process and requirements needed to implement the heads-up display
  • 4.4 Use chosen software package to create and develop visual design elements and components to be used for the heads-up display
5. Implement design concept into a game or 3-D interactive media
  • 5.1 Load in images required and write code to implement the heads-up display into an existing framework
  • 5.2 Write code to demonstrate HUD capabilities with implemented concepts
6. Evaluate implementation
  • 6.1 Demonstrate implementation to relevant personnel
  • 6.2 Accept feedback to incorporate into final design
  • 6.3 Assess and refine concept with relevant personnel
  • 6.4 Evaluate the usability of concept components
  • 6.5 Reflect on possible changes to improve the visual design and capabilities of components
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.

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
technical design review process.
Design considerations may include:
aesthetics
cultural context
genre
resource limitations and constraints
target market.
Industry standard software may include:
3-D paint
3ds Max
Blender
Cinema 4D
Houdini
Illustrator
Lightwave
Maya
Microsoft Visual Studio
Modo
Mudbox
Photoshop
XSI
Z Brush.
Technical specifications may include:
backup procedures
delivery platform
difficulty levels
disk or memory space
format for final product
navigation design
pixel size
polygon count
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
source code and game assets archiving
target market.
Heads-up display components may include:
ammo counter
armour bar or counter
buttons for using magic skills and potions
crosshair
enemy indicators
friendly indicators
health bar
mana or magic bar
mini-map
objective points
speedometer
weapon indicator.
Code may involve:
basic interaction with screen elements
displaying components on screen
keyboard presses
loading images
mouse movement.
HUD capabilities may involve:
dynamic changing of components due to conditions (taking damage means reduced health or armour).
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.
Feedback may involve:
accepting and responding to comment, critique and suggestions from:
clients
colleagues
target audience representatives.
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:
demonstrate original and innovative approaches to the creative developmentof a game
implement game development and production strategies
maintain integrity of the design brief
develop concept art and design specifications for heads-up displays, 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
implement a working heads-up display with basic functionalities.
Context of and specific resources for assessment
Assessment must ensure access to:
computer hardware, software, games engines and file storage
internet access for research purposes
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 work samples or simulated workplace activities
review of reports and logbooks
evaluation of work samples or simulated workplace activities
direct observation of candidate preparing game documentation during development activities.
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
AUT82 ICTGAM501 Create design concepts for digital games and 3-D media 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