Unit of competency Outline

Date retreived
23/07/2026 6:51 AM AWST

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Create 3-D characters for interactive games

Create 3-D characters for interactive games

Unit of competency
National Code
ICAGAM409A
State Code
D7797
TGA Status
Replaced
DTWD Status
Replaced
Current Release Number
1.00
Current Release Date
18/07/2011
State Implementation and Classification
Approved Date
06/10/2011
Field of Education
020115 - Computer Graphics
Original Release Date
06/10/2011
Nominal Hours
50
Description
This unit describes the performance outcomes, skills and knowledge required to design and build 3-D characters for commercial games.
Notes
Elements and Performance Criteria
1. Research and analyse characters
  • 1.1 Determine and agree character style according to client requirements
  • 1.2 Determine and agree character type and profile
  • 1.3 Determine and agree character role and name
  • 1.4 Create animations for each of the 3-D models based on a study of the original character’s animations
  • 1.5 Compare animations with originals for quality
2. Design characters
  • 2.1 Develop concept illustration for character
  • 2.2 Conduct focus testing of concept illustration with client and representatives of target market audience
  • 2.3 Develop character schematics based on feedback and submit to client for approval
3. Develop character models
  • 3.1 Construct a 3-D character model on a turntable based on character schematics
  • 3.2 Construct 3-D costumes, tools and accessories for character model
  • 3.3 Shade, texture and light complete character model
  • 3.4 Develop animations of key poses and transitions in consultation with animation personnel for approval
  • 3.5 Compare 3-D models and animations to original concept illustration for verification of quality and conformity to brief
  • 3.6 Submit to client for approval
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.

Character style may include:
abstract
caricatured
cartoon-like
comic
cute
exaggerated
highly realistic
hybrid
idealised
robotic
scary
stylised
symbolic.
Client requirements may include:
design and platform constraints:
1500 to 3000 polygons
maximum of 40 bones for animation
up to four 256 by 256 texture maps
game design brief:
draft pencil concept illustrations of the player character and a few of the non-player characters
details of player characters, including:
control mechanisms
number and types of interaction with other non-player characters
number of animations
intended audience, genre, platform and control devices
introduction and game overview, including list of special features and selling points
list of all non-player and player characters
other illustrations or graphics that enhance the comprehension of the document
title and cover art
wants, needs and interest of the target market audience identified for the game.
Character type may include:
alien
animal
anthropomorphised food
anthropomorphised machine
anthropomorphised toy
anthropomorphised vehicle
human
spiritual entity
terrestrial
vegetable.
Character profile may include:
age
aspects of behaviour
change of circumstances, e.g. rich to poor
counterintuitive props and clothing
courage
cowardice
definitive visual cues
exaggerated physical characteristics
fangs
gender
intelligence
interpretive visual cues
mental and emotional attributes and personality traits
motivation or goals
naivety
physical attributes
profession
professional uniforms
props
race
religion
shyness
social butterfly
social status
strength
tools
wheelchairs.
Character role may include:
antagonists
extras
minor characters
objects of desire
partners or sidekicks
protagonists
secret agendas
supporting roles.
Concept illustration may include:
2-D hand rendered drawing
2-D or 3-D digital illustration
2-D sketch
collage or montage
photograph
storyboard.
Focus testing may include:
analysis and written summary of focus test discussions, outcomes and results
audience perceptions of:
age that character appeals to
'coolness' factor
value of character
consultation with groups representing target market audience for finished game.
Character schematics may include:
scaled 2-D Illustrations of front, back, side and top of the character
scaled 2-D illustration to illustrate the character in various action poses, including:
greeting, hitting, pushing, pulling and colliding
jumping, crawling, climbing, shooting and rolling
sitting and riding
walking and running
scaled 2-D sketches of the character face in various expressions:
happy, angry, sad and confused
situational responses
viseme set, such as facial expressions while talking
scale comparison illustrations, including character next to:
a building
a vehicle
other characters
scale or dimension indicators.
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:
use 2-D and 3-D software applications to develop and realise characters for games
develop character designs that comply with games design brief and client requirements
develop character designs that are innovative and competitive with characters in games currently in the marketplace
test responses to character designs for aesthetic suitability with intended audience and act on feedback.
Context of and specific resources for assessment
Assessment must ensure access to:
computer hardware, software, games engines and file storage
character reference materials, such as models, illustrations, art and design books, and character photographs
range of state of the art games across all platforms and genres
range of the latest consoles and hand-held game devices
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:
discussion or written report of the nominated techniques applied to character design and development
verbal questioning regarding reasons for use of particular hardware and software options
direct observation of the learner undertaking character design activities
project or work activities that demonstrate capacity for research to support character development
review of portfolios of evidence
completed character models on a turntable.
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
AUT70 ICTGAM409 Create 3-D characters for interactive games Unit of competency