Copy and paste from the following data to produce each assessment task. Write these in plain English and spell out how, when and where the task is to be carried out, under what conditions, and what resources are needed. Include guidelines about how well the candidate has to perform a task for it to be judged satisfactory.
Required skills
analytical skills to:
assess suitability of software and hardware technologies within project context
discuss suitability of custom widget prototype within project context
establish clear advantages, disadvantages and limitations of technologies and their implementation
planning and organisational skills to:
establish clear goals to achieve required software development outcomes
meet project deadlines
research skills to:
conduct professional research into software and hardware technologies required for successful completion of project
understand and implement efficient design patterns for professional completion of project
technical skills to:
resolve basic hardware, software and other technical issues associated with software production
use correct file formats and archiving procedures.
Required knowledge
basic programming techniques
specific terminology used by computer game developers
technical constraints that hardware imposes on software development, code development and creative visual design.
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.
Standard human-computer interface devices may include: | keyboards mice track balls track pads web cameras. |
Game-specific human-computer interaction devices may include: | game pads gaming keyboards gaming mice joysticks. |
Common controls of devices may include: | analog hats buttons digital pads joysticks keys. |
Application libraries may include: | DirectX Irrlicht Microsoft Visual Studio Ogre OpenGL Simple DirectMedia Layer (SDL). |
Common widgets may include: | buttons check boxes containers drop down menus environments images input text boxes input text fields labels radio buttons scroll bars tabs Windows. |
Graphical user interface libraries may include: | Carbon Cocoa GLUI Guichan Java Swing Microsoft Foundation Classes WX Widgets. |
Heads up displays may involve the use of: | chat windows context menus dialogue screens health bars, ammunition bars and mana bars inventory screens main menus objective guides overhead maps, mini maps and compasses pause screens. |
Designing a prototype may involve: | defining a clear context in which the custom widget will be implemented in and used for having a firm knowledge of existing game-engine architecture prototyping for a specific purpose researching existing widgets used in existing products. |
Copy and paste from the following performance criteria to create an observation checklist for each task. When you have finished writing your assessment tool every one of these must have been addressed, preferably several times in a variety of contexts. To ensure this occurs download the assessment matrix for the unit; enter each assessment task as a column header and place check marks against each performance criteria that task addresses.
Observation Checklist