Unit of competency Outline
Date retreived
22/07/2026 3:10 PM AWST
22/07/2026 3:10 PM AWST
Whilst all efforts are made to provide accurate and timely information from the relevant source/documentation, please be aware that the information supplied may not be the most current version. The accuracy of the detail has not been confirmed by the Department and therefore should not be relied upon without first confirming the contents.
Create interactive 3-D environments for digital games
Create interactive 3-D environments for digital games
Unit of competency
National Code
ICAGAM521A
ICAGAM521A
State Code
D7824
D7824
TGA Status
Replaced
Replaced
DTWD Status
Replaced
Replaced
State Implementation and Classification
Approved Date
07/10/2011
Field of Education
020115 - Computer Graphics
Original Release Date
07/10/2011
Nominal Hours
40
Description
This unit describes the performance outcomes, skills and knowledge required to create interactive 3-D environments for digital games.
Notes
Elements and Performance Criteria
1. Obtain design documents for the 3-D environment
- 1.1 Conceptualise design requirements based on project brief and other relevant documents
- 1.2 Identify requirements for the design of the 3-D environment
- 1.3 Discuss design considerations and generate concept art for the final environment design
- 1.4 Fill in any missing requirements
2. Identify software tools that can be used to create 3-D environments
- 2.1 Identify texturing tools, including painting, shading and texturing software
- 2.2 Identify audio tools
- 2.3 Identify 3-D modelling and animation software to be used
3. Document and justify the design decisions
- 3.1 Clearly document design decisions
- 3.2 Explain and justify design decisions
- 3.3 Make changes where necessary
4. Create the 3-D environment
- 4.1 Implement basic geometry, flow and layout
- 4.2 Separate each section of the environment into key parts and choose a focal point for the environment
- 4.3 Incorporate detail into the focal point of the level
- 4.4 Use the focal points level of detail to set a target for the rest of the environment
- 4.5 Integrate the geometry, texturing and place the models
- 4.6 Carry out a detailed pass of the entire environment
- 4.7 Set up exterior lighting and then interior lighting
- 4.8 Incorporate any sound and particle effects, and perform optimisation if required
- 4.9 Perform a final pass, finalising any elements
5. Present the finished 3D environment to relevant personnel
- 5.1 Present the finished 3-D environment to relevant personnel
- 5.2 State how the design decisions have met the 3-D environment design requirements
- 5.3 Justify why certain design decision where made
- 5.4 Accept peer feedback and incorporate in final 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.
Project brief and other relevant documents may include:
concept drawings
designer’s notes
development environment description
level design document
storyboard
style and design principles
style and medium
target market information
technical design document
technical design review process.
3-D environment may include:
characters and environments, such as:
backgrounds
environments
lighting
scenery
terrain
textures
environment profiles, such as:
alien
fantasy
foreign
historical
naturalistic:
arctic
desert
jungle
mountainous
post-apocalyptic
urban
game design, such as:
concept illustrations or graphics that enhance the comprehension of the document
design for all level missions
game mechanics that affect level design decisions
illustrations of level with all significant points of interest
introduction and overview (one page synopsis)
key selling points, including intended audience, genre and platforms
production details
scripts required for level
synopsis and scripts for each level
title and cover art (art must be colour and of a reasonable resolution for high quality printing)
walk through for at least one mission or level
game genre, such as:
adventure
alternative reality
ancient
casino
cyberpunk
educational
edutainment
fantasy
first person shooter
flight shooter
flight simulation
futuristic
god simulation
massively multi-player online game
massively multi-player online role-playing game
medieval
modern
multi-player
post-apocalyptic
puzzle
racing shooter
racing simulation
real-time strategy
role-playing game
science fiction
side-scrolling shooter
single player
sports
strategy, including action strategy and turn-based strategy
tactical combat
game mechanics, such as:
lists and illustrations of:
actions of a particular object (object dynamics)
environment actions (environment dynamics)
game objects organised into classes of object
possible environment and object interactions
possible object-to-object interactions
specific game-play elements that provide uniqueness and key point of difference
overview of the key factors influencing core game-play experience
game physics, such as:
collision
combat:
blood spots
debris
explosions
footprints
salvo
smoke and fire
sparks
water
wreckage
movement:
creaking floors
footfalls
puddle stepping
wading
wind
game-play elements, such as:
buildings
game flow
switches
terrain objects
transformations
transportation
traps
level specifications, such as:
level-specific components:
allies
base building and location
cinematic, such as cut scenes
colours
enemies
graphics
health
lighting
non-player characters
resources and their harvesting
sounds and music
weapons
location
stages
transportation devices:
buttons
doors
keys
teleporters
tunnels and passageways.
Design considerations may include:
aesthetics
cultural context
genre
resource limitations and constraints
target market.
Concept art may include:
illustrations
models
settings
sketches
storyboards.
Painting, shading and texturing software may include:
3-D paint
Illustrator
Mudbox
Photoshop
ZBrush.
3-D modelling and animation software may include:
3ds Max
Blender
Cinema 4D
Houdini
Lightwave
Maya
Modo
XSI
Z Brush.
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.
Feedback may involve:
accepting and responding to comment, critique and suggestions from:
clients
colleagues
target audience representatives.
Project brief and other relevant documents may include:
concept drawings
designer’s notes
development environment description
level design document
storyboard
style and design principles
style and medium
target market information
technical design document
technical design review process.
3-D environment may include:
characters and environments, such as:
backgrounds
environments
lighting
scenery
terrain
textures
environment profiles, such as:
alien
fantasy
foreign
historical
naturalistic:
arctic
desert
jungle
mountainous
post-apocalyptic
urban
game design, such as:
concept illustrations or graphics that enhance the comprehension of the document
design for all level missions
game mechanics that affect level design decisions
illustrations of level with all significant points of interest
introduction and overview (one page synopsis)
key selling points, including intended audience, genre and platforms
production details
scripts required for level
synopsis and scripts for each level
title and cover art (art must be colour and of a reasonable resolution for high quality printing)
walk through for at least one mission or level
game genre, such as:
adventure
alternative reality
ancient
casino
cyberpunk
educational
edutainment
fantasy
first person shooter
flight shooter
flight simulation
futuristic
god simulation
massively multi-player online game
massively multi-player online role-playing game
medieval
modern
multi-player
post-apocalyptic
puzzle
racing shooter
racing simulation
real-time strategy
role-playing game
science fiction
side-scrolling shooter
single player
sports
strategy, including action strategy and turn-based strategy
tactical combat
game mechanics, such as:
lists and illustrations of:
actions of a particular object (object dynamics)
environment actions (environment dynamics)
game objects organised into classes of object
possible environment and object interactions
possible object-to-object interactions
specific game-play elements that provide uniqueness and key point of difference
overview of the key factors influencing core game-play experience
game physics, such as:
collision
combat:
blood spots
debris
explosions
footprints
salvo
smoke and fire
sparks
water
wreckage
movement:
creaking floors
footfalls
puddle stepping
wading
wind
game-play elements, such as:
buildings
game flow
switches
terrain objects
transformations
transportation
traps
level specifications, such as:
level-specific components:
allies
base building and location
cinematic, such as cut scenes
colours
enemies
graphics
health
lighting
non-player characters
resources and their harvesting
sounds and music
weapons
location
stages
transportation devices:
buttons
doors
keys
teleporters
tunnels and passageways.
Design considerations may include:
aesthetics
cultural context
genre
resource limitations and constraints
target market.
Concept art may include:
illustrations
models
settings
sketches
storyboards.
Painting, shading and texturing software may include:
3-D paint
Illustrator
Mudbox
Photoshop
ZBrush.
3-D modelling and animation software may include:
3ds Max
Blender
Cinema 4D
Houdini
Lightwave
Maya
Modo
XSI
Z Brush.
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.
Feedback may involve:
accepting and responding to comment, critique and suggestions from:
clients
colleagues
target audience representatives.
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:
implement design requirements into a working 3-D environment
create interactions between the user and the environment
manage design requirements with technical requirements
deliver a 3-D environment with working interactions.
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:
evaluation of:
production of a 3-D environment with interactions
response to fault-finding exercises
simulated workplace activities
work samples
written or verbal questioning to assess knowledge of interactive environments
review of:
logbooks
presentations
reports.
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 non-English speaking background may need additional support.
In cases where practical assessment is used it should be combined with targeted questioning to assess required knowledge.
Overview of assessment
Critical aspects for assessment and evidence required to demonstrate competency in this unit
Evidence of the ability to:
implement design requirements into a working 3-D environment
create interactions between the user and the environment
manage design requirements with technical requirements
deliver a 3-D environment with working interactions.
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:
evaluation of:
production of a 3-D environment with interactions
response to fault-finding exercises
simulated workplace activities
work samples
written or verbal questioning to assess knowledge of interactive environments
review of:
logbooks
presentations
reports.
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 non-English speaking background may need additional support.
In cases where practical assessment is used it should be combined with targeted questioning to assess required knowledge.
Replaced By
| State Code | National Code | Title | Type |
|---|---|---|---|
| AUU14 | ICTGAM521 | Create interactive 3-D environments for digital games | Unit of competency |
| State Code | National Code | Title | Type |
|---|---|---|---|
| D568 | ICA50211 | Diploma of Digital and Interactive Games | Qualification |
| D567 | ICA50111 | Diploma of Information Technology | Qualification |