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Unit of competency details

ICTGAM526 - Create complex 3-D characters for games (Release 1)

Summary

Usage recommendation:
Superseded
Mapping:
MappingNotesDate
Supersedes and is equivalent to ICAGAM526A - Create complex 3-D characters for gamesUpdated to meet Standards for Training Packages 24/Mar/2015
Is superseded by and equivalent to ICTGAM552 - Create complex 3-D characters for games 20/Jul/2020

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


Classifications

SchemeCodeClassification value
ASCED Module/Unit of Competency Field of Education Identifier 020115 Computer Graphics  

Classification history

SchemeCodeClassification valueStart dateEnd date
ASCED Module/Unit of Competency Field of Education Identifier 020115 Computer Graphics  30/Jul/2015 
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Unit of competency

Modification History

Release 

Comments 

Release 1

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

Application

This unit describes the skills and knowledge required to plan, and implement, a design for complex 3-D characters for games.

It applies to individuals with high-level technical, interpretive and communication skills and may be applicable to 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

ELEMENT 

PERFORMANCE CRITERIA 

Elements describe the essential outcomes.

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

1. Clarify work requirements

1.1 Identify the design requirements based on the project brief and documents

1.2 Using the design requirements, conceptualise the appropriate characters for the game environments, design, level specifications and genre

1.3 Gather and analyse the reference materials to help with the design, and visualisation, of 3-D character models

1.4 Ensure that any missing requirements are considered and included in the design

2. Conceptualise 3-D character design

2.1 Document the design decisions that are made before, and during, the design conceptualisation

2.2 Outline the key attributes of the character

2.3 Examine the design considerations and generate the concept art for the 3-D characters

3. Identify software tools that can be used to create 3-D characters

3.1 Identify texturing tools, including painting, shading and texturing software and 3-D modelling tools

4. Create complex 3-D characters

4.1 Create base 3-D character models

4.2 Refine and polish the character models to a near finalised state

4.3 Create and map, the textures to apply to the 3-D character models

4.4 Refine the textures and apply shaders

4.5 Check the integrity and modify the 3-D characters until they meet the design requirements

4.6 Present the 3-D model to the relevant personnel

5. Present the finished 3-D characters to relevant personnel

5.1 Present the finished 3-D characters to the relevant personnel

5.2 Report on how the design decisions have met the 3-D character's design requirements

Foundation Skills

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

Skill 

Performance Criteria 

Description 

Reading

1.1, 1.3, 1.4, 4.5

  • Interprets analyses and comprehends briefs, instructions and conceptual information, to inform the design of environment specifications
  • Interprets and comprehends a large range of diagrams, icons, symbols, text, numbers and letters necessary to use complex design software

Writing

1.4, 2.1, 2.2

  • Communicates software and graphics requirements and code development to others, using correct spelling and grammar, plain English, and industry terminology

Oral Communication

2.2, 2.3, 4.6, 5.1, 5.2

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

Numeracy

4.1, 4.2, 4.3, 4.4, 4.5

  • Uses whole numbers, decimals and percentages relevant to measurement, resolution aspect ratio, pixel ratio, scale, coordinates, colour, shading, and other attributes/variables in the application of digital effects

Get the work done

1.1-1.4, 2.1-2.3, 3.1, 4.1-4.6, 5.1, 5.2

  • Plans, organises and completes work according to project brief and schedules, sequencing tasks to achieve efficient outcomes
  • Actively sources and analyses reference materials to support 3-D character design
  • Uses creativity and initiative in 3D character design and creation
  • Uses systematic, analytical processes in routine and non-routine situations to identify potential quality issues or problems, evaluate options and choose solutions
  • Uses the key features of specific digital systems and software to complete design and creation tasks

Unit Mapping Information

Code and title 

current version 

Code and title 

previous version 

Comments 

Equivalence status 

ICTGAM526 Create complex 3-D characters for games

ICAGAM526A Create complex 3-D characters for games

Updated to meet Standards for Training Packages

Equivalent unit

Links

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 

Comments 

Release 1

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

Performance Evidence

Evidence of the ability to:

  • plan and manage the design process for creating 3-D character models according to a design brief
  • incorporate the design specifications and create complex 3-D character models
  • produce and deliver documentation, showing evidence of concepts creation and design decisions.

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:

  • summarise budgeting and scheduling considerations for game design
  • discuss the process used for computer game development
  • summarise the current game-play hardware and software products, including any technical constraints imposed on design and development
  • explain the technology and human resources required in the process of creating a game, and outline the team members’ respective skills.

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.

Links

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