Unit of competency Outline
Date retreived
23/07/2026 4:48 PM AWST
23/07/2026 4:48 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.
Design and create advanced particles, fluids and bodies for 3-D digital effects
Design and create advanced particles, fluids and bodies for 3-D digital effects
Unit of competency
National Code
ICAGAM515A
ICAGAM515A
State Code
D7818
D7818
TGA Status
Replaced
Replaced
DTWD Status
Replaced
Replaced
State Implementation and Classification
Approved Date
04/11/2011
Field of Education
020115 - Computer Graphics
Original Release Date
04/11/2011
Nominal Hours
50
Description
This unit describes the performance outcomes, skills and knowledge required to produce advanced simulated effects in a 3D and digital effects environment.
Notes
Elements and Performance Criteria
1. Analyse approaches to design requirements
- 1.1 Analyse the design requirements for particle systems, fluids and bodies outlined in brief and documents
- 1.2 Identify where the advanced simulated effects will fit into the production pipeline
- 1.3 Identify factors that may influence the design approach to creating advanced simulated effects
2. Demonstrate understanding of advanced simulated effects
- 2.1 Review media and techniques that may inspire simulated effects ideas
- 2.2 Respond to brief and documents and provide solutions to the creation of advanced simulated effects for 3-D environments
- 2.3 Present design ideas and design considerations with justification of the choice of advanced simulated effects to relevant personnel
3. Plan approach to simulated effects
- 3.1 Adapt and finalise the design according to feedback from relevant personnel
- 3.2 Identify skills and processes required for creating advanced simulated effects systems
- 3.3 Source and gather reference materials and maintain a portfolio of these references
- 3.4 Plan a time line to create the advanced simulated effects
4. Produce particles, fluids and bodies for review
- 4.1 Use programming languages to create code to assist or produce the advanced simulated effects
- 4.2 Using toolsets, create prototype of advanced simulated effects based on finalised design
- 4.3 Implement physics and forces to the advanced simulated effects to produce the desired outcome
- 4.4 Conduct testing
- 4.5 Review results and present created effects to relevant personnel for feedback and discussion about the implementation of the effects in accordance to the requirements of the design
5. Finalise advanced simulated effects
- 5.1 Adapt the advanced simulated effects and the design if necessary according to feedback
- 5.2 Polish the advanced simulated effects
- 5.3 Present finalised advanced simulation effects in requested form, including pre-production portfolio demonstrating project research and development for evaluation and review by the 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.
Particle systems may include:
3-D or 2-D system that simulates effects, such as:
blood
clouds
dust
explosions
falling leaves
fire
fog
fur
grass
hair
light
meteor trails
moving water
rain
snow
sparks
splashing water
3-D or 2-D system that creates abstract effects, such as:
glowing trails
magic effects.
Fluids may include:
3-D or 2-D simulation of effects, such as:
blood
gas
lava
oil
plasma
water.
Bodies may include:
soft or rigid
fluids
primitives
solids.
Brief and documents may include:
concept drawings, such as:
illustrations
models
sketches
designer 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.
Advanced simulated effects may include:
fluids
particle systems
rigid bodies
soft bodies.
Media may include:
designs
games
images
movies
videos.
3-D environments may include:
3-D animations
3-D games.
Design considerations may include:
aesthetics
genre
target market
cultural context
resource limitations and constraints.
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:
target audience representatives
clients
colleagues.
Programming languages may include:
3-D software embedded software language
C++
Java
Ruby on Rails.
Code may include:
code libraries
code objects
control loops
scripts.
Toolsets may include:
integrated development environments, such as:
Code::Blocks
Eclipse
Microsoft Visual Studio
Net Beans
game assets, such as:
current work files
development kits
existing digital product libraries, e.g. character models, environments, motion capture data and sound effects
game engines, including customised game engines
3-D modelling and animation software, such as:
3ds Max
Blender
Cinema 4D
Houdini
Lightwave
Maya
Modo
XSI
ZBrush
compositing software, such as:
after effects
digital fusion
flame
nuke
premier
smoke.
Creating 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
knowledge of games as dynamic systems:
applying advanced simulated effects strategies in light of feedback from relevant personnel
working with quality assurance and understanding test feedback
use of appropriate tools and skills for fast, interactive development.
Testing may include:
unit
integration
system.
Polish may involve enhancing:
game play
graphics
speed.
Requested form may include:
3-D application executable
3-D game executable
3-D rendered sequence.
Particle systems may include:
3-D or 2-D system that simulates effects, such as:
blood
clouds
dust
explosions
falling leaves
fire
fog
fur
grass
hair
light
meteor trails
moving water
rain
snow
sparks
splashing water
3-D or 2-D system that creates abstract effects, such as:
glowing trails
magic effects.
Fluids may include:
3-D or 2-D simulation of effects, such as:
blood
gas
lava
oil
plasma
water.
Bodies may include:
soft or rigid
fluids
primitives
solids.
Brief and documents may include:
concept drawings, such as:
illustrations
models
sketches
designer 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.
Advanced simulated effects may include:
fluids
particle systems
rigid bodies
soft bodies.
Media may include:
designs
games
images
movies
videos.
3-D environments may include:
3-D animations
3-D games.
Design considerations may include:
aesthetics
genre
target market
cultural context
resource limitations and constraints.
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:
target audience representatives
clients
colleagues.
Programming languages may include:
3-D software embedded software language
C++
Java
Ruby on Rails.
Code may include:
code libraries
code objects
control loops
scripts.
Toolsets may include:
integrated development environments, such as:
Code::Blocks
Eclipse
Microsoft Visual Studio
Net Beans
game assets, such as:
current work files
development kits
existing digital product libraries, e.g. character models, environments, motion capture data and sound effects
game engines, including customised game engines
3-D modelling and animation software, such as:
3ds Max
Blender
Cinema 4D
Houdini
Lightwave
Maya
Modo
XSI
ZBrush
compositing software, such as:
after effects
digital fusion
flame
nuke
premier
smoke.
Creating 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
knowledge of games as dynamic systems:
applying advanced simulated effects strategies in light of feedback from relevant personnel
working with quality assurance and understanding test feedback
use of appropriate tools and skills for fast, interactive development.
Testing may include:
unit
integration
system.
Polish may involve enhancing:
game play
graphics
speed.
Requested form may include:
3-D application executable
3-D game executable
3-D rendered sequence.
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 knowledge of advanced simulated effects
adapt design according to feedback
develop advanced simulation effects according to a production plan
use appropriate effects, such as particles, fluids and rigid or soft bodies
use programming languages to assist the creation of advanced simulation effects
maintain a portfolio of reference materials
produce a polished and finalised deliverable.
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:
evaluation of fault finding
observation of working prototypes
verbal questioning or interview concerning aspects of development, including:
creation of advanced simulated effects
design and choice of advanced simulated effects
review of reports and logbooks
review of working polished deliverable.
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:
demonstrate knowledge of advanced simulated effects
adapt design according to feedback
develop advanced simulation effects according to a production plan
use appropriate effects, such as particles, fluids and rigid or soft bodies
use programming languages to assist the creation of advanced simulation effects
maintain a portfolio of reference materials
produce a polished and finalised deliverable.
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:
evaluation of fault finding
observation of working prototypes
verbal questioning or interview concerning aspects of development, including:
creation of advanced simulated effects
design and choice of advanced simulated effects
review of reports and logbooks
review of working polished deliverable.
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 |
|---|---|---|---|
| AUT90 | ICTGAM515 | Design and create advanced particles, fluids and bodies for 3-D digital effects | 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 |