Unit of competency details

ICTGAM516 - Animate a 3-D character for digital games (Release 1)


Usage recommendation:
Supersedes and is equivalent to ICAGAM516A - Animate a 3-D character for digital gamesUpdated to meet Standards for Training Packages 24/Mar/2015
Is superseded by and equivalent to ICTGAM542 - Animate 3-D characters for digital games 20/Jul/2020

ReleaseRelease date
1 1 (this release) 25/Mar/2015


SchemeCodeClassification value
ASCED Module/Unit of Competency Field of Education Identifier 100399 Visual Arts And Crafts, N.e.c. 

Classification history

SchemeCodeClassification valueStart dateEnd date
ASCED Module/Unit of Competency Field of Education Identifier 100399 Visual Arts And Crafts, N.e.c. 30/Jul/2015 
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Unit of competency

Modification History



Release 1

This version first released with ICT Information and Communications Technology Training Package Version 1.0.


This unit describes the skills and knowledge required to apply animation principles to develop an animated character, and export the character model into a game.

It applies to individuals with high-level mathematical, technical and communication skills working as concept artists, game designers, games programmers, animators and other personnel working in the game development industry.

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

Unit Sector

Game development

Elements and Performance Criteria



Elements describe the essential outcomes.

Performance criteria describe the performance needed to demonstrate achievement of the element.

1. Determine a 3-D character model for animation requirements

1.1 Study the production documentation animation requirements for 3-D character

1.2 Determine the target environments for a 3-D digital character animation

1.3 Establish the required level of detail for a 3-D character model animation

1.4 Determine work-flow sequences, to ensure that production schedule deadlines are met

1.5 Select the software tools that best suit the production pipeline and the target game engine, and platform, for the final export of a 3-D digital character modelling, and animations

2. Create the 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 the 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 the audio and design requirements of the approved storyboard

2.6 Create primary animations, as required

3. Finalise the animations

3.1 Submit character animations for the final check to relevant personnel

3.2 Finalise projects according to the production procedure

4. Export the animations

4.1 Export the animation and 3-D character model to the required game engine

4.2 Test the character animations in the game engine

4.3 Submit the final character animations to the relevant personnel

Foundation Skills

This section describes language, literacy, numeracy and employment skills incorporated in the performance criteria that are required for competent performance.


Performance Criteria 



1.1, 1.3, 2.5, 3.2

  • Interprets, analyses and comprehends workplace documentation and images, to aid implementation of job requirements


1.3, 1.4

  • Creates documents for specific personnel, incorporating complex design information according to industry standards and required formats

Oral Communication

1.3, 1.4, 4.3

  • Elicits information using effective listening and open questioning techniques
  • Provides practical advice, support and feedback to colleagues and management, converting highly technical language and terminology to plain English


2.2, 2.4, 2.5, 2.6

  • Applies numerical skills to develop applications using whole numbers, decimals and percentages when manipulating measurement, scale, ratio, coordinates, colour, shading, and other 3-D elements

Interact with others

2.3, 3.1, 4.3

  • Selects, implements and seeks to improve protocols governing communications to clients and co-workers, in a range of work contexts
  • Implements strategies for a diverse range of colleagues and clients to build rapport and foster strong relationships
  • Elicits feedback and provides feedback to others to improve self or workgroup behaviours

Get the Work Done

1.2-1.5, 2.1-2.6, 3.2, 4.2

  • Accepts responsibility for planning and sequencing complex tasks and workload, negotiating key aspects with others, taking into account capabilities, efficiencies and effectiveness
  • Monitors the progress of plans and schedules, and reviews, and changes these in order to meet new demands and priorities
  • Makes critical decisions quickly and intuitively in complex situations, taking into consideration a range of variables, including the outcomes of previous decisions
  • Applies systematic and analytical decision-making processes for complex and non-routine situations
  • Investigates new and innovative ideas as a means to continuously improve work practices and processes
  • Uses, and investigates, new digital technologies and applications to manage and manipulate data, and communicate effectively with others, in a secure and stable digital environment

Unit Mapping Information

Code and title 

current version 

Code and title 

previous version 


Equivalence status 

ICTGAM516 Animate a 3-D character for digital games

ICAGAM516A Animate a 3-D character for digital games

Updated to meet Standards for Training Packages

Equivalent unit


Companion Volume implementation guides are found in VETNet - https://vetnet.gov.au/Pages/TrainingDocs.aspx?q=a53af4e4-b400-484e-b778-71c9e9d6aff2


Assessment requirements

Modification History



Release 1

This version first released with ICT Information and Communications Technology Training Package Version 1.0.

Performance Evidence

Evidence of the ability to:

  • select the correct tools to work with the target game engine and platform
  • apply animation principles
  • develop an animated character model
  • export the animated character model to the game engine
  • test character animations in the game engine.

Note: If a specific volume or frequency is not stated, then evidence must be provided at least once.

Knowledge Evidence

To complete the unit requirements safely and effectively, the individual must:

  • explain 3-D animation principles, including the relevance of anatomy and physical movement
  • summarise the capabilities and constraints of game engines
  • summarise attributes of current game-play hardware and software products
  • explain the function of a graph curve editor
  • discuss risk and critical path management
  • explain shading, texturing, weight and anticipation
  • discuss transfer methodology, including rotoscope, hand key and motion capture
  • provide a detailed summary of techniques for applying concept development skills
  • summarise techniques for applying concept visualisation skills
  • summarise techniques for using storyboard and script production
  • discuss the technology requirements and human resources required in the process of creating games, and the team’s skills
  • outline the importance of communication with a client when working on projects
  • outline budgeting and scheduling considerations for game design
  • explain the importance of time management in the development of a project.

Assessment Conditions

Gather evidence to demonstrate consistent performance in conditions that are safe and replicate the workplace. Noise levels, production flow, interruptions and time variances must be typical of those experienced in the game development field of work, and include access to:

  • computer hardware and software
  • games engines
  • file storage.

Assessors must satisfy NVR/AQTF assessor requirements.


Companion Volume implementation guides are found in VETNet - https://vetnet.gov.au/Pages/TrainingDocs.aspx?q=a53af4e4-b400-484e-b778-71c9e9d6aff2