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Unit of competency details

CUFDIG504A - Design games (Release 1)

Summary

Usage recommendation:
Superseded
Mapping:
MappingNotesDate
Is superseded by and equivalent to CUADIG504 - Design gamesUpdated to meet Standards for Training Packages. Minor edits to performance criteria. 13/Jan/2016
Supersedes and is equivalent to CUFMEM09A - Apply principles of game design to a multimedia productUnit has been updated and is equivalent to CUFMEM09A. 04/Jul/2010

Releases:
ReleaseRelease date
1 1 (this release) 05/Jul/2010

Training packages that include this unit

CodeSort Table listing Training packages that include this unit by the Code columnTitleSort Table listing Training packages that include this unit by the Title columnRelease
CUF07 - Screen and Media Training PackageScreen and Media Training Package 1.2 
ICA05 - Information and Communications Technology Training PackageInformation and Communications Technology Training Package 3.1 
ICA11 - Information and Communications Technology Training PackageInformation and Communications Technology Training Package 1.0-2.0 
ICP - Printing and Graphic ArtsPrinting and Graphic Arts 1.0-1.1 
ICP10 - Printing and Graphic ArtsPrinting and Graphic Arts 1.0-2.1 
ICT - Information and Communications TechnologyInformation and Communications Technology 1.0 

Qualifications that include this unit

CodeSort Table listing Qualifications that include this unit by the Code columnTitleSort Table listing Qualifications that include this unit by the Title columnUsage RecommendationRelease
ICT50915 - Diploma of Digital Media TechnologiesDiploma of Digital Media TechnologiesSuperseded
ICA40805 - Certificate IV in Information Technology (Multimedia)Certificate IV in Information Technology (Multimedia)Superseded
ICP50115 - Diploma of Printing and Graphic ArtsDiploma of Printing and Graphic ArtsSuperseded
CUF60107 - Advanced Diploma of Screen and MediaAdvanced Diploma of Screen and MediaSuperseded
ICP40115 - Certificate IV in Printing and Graphic ArtsCertificate IV in Printing and Graphic ArtsSuperseded
ICA50905 - Diploma of Information Technology (Multimedia)Diploma of Information Technology (Multimedia)Superseded
CUF50207 - Diploma of Interactive Digital MediaDiploma of Interactive Digital MediaSuperseded
ICP40210 - Certificate IV in Printing and Graphic Arts (Multimedia)Certificate IV in Printing and Graphic Arts (Multimedia)Deleted1-2 
ICA50911 - Diploma of Digital Media TechnologiesDiploma of Digital Media TechnologiesSuperseded1-2 
ICP50210 - Diploma of Printing and Graphic Arts (Multimedia)Diploma of Printing and Graphic Arts (Multimedia)Superseded1-2 
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Classifications

SchemeCodeClassification value
ASCED Module/Unit of Competency Field of Education Identifier 020119 Artificial Intelligence  

Classification history

SchemeCodeClassification valueStart dateEnd date
ASCED Module/Unit of Competency Field of Education Identifier 020119 Artificial Intelligence  25/Sep/2008 
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Modification History

Not applicable.

Unit Descriptor

Unit descriptor 

This unit describes the performance outcomes, skills and knowledge required to design games and document the process for developing them.

Game design requires a high degree of collaboration between script writers, programmers and graphic designers.

Low-end games can be constructed using interactive authoring tools, but for video game productions, designers need to work with high level programmers to ensure that designs are technically feasible.

No licensing, legislative, regulatory or certification requirements apply to this unit at the time of endorsement.

Application of the Unit

Application of the unit 

A lead designer typically applies the skills and knowledge described in this unit, which relate to generating and then working on a game idea until the mechanics and design of the game are fully documented. A lead designer communicates the vision for a game to the rest of the team, takes ideas submitted during design meetings and analyses them to ensure they fit the game's intended objectives. This vision is captured in the game design document.

Depending on the size of an enterprise, a lead designer may supervise assistant or level designers and would typically report to a design or creative director.

Skills associated with story-telling are covered in:

  • CUFWRT402A Write extended stories.

Licensing/Regulatory Information

Not applicable.

Pre-Requisites

Prerequisite units 

Employability Skills Information

Employability skills 

This unit contains employability skills.

Elements and Performance Criteria Pre-Content

Elements describe the essential outcomes of a unit of competency.

Performance criteria describe the performance needed to demonstrate achievement of the element. Where bold italicised text is used, further information is detailed in the required skills and knowledge section and the range statement. Assessment of performance is to be consistent with the evidence guide.

Elements and Performance Criteria

ELEMENT 

PERFORMANCE CRITERIA 

Identify project requirements

1. Confirm the objective and desired outcomes of a game proposal or brief in consultation with relevant personnel 

2. Identify factors  that may have an impact on how a game is designed

3. Clarify target audience to determine format and delivery platform  of the game through discussion with relevant personnel

Research games and generate ideas

4. Select state of the art games  from different genres to play as a source of inspiration

5. Search game literature  for each game and identify the games' objectives

6. Generate range of ideas for game designs that are technically feasible, respond to the proposal or brief, and provide creative solutions to design issues

7. Discuss ideas and collaborate, as required, with relevant personnel to ensure contribution of a range of ideas and creative solutions to initial concepts

Select a game genre

8. Identify and present a range of game genres  to relevant personnel for consideration in terms of their characteristics, differences and ability to meet requirements of proposal or brief

9. Consult with relevant personnel to ensure that a full range of genres has been identified and sourced

10. Select the game genre that best meets the creative, technical and production requirements of proposal or brief

Draft game design document

11. Establish the game strategy outcomes

12. Use design techniques  to develop the structure of a game ensuring that all elements, including style and game mechanics , are fully documented

13. Use a range of criteria  to determine the scope of a prototype to be used in the development phase

14. Ensure that the prototype selected is capable of testing the effectiveness  of the proposed game

15. Include a register of game assets  in consultation with relevant personnel

16. Present draft game design document  for discussion with and feedback from other team members

Finalise game design document

17. Re-evaluate game design objectives on the basis of feedback on the prototype and draft game design document

18. Discuss and confirm additional requirements or modifications to the game design with relevant personnel

19. Specify the game production specifications , including appropriate testing strategies 

20. Write final game design document to reflect all additional requirements or modifications

Required Skills and Knowledge

REQUIRED SKILLS AND KNOWLEDGE 

This section describes the skills and knowledge required for this unit.

Required skills 

  • communication, teamwork and literacy skills sufficient to:
  • interpret and clarify written proposals and creative briefs
  • work collaboratively in a team environment
  • present game design ideas for discussion and feedback from team members
  • document game design specifications clearly and concisely
  • initiative, enterprise and creativity in the context of:
  • generating innovative ideas for game designs
  • thinking laterally when developing concepts
  • undertaking background research into game ideas
  • maintaining design integrity
  • technical skills sufficient to create complex designs using storyboards, maps and other diagrams to specify the architecture and navigation of game mechanics
  • self-management skills sufficient to:
  • meet deadlines
  • provide appropriate and timely documentation

Required knowledge 

  • industry knowledge, including:
  • roles and responsibilities of project team members, e.g. designers, content creators, information architects, programmers and coders
  • sound understanding of game theory, including traditional games
  • broad range of game genres and styles
  • technical parameters of various games platforms
  • issues and challenges that arise in designing games
  • research methods for staying abreast of the latest changes and design enhancements
  • requirements of game play design documents
  • typical formats and techniques for documenting game designs
  • intellectual property rights and copyright clearance procedures
  • OHS standards as they relate to working for periods of time on computers

Evidence Guide

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 following is essential:

  • development of original and innovative concepts for games
  • design of game play methods that are compelling for the user and technically feasible
  • production of clear and well-presented game design documentation
  • ability to work effectively as a member of a design team.

Context of and specific resources for assessment 

Assessment must ensure:

  • practical demonstration of skills through the design of a variety of games for at least two platforms
  • access to game proposals or briefs on which designs can be based
  • access to a range of games for viewing
  • access to appropriate learning and assessment support when required
  • use of culturally appropriate processes and techniques appropriate to the language and literacy capacity of learners and the work being performed.

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:

  • direct questioning combined with review of portfolios of evidence and third-party workplace reports of on-the-job performance
  • evaluation of game designs documented by the candidate and of their quality in terms of meeting creative briefs
  • written or oral questioning to test knowledge as listed in the required skills and knowledge section of this unit
  • case studies to assess ability to develop designs for different types of games.

Guidance information for assessment 

Holistic assessment with other units relevant to the industry sector, workplace and job role is recommended, for example:

  • CUFPPM404A Create storyboards
  • BSBCRT501A Originate and develop concepts.

Range Statement

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.

Relevant personnel  may include:

  • art director
  • client
  • designers
  • director
  • graphic artist
  • head of department
  • producer
  • programmer
  • publisher
  • script writer
  • software engineer
  • other technical and creative staff.

Factors  may include:

  • availability of personnel
  • availability of resources
  • available budget
  • complexity of proposed game
  • intellectual property
  • need to attract finance
  • production schedule
  • production values
  • technical parameters, including:
  • technology constraints
  • console
  • platform
  • bandwidth
  • memory/RAM
  • timelines
  • user and audience.

Delivery platforms  may include:

  • CD/DVD
  • digital television set
  • games console
  • internet
  • mobile phone
  • personal digital assistant (PDA)
  • other wireless/mobile devices.

State of the art games  may include:

  • best selling games
  • games that show unique and innovative approaches.

Game literature  may include:

  • game design books
  • game post-mortems
  • magazine, newspaper and journal articles
  • previews and reviews
  • strategy guides
  • user manuals
  • walkthroughs
  • other online game resources.

Game genres  may include:

  • adventure
  • arcade
  • first person shooter
  • massively multiplayer online
  • mazes
  • platforms
  • puzzles
  • racing
  • rhythm
  • role playing
  • simulation
  • sport
  • strategy
  • third person shooter.

Design techniques  may include:

  • drawing
  • flow chart
  • scanning
  • storyboard
  • using image and background generating tools.

Game mechanics  may include:

  • environment and object interactions
  • environment dynamics
  • game objects
  • game play elements that may include:
  • skill levels
  • judgements
  • choices
  • decisions
  • codes
  • rules
  • levels of progression
  • goals
  • actions
  • events
  • levels of difficulty
  • scoring
  • calculation of scoring
  • user control
  • user interaction
  • options for single player or multiplayer
  • customisation
  • key systems
  • object actions
  • object to object interactions.

Criteria  may include whether the prototype:

  • can be demonstrated to a specialist target group
  • can be used for promotional purposes
  • can demonstrate the full potential of the game
  • can sell a concept to potential investors
  • is appropriate for the chosen genre and style.

Testing the effectiveness  of the prototype may include:

  • comparing game design with original objectives
  • group discussion techniques
  • identifying any logical inconsistencies in:
  • design
  • game timing
  • story-lines
  • measuring the levels of user satisfaction
  • paper and pencil techniques (dry running).

Game assets  may include:

  • animations
  • audio, including:
  • sound effects
  • dialogue
  • narration
  • music
  • cut scenes
  • titles
  • video sequences.

Game design document  may include:

  • agent architectures
  • artificial intelligence
  • asset register
  • background story
  • comprehensive designs for each mission and level
  • decision-making systems
  • game mechanics
  • game tools
  • graphics
  • inventories
  • overview
  • production specifications
  • scripts
  • spatial design
  • storyboard and flow chart
  • synopsis
  • title
  • user interface
  • walkthroughs.

Production specifications  may include:

  • budget
  • intellectual property
  • levels of staff expertise
  • production schedule
  • production values
  • size and composition of the development team
  • technology constraints
  • testing strategies
  • timelines.

Testing strategies  may include:

  • alpha
  • beta
  • completion
  • continuous
  • milestone
  • prototype
  • staged.

Unit Sector(s)

Unit sector 

Competency field

Competency field 

Visual communication - digital content and imaging

Co-requisite units

Co-requisite units