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Elements and Performance Criteria

  1. Determine 3-D character model animation requirements
  2. Create required animations using a variety of animated tools
  3. Finalise animations
  4. Export animations

Required Skills

Required skills

analytical skills to

analyse documentation and images to inform implementation of game specifications

interpret briefs work instructions and technical and conceptual information

communication skills to

check and confirm design requirements

collect interpret and communicate in visual and written forms effectively for various audiences including engineers and artists

communicate clearly using speech and text

communicate complex designs in a structured format drawn from industry standards styles and techniques

communicate technical requirements related to software development graphics requirements and code development to supervisors and other team members

provide practical advice support and feedback to colleagues and management

translate design requirements into specifications

initiative and enterprise skills to exercise a high level of creative ingenuity in D design and innovation

literacy and numeracy skills to develop D design and technical design documents

planning and organisational skills to

refer decisions to a higher project authority for review and endorsement

balance talent experience and budget

delegate tasks and responsibility appropriately

establish clear roles and goals to achieve required game development outcomes

meet project deadlines

organise equipment and resources to achieve required outcomes

organise own time to meet milestones

problemsolving skills to recognise and address potential quality issues and problems at design development stage

technical skills to

use correct file formats and archiving procedures

resolve basic hardware software and other technical issues associated with game production

Required knowledge

D animation

D modelling

anatomy and physical movement

budgeting and scheduling considerations for game design

capabilities and constraints of game engines

client communication

computer game development including specific terminology

current gameplay hardware and software products

environmental impact and sustainability considerations

graph curve editor

human resources required in the process of creating a game and their respective skills and technology requirements

methods for using reference material

OHS requirements for

ergonomics

electrical safety

physical attributes to create effects such as weight and anticipation

risk and critical path management

scheduling production components

shading and texturing

techniques for applying concept development skills

techniques for applying concept visualisation skills

techniques for using storyboard and script production

time management

transfer methodology including rotoscope hand key and motion capture

Evidence Required

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

select correct tools to work with target game engine and platform

apply animation principles

develop an animated character model

export animated character model to game engine

test character animations in game engine

Context of and specific resources for assessment

Assessment must ensure access to

computer hardware software games engines and file storage

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

review of nominated techniques applied to selected subject matter

direct observation of the learner using D animation software

review of work activities that show research and reference sourcing to gain best modelling effect

written and verbal reports or documentation showing modelling plan

evaluation of functional animated D character in game engine

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 nonEnglish speaking background may need additional support

In cases where practical assessment is used it should be combined with targeted questioning to assess required knowledge


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.

Target environments may include:

alien environments

fantasy environments

foreign environments

historical environments

natural environments, for example:

mountainous

jungle

desert

arctic

post-apocalyptic environments

urban environments.

Software tools may include:

3ds Max

Blender

Cinema 4D

Houdini

Lightwave

Maya

Modo

XSI

ZBrush.

Game engine may include:

BigWorld

Blender3D

game engine custom-built with rendering engine, such as:

OGRE

Irrlicht

Dunia

Half Life

Jade

Quake

Riot

Scimitar

Second Life

Unreal.

Platform may include:

arcade

console platforms:

Microsoft Xbox 360

Nintendo DS (hand-held)

Nintendo Wii

Sony PlayStation

hand-held digital device platforms:

Apple IIe/c/c+

Apple IIGS

Blackberry

BREW

Flashlite

Google Android

Java

J2ME

Palm OS

Sidekick

Symbian

WAP

Windows Mobile

personal computer (PC)

web.

Relevant 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.

Primary animations may include:

attacking

crouching

defending

dying

idle

jumping

running

shooting

standing

throwing

walking.