TR - 2D Game Art Development NC III
TR - 2D Game Art Development NC III
REGULATIONS
Page No.
3.7 Assessment 54
COMPETENCY MAP 56
DEFINITION OF TERMS 57 - 62
ACKNOWLEDGEMENT
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TRAINING REGULATIONS FOR
2D GAME ART DEVELOPMENT NC III
COMMON COMPETENCIES
CORE COMPETENCIES
ICT313344 Develop and conceptualize art style
ICT313345 Create storyboard and asset list
ICT313346 Prepare art document
ICT313347 Develop final artwork using graphic application
ICT313348 Apply in-game animation
2D Game artist
2D Game concept artist
2D Game animator
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SECTION 2 COMPETENCY STANDARDS
This section gives the details of the contents of the basic, common and
core units of competency required in 2D GAME ART DEVELOPMENT NC III.
PERFORMANCE CRITERIA
ELEMENT
Italicized terms are elaborated in the Range of Variables
1. Communicate 1.1. Appropriate communication method is selected
information about 1.2. Multiple operations involving several topics areas
workplace are communicated accordingly
processes 1.3. Questions are used to gain extra information
1.4. Correct sources of information are identified
1.5. Information is selected and organized correctly
1.6. Verbal and written reporting is undertaken when
required
1.7. Communication skills are maintained in all
situations
3. Identify and 3.1. Issues and problems are identified as they arise
communicate 3.2. Information regarding problems and issues are
issues arising in the organized coherently to ensure clear and effective
workplace communication
3.3. Dialogue is initiated with appropriate personnel
3.4. Communication problems and issues are raised
as they arise
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RANGE OF VARIABLES
VARIABLE RANGE
1. Methods of 1.1. Non-verbal gestures
communication
1.2. Verbal
1.3. Face to face
1.4. Two-way radio
1.5. Speaking to groups
1.6. Using telephone
1.7. Written
1.8. Internet
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EVIDENCE GUIDE
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UNIT OF COMPETENCY : LEAD SMALL TEAMS
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RANGE OF VARIABLES
VARIABLE RANGE
1.1. Client Profile
1. Work requirements
1.2. Assignment instructions
2. Team member’s 2.1. Roster/shift details
concerns
3.1. Formal process
3. Monitor
3.2. Informal process
performance
4.1. Formal process
4. Feedback
4.2. Informal process
5.1. Work output
5. Performance issues
5.2. Work quality
5.3. Team participation
5.4. Compliance with workplace protocols
5.5. Safety
5.6. Customer service
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EVIDENCE GUIDE
1. Critical Aspects Assessment requires evidence that the candidate:
of Competency 1.1. Maintained or improved individuals and/or team
performance given a variety of possible scenario
1.2. Assessed and monitored team and individual
performance against set criteria
1.3. Represented concerns of a team and individual to next
level of management or appropriate specialist and to
negotiate on their behalf
1.4. Allocated duties and responsibilities, having regard to
individual’s knowledge, skills and aptitude and the needs
of the tasks to be performed
1.5. Set and communicated performance expectations for a
range of tasks and duties within the team and provided
feedback to team members
2. Required 2.1. Company policies and procedures
Knowledge and 2.2. Relevant legal requirements
Attitudes
2.3. How performance expectations are set
2.4. Methods of Monitoring Performance
2.5. Client expectations
2.6. Team member’s duties and responsibilities
3. Required Skills 3.1. Communication skills required for leading teams
3.2. Informal performance counseling skills
3.3. Team building skills
3.4. Negotiating skills
4. Resource The following resources MUST be provided:
Implications 4.1. Access to relevant workplace or appropriately simulated
environment where assessment can take place
4.2. Materials relevant to the proposed activity or task
5. Methods of Competency may be assessed through:
Assessment 5.1. Direct observations of work activities of the individual
member in relation to the work activities of the group
5.2. Observation of simulation and/or role play involving the
participation of individual member to the attainment of
organizational goal
5.3. Case studies and scenarios as a basis for discussion of
issues and strategies in teamwork
6. Context of 6.1. Competency assessment may occur in workplace or any
Assessment appropriately simulated environment
6.2. Assessment shall be observed while task are being
undertaken whether individually or in-group
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UNIT OF COMPETENCY: DEVELOP AND PRACTICE NEGOTIATION
SKILLS
UNIT DESCRIPTOR : This unit covers the skills, knowledge and attitudes
required to collect information in order to negotiate
to a desired outcome and participate in the
negotiation.
PERFORMANCE CRITERIA
ELEMENT Italicized terms are elaborated in the Range of Variables
1. Plan negotiations 1.1 Information on preparing for negotiation is
identified and included in the plan
1.2 Information on creating non verbal environments
for positive negotiating is identified and included in
the plan
1.3 Information on active listening is identified and
included in the plan
1.4 Information on different questioning techniques is
identified and included in the plan
1.5 Information is checked to ensure it is correct and up-
to- date
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RANGE OF VARIABLES
VARIABLE RANGE
1. Preparing for 1.1 Background information on other parties to the
negotiation negotiation
1.2 Good understanding of topic to be negotiated
1.3 Clear understanding of desired outcome/s
1.4 Personal attributes
1.1 self awareness
1.2 self esteem
1.3 objectivity
1.4 empathy
1.5 respect for others
1.5 Interpersonal skills
1.5.1 listening/reflecting
1.5.2 non verbal communication
1.5.3 assertiveness
1.5.4 behavior labeling
1.5.5 testing understanding
1.5.6 seeking information
1.5.7 self disclosing
1.6 Analytic skills
1.6.1 observing differences between content
and process
1.6.2 identifying bargaining information
1.6.3 applying strategies to manage process
1.6.4 applying steps in negotiating process
1.6.5 strategies to manage conflict
1.6.6 steps in negotiating process
1.6.7 options within organization and
externally for resolving conflict
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EVIDENCE GUIDE
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UNIT OF COMPETENCY : SOLVE PROBLEMS RELATED TO WORK
ACTIVITIES
UNIT CODE : 500311112
UNIT DESCRIPTOR : This unit of covers the knowledge, skills and
attitudes required to solve problems in the
workplace including the application of problem
solving techniques and to determine and resolve
the root cause of problems.
PERFORMANCE CRITERIA
ELEMENT Italicized terms are elaborated in the Range of Variables
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RANGE OF VARIABLES
VARIABLE RANGE
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EVIDENCE GUIDE
1. Critical Aspects of Assessment requires evidence that the candidate:
Competency
1.1. Identified the problem
1.2. Determined the fundamental causes of the problem
1.3. Determined the correct / preventive action
1.4. Provided recommendation to manager
These aspects may be best assessed using a range of
scenarios / case studies / what ifs as a stimulus with a
walk through forming part of the response. These
assessment activities should include a range of problems,
including new, unusual and improbable situations that may
have happened.
2. Required 2.1. Competence includes a thorough knowledge and
Knowledge and understanding of the process, normal operating
Attitudes parameters, and product quality to recognize non-
standard situations
2.2. Competence to include the ability to apply and
explain, sufficient for the identification of
fundamental cause, determining the corrective
action and provision of recommendations
2.2.1.Relevant equipment and operational
processes
2.2.2.Enterprise goals, targets and measures
2.2.3.Enterprise quality, OHS and environmental
requirement
2.2.4.Principles of decision making strategies and
techniques
2.2.5.Enterprise information systems and data
collation
2.2.6.Industry codes and standards
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4. Resource 4.1. Assessment will require access to an operating
Implications plant over an extended period of time, or a suitable
method of gathering evidence of operating ability
over a range of situations. A bank of scenarios /
case studies / what ifs will be required as well as
bank of questions which will be used to probe the
reason behind the observable action.
5. Methods of Competency may be assessed through:
Assessment
5.1. Case studies on solving problems in the workplace
5.2. Observation
The unit will be assessed in a holistic manner as is
practical and may be integrated with the assessment of
other relevant units of competency. Assessment will occur
over a range of situations, which will include disruptions to
normal, smooth operation. Simulation may be required to
allow for timely assessment of parts of this unit of
competency. Simulation should be based on the actual
workplace and will include walk through of the relevant
competency components.
6. Context of 6.1. In all workplace, it may be appropriate to assess
Assessment this unit concurrently with relevant teamwork or
operation units.
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UNIT OF COMPETENCY: USE MATHEMATICAL CONCEPTS AND
TECHNIQUES
UNIT DESCRIPTOR : This unit covers the knowledge, skills and attitudes
required in the application of mathematical
concepts and techniques.
PERFORMANCE CRITERIA
ELEMENT Italicized terms are elaborated in the Range of Variables
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RANGE OF VARIABLES
VARIABLE RANGE
1. Mathematical techniques May include but are not limited to:
1.1 Four fundamental operations
1.2 Measurements
1.3 Use/Conversion of units of measurements
1.4 Use of standard formulas
EVIDENCE GUIDE
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UNIT OF COMPETENCY: USE RELEVANT TECHNOLOGIES
PERFORMANCE CRITERIA
ELEMENT
Italicized terms are elaborated in the Range of Variables
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RANGE OF VARIABLES
VARIABLE RANGE
1. Technology May include but are not limited to:
1.1 Office technology
1.2 Industrial technology
1.3 System technology
1.4 Information technology
1.5 Training technology
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EVIDENCE GUIDE
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COMMON COMPETENCIES
VARIABLE RANGE
1. Study methods May include but are not limited to:
1.1 Creating schedules
1.2 Prioritizing tasks
1.3 Researching on resources
2. Components of May include but are not limited to:
critical thinking 2.1 Motivation
2.2 Set of information
2.3 Belief generating
2.4 Processing skills
2.5 Intellectual commitment
2.6 Using skills to guide behavior
2.7 Possession of a set of skills
2.8 Skillful manipulation of ideas
2.9 Exercise without acceptance of skill results
3. Types of claims 3.1 Objective
3.2 Subjective
3.3 Moral claims
4. methods of careful May include but are not limited to:
analysis 4.1 Clarity
4.2 Fill in connecting premises
4.3 Thought organization
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7. Elements of May pertain but are not limited to:
reasoning 7.1 Purpose
7.2 Question at issue
7.3 Assumptions
7.4 Implications
7.5 Consequences
7.6 Information
7.7 Concept
7.8 Conclusions interpretations
7.9 Point of view
7.10 Alternatives
7.11Context
8. Alternatives May include but are not limited to:
8.1 Role playing
8.2 Viewing of media clips
8.3 Questioning
8.4 Mind mapping
8.5 Simulation
8.6 Demonstration
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EVIDENCE GUIDE
2. Required
Knowledge and 2.1 Thought organization
Attitudes 2.2 Logic
2.3 Basic statistics
2.4 Reasoning
3. Required skills
3.1 Writing skills
3.2 Thought organization
3.3 Negotiation skills
6. Context of
Assessment 6.1 Competency may be assessed in the work place or in a
simulated work place setting
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UNIT TITLE : APPLY QUALITY STANDARDS
UNIT DESCRIPTOR : This unit covers the knowledge, skills, attitudes and
values needed to apply quality standards in the
workplace. The unit also includes the application of
relevant safety procedures and regulations, organization
procedures and customer requirements.
PERFORMANCE CRITERIA
ELEMENT
Italicized terms are elaborated in the Range of Variables
1. Assess quality of 1.1. Work instruction is obtained and work is carried out
received materials in accordance to the standard operating procedures.
1.2. Received materials are checked against workplace
standards and specifications.
1.3. Faulty materials related to the work are identified
and isolated.
1.4. Faults and any identified causes are recorded
and/or reported to the supervisor concerned in
accordance to workplace procedures.
1.5. Faulty materials are replaced in accordance to the
workplace procedures.
2. Assess own work 2.1. Documentation relative to the quality within the
company is identified and used.
2.2. Completed work is checked against workplace
standards relevant to the task undertaken.
2.3. Errors are identified and isolated.
2.4. Information on the quality and other indicators of
production performance are recorded in accordance
to workplace procedures.
2.5. In cases of deviations from specific quality
standards, causes are documented and reported in
accordance to the workplace’ s standards operating
procedures.
3. Engage in quality 3.1. Process improvement procedures are participated in
improvement relative to the workplace assignment.
3.2. Work is carried out in accordance to the process
improvement procedures.
3.3. Performance of operation or quality of product of
service to ensure customer satisfaction is monitored.
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RANGE OF VARIABLES
VARIABLE RANGE
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EVIDENCE GUIDE
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UNIT TITLE : PERFORM COMPUTER OPERATIONS
UNIT CODE : ICT 311203
UNIT DESCRIPTOR : This unit covers the knowledge, skills, attitudes and values
needed to perform computer operations which include
inputting, accessing, producing and transferring data using
the appropriate hardware and software.
PERFORMANCE CRITERIA
ELEMENT
Italicized terms are elaborated in the Range of Variables
1. Plan and prepare 1.1. Requirements of task are determined in accordance
for task to be with the required output.
taken undertaken 1.2. Appropriate hardware and software are selected
according to task assigned and required outcome.
1.3. Task is planned to ensure that OH & S guidelines
and procedures are followed.
1.4. Client -specific guidelines and procedures are
followed.
1.5. Required data security guidelines are applied in
accordance with existing procedures.
2. Input data into 2.1. Data are entered into the computer using appropriate
computer program/application in accordance with company
procedures.
2.2. Accuracy of information is checked and information is
saved in accordance with standard operating
procedures.
2.3. Inputted data is stored in storage media according to
requirements.
2.4. Work is performed within ergonomic guidelines.
3. Access 3.1. Correct program/application is selected based on job
information using requirements.
computer 3.2. Program/application containing the information
required is accessed according to company
procedures.
3.3. Desktop icons are correctly selected, opened and
closed for navigation purposes.
3.4. Keyboard techniques are carried out in line with OH &
S requirements for safe use of keyboards.
4. Produce output/ 4.1. Entered data are processed using appropriate
data using software commands.
computer system 4.2. Data are printed out as required using computer
hardware /peripheral devices in accordance with
standard operating procedures.
4.3. Files and data are transferred between compatible
systems using computer software, hardware/peripheral
devices in accordance with standard operating
procedures.
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5. Use basic 5.1. Information requirements for internet search are
functions of a established.
www-browser to 5.2. Browser is launched.
locate information 5.3. Search engine is loaded.
5.4. Appropriate search criteria/or URL of site is entered.
5.5. Relevant links are followed to locate required
information.
5.6. Useful pages are bookmarked or printed as required.
6. Maintain 6.1. Procedures for ensuring security of data, including
computer regular back-ups and virus checks are implemented in
equipment and accordance with standard operating procedures.
systems 6.2. Basic file maintenance procedures are implemented in
line with the standards operating procedures.
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RANGE OF VARIABLES
VARIABLE RANGE
1. Hardware and 1.1 Personal computers
peripheral 1.2 Networked systems
devices 1.3 Communication equipment
1.4 Printers
1.5 Scanners
1.6 Keyboard
1.7 Mouse
1.8 Voice/Data logger
2. Software Software includes the following but not limited to:
2.1 Word processing packages
2.2 Database packages
2.3 Internet
2.4 Spreadsheets
2.5 Client Specific Software
3. OH & S 3.1 OHS guidelines
guidelines 3.2 Enterprise procedures
4. Storage media Storage media include the following but not limited to:
4.1 CDs / DVDs
4.2 Memory sticks / USB drives
4.3 hard disk drives, local and remote
4.4 Optical drives
5. Ergonomic 5.1 Types of equipment used
guidelines 5.2 Appropriate furniture
5.3 Seating posture
5.4 Lifting posture
5.5 Visual display unit screen brightness
6. Desktop icons 6.1 Icons include the following but not limited to:
6.2 Directories/folders
6.3 Files
6.4 Network devices
6.5 Recycle bin
6.6 Program icons
7. Maintenance 7.1 Creating and managing more space in the hard disk
and other peripherals
7.2 Reviewing programs
7.3 Deleting unwanted files
7.4 Backing up files
7.5 Checking hard drive for errors
7.6 Using up to date anti-virus programs
7.7 Cleaning dust from internal and external surfaces).
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EVIDENCE GUIDE
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CORE COMPETENCIES
UNIT DESCRIPTOR : This unit defines the knowledge, skills and attitude
required to prepare and develop initial art based
on game design document.
2. Draw and compile 2.1 Game characters are identified based on GDD
characters 2.2 Characters are drawn based on the style guide and
asset list
2.3 Character attributes are explained following
enterprise procedures
3. Draw and compile 4.1 Resource asset list is prepared in line with GDD
other assets 4.2 Resources are drawn based on style guide and
asset list
4.3 Assets behavior and functions are described
following enterprise procedures
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RANGE OF VARIABLES
VARIABLE RANGE
1. References May include but not limited:
1.1. Sample themes
1.1. Previous designs
1.2. Textures and patters
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EVIDENCE GUIDE
1. Critical aspects of Assessment requires evidence that the candidate:
competency 1.1 Developed look-&-feel
1.2 Drawn and compiled characters
1.3 Drawn the game world
1.4 Drawn and compiled other assets
1.5 Developed game interface
2. Required 2.1 Time management
Knowledge and 2.2 Understanding the subject matter
Attitudes 2.3 Understanding the expectation
2.4 Organizing your thoughts
2.5 Studying together
2.6 Perspective
2.7 Composition/Layout
2.8 IP knowledge
2.9 Basic Anatomy
2.10 Art Style/Genre
2.11 5S and 3Rs
3. Required Skills 3.1 Drawing skills & techniques
3.2 Creating a project timetable
3.3 Understanding key terminology
3.4 Draft a mind map
3.5 Research skills
3.6 Organization skills
3.7 Discussion skills
3.8 Communication skills
3.9 Creative skills
3.10 Adherence to instructions
3.11 Preparing Style Guide documentation
3.12 Interpreting Style Guide specifications and user
requirements
4. Resource The following resources must be provided
Implications 4.1 PC with drawing application with peripherals
4.2 Mouse
4.3 Pencil
4.4 Paper
4.5 Pen
5. Methods of Competency may be assessed through
Assessment 5.1 Demonstration / Practical exam
5.2 Presentation with questioning
5.3 Portfolio of work samples
5.4 Group interview
5.5 Individual interview
6. Context of 6.1 Competency may be assessed in workplace or
Assessment simulated environment.
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UNIT OF COMPETENCY : CREATE STORYBOARD AND ASSET LIST
3. Create cut scenes 3.1 Cut scenes are identified based on storyboard and
script
3.2 Individual storyboards are drawn using proxies for each
cut scene based on the style guide
3.3 Asset list is finalized based on GDD
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RANGE OF VARIABLES
VARIABLE RANGE
1. Key references May include but are not limited:
1.1 Scenes
1.2 Duration
1.3 Characters
1.4 Backgrounds
1.5 Props
1.6 Special Effects
1.7 Angles
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EVIDENCE GUIDE
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UNIT OF COMPETENCY : PREPARE ART DOCUMENT
UNIT DESCRIPTOR : This unit defines the knowledge, skills and attitudes
required to develop concept art for character,
props/objects and background layout constructs. It
also involves concepts for special effects.
2. Prepare concept art for 2.1. Prop/Object model sheets are made with
props/objects constructs in line with GDD
2.2. Functionality and detail of object constructs are
noted in line with enterprise procedures
2.3. Object priority is assigned based on prop/object
model sheets
3. Prepare concept art for 3.1. Background model sheets are made with
background layout constructs in line with GDD
3.2. Functionality and detail of object constructs are
noted in line with enterprise procedures.
4. Prepare concepts for 4.1. Type of effect is established in line with storyboard
special effects and script
4.2. Special effects studies are created based on the
established type of effect
4.3. Reference frames are drawn based on approved
special effects studies
4.4. Mock color is added to the effects based on given
special effects studies
4.5. Object priority is assigned based on given
special effects studies
5. Prepare concept arts 4.1. Prop/Object model sheets are made with
for GUI constructs in line with GDD
4.2. Functionality and detail of object constructs are
noted in line with enterprise procedures
4.3. Object priority is assigned based on prop/object
model sheets
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RANGE OF VARIABLES
VARIABLE RANGE
Props/objects
1.7 Turnaround
1.8 Perspective
1.9 Functionality
1.10 Size comparison
1.11 Mock color
1.12 References
Background layout
1.13 Form
1.14 Perspective
1.15 Scale of objects within the background
1.16 Layout of the map and functionality of the elements
in the map such as doors, traps, stairs, trees, etc
1.17 Setting (morning, dusk, etc.) - add to definition of
terms
1.18 Mock color and texture of each element in the
background and the background itself
1.19 Visual appeal
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EVIDENCE GUIDE
1. Critical aspects of Assessment requires evidence that the candidate:
competency 1.1 Prepared concept art for characters
1.2 Prepared concept art for props/objects
1.3 Prepared concept art for background layout
1.4 Prepared concepts for special effects
1.5 Prepared concepts for GUI
2. Required Knowledge 2.1 Knowledge of Constructs
and Attitudes 2.2 Characters
2.3 Objects
2.4 Backgrounds & Layouts
2.5 Special Effects
2.6 Researching using library and printed literature
2.7 Coping with stress
2.8 Problem solving
2.9 Project management
2.10 Observation
2.11 Estimation (for scaling/perspective/volume)
2.12 Color coordination
2.13 Basic animation
2.14 Composition and Layout
2.15 5S and 3Rs
3. Required Skills 3.1 Drawing Skills
3.2 Conceptualize
3.3 Conduct a simple research
3.4 Setting realistic goals
3.5 Draft a mind map
3.6 Active listening
3.7 Decision making exercise
3.8 Discussion
3.9 Implement execution plan
3.10 Research Skills
3.11 Organization Skills
3.12 Basic problem solving Skills
3.13 Adherence to instructions
4. Resource The following resources must be provided
Implications 4.1 PC with drawing application with peripherals
4.2 Mouse
4.3 Pencil
4.4 Paper
4.5 Pen
5. Methods of Competency may be assessed through
Assessment 5.1 Demonstration / Practical exam
5.2 Presentation with questioning
5.3 Portfolio of work samples
5.4 Group interview
5.5 Individual interview
6. Context of 6.1 Competency may be assessed in workplace or
Assessment simulated environment
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UNIT OF COMPETENCY : DEVELOP FINAL ARTWORK USING GRAPHIC
APPLICATION
UNIT DESCRIPTOR : This unit defines the knowledge, skills and attitudes
required to develop the final artwork and its details
based on approved modifications using graphic
application.
2. Apply color to 2.1. Base colors are applied in each layer based on
artwork corresponding style guide and concept art
2.2. Shades and effects in layers are applied based on
corresponding style guide and concept art
3. Prepare final 3.1. All colors used in the colored art work are indexed and
palette/color map tagged with RGB code
sheet 3.2. Color map is prepared based on the index and tags
3.3. Color map sheet is supplemented to the final artwork
4. Break graphics 4.1. Graphics are split into separate asset/layers in line
into assets/create with job requirements
object library 4.2. Assets are exported according to game engine
requirements
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RANGE OF VARIABLES
VARIABLE RANGE
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EVIDENCE GUIDE
1. Critical aspects of Assessment requires evidence that the candidate:
competency 1.1 Created the line-work
1.2 Applied color to artwork
1.3 Prepared final palette/color map sheet
1.4 Broke graphics into assets/Created object library
2. Required 2.1 IP knowledge
Knowledge and 2.2 Graphic application knowledge
Attitudes 2.3 Palette/Color Map knowledge
2.4 Object Library knowledge
2.5 Coping with stress
2.6 Problem solving
2.7 Project management
2.8 Organizing your thoughts
2.9 Color perception
2.10 Color Intuition
2.11 Lighting knowledge
2.12 Graphic Composition knowledge (Vector/Raster)
2.13 Concept of layered graphics
2.14 Knowledge of File Types & Formats
2.15 5S and 3Rs
3. Required Skills 3.1 Drawing Skills
3.2 Implement execution plan
3.3 Setting realistic goals
3.4 Draft a mind map
3.5 Decision making exercise
3.6 Coloring
3.7 Applying Various Graphical Composition (Vector/Raster)
3.8 Research Skills
3.9 Organization Skills
3.10 Application manipulation
3.11 Graphic application manipulation
3.12 Adherence to instructions
3.13 Eye for Detail
4. Resource The following resources must be provided
Implications 4.1 PC with animation application with peripherals
4.2 Mouse
4.3 Electronic pen and tablet
5. Methods of Competency may be assessed through
Assessment 5.1 Demonstration / Practical exam
5.2 Presentation with questioning
5.3 Portfolio of work samples
5.4 Group interview
5.5 Individual interview
6. Context of 6.1 Competency may be assessed in workplace or
Assessment simulated environment
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UNIT OF COMPETENCY : APPLY IN-GAME ANIMATION
UNIT DESCRIPTOR : This unit defines the knowledge, skills and attitudes
required to identify, manage, arrange assets into key-
frames and render the required file format.
3. Preview animation 3.1. Key drawings with tweens of each required asset in the
scene is rendered & viewed to check speed and
movement
3.2. Key drawings are revised and re-plotted for
smoothness of movements
3.3. Sound is applied and synchronized to models based on
given animation
4. Render required 4.1. Exported files are checked and tested in line with style
file format guide, story board and GDD requirements.
4.2. All approved exported files noted and moved
accordingly to the resource folder based on the style
guide
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RANGE OF VARIABLES
VARIABLE RANGE
1. Assets May include but not limited:
1.1. Models
1.2. Dialogue
1.3. Sound effects
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EVIDENCE GUIDE
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4. Resource The following resources must be provided
Implications 4.1 PC with drawing application with peripherals
4.2 Mouse
4.3 Electronic pen and tablet
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SECTION 3 TRAINING STANDARDS
Course Description:
This course is designed to develop & enhance the knowledge, skills, & attitudes of a
2D Game Artist in accordance with industry standards. It covers the basic & common
competencies in addition to the core competencies such as preparing art document,
creating storyboard and asset list, developing concept art, developing final artwork
using graphic application and applying in-game animation. The nominal duration of
934 hours covers the required units at 2D Game Art Development NC III and an
additional 200 hours on-the-job (OJT) training. TVET providers can however, offer
a longer, ladderized course covering the NC III basic, common, core and elective
units.
BASIC COMPETENCIES
64 hrs
Unit of Assessment
Learning Outcomes Methodology
Competency Approach
1. Lead workplace 1.1 Communicate information Group discussion Observation
communication about workplace Role Play Interviews
processes. Brainstorming
1.2 Lead workplace
discussions.
1.3 Identify and communicate
issues arising in the
workplace
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Unit of Learning Outcomes Methodology Assessment
Competency Approach
2. Lead small 2.1 Provide team leadership. Lecture Demonstration
teams 2.2 Assign responsibilities Demonstration Case studies
among members. Self-paced
2.3 Set performance (modular)
expectation for team
members.
2.4 Supervise team
performance
3. Develop and 3.1 Identify relevant Direct Written test
practice information in planning observation Practical/
negotiation negotiations Simulation/role performance
skills 3.2 Participate in negotiations playing test
3.3 Document areas for Case studies
agreement
4. Solve 4.1 Explain the analytical Direct observation Written test
workplace techniques. Simulation/role Practical/
problem related 4.2 Identify the problem. playing performance
to work 4.3 Determine the possible Case studies test
activities cause/s of the problem.
5. Use 5.1 Identify mathematical Direct observation Written test
mathematical tools and techniques to Simulation/role Practical/
concepts and solve problem playing performance
techniques 5.2 Apply mathematical Case studies test
procedures/solution
5.3 Analyze results
6. Use relevant 6.1 Identify appropriate Direct observation Written test
technologies technology Simulation/role Practical/
6.2 Apply relevant technology playing performance
6.3 Maintain/enhance relevant Case studies test
technology
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COMMON COMPETENCIES
70 hrs.
Unit of Assessment
Learning Outcomes Methodology
Competency Approach
1. Apply critical 1.1. Identify the theoretical Field trip Demonstration
thinking and foundations of critical Symposium & questioning
thought thinking Film showing Observation &
organization 1.2. Develop constructive Simulation questioning
arguments On the job Third party
1.3. Apply methods of training report
reasoning
1.4. Affirm generalization
1.5. Arrive at a conclusion
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CORE COMPETENCIES
800 hrs
Unit of Learning Outcomes Methodology Assessment
Competency Approach
1. Develop and 1.1. Develop look-and-feel Lecture / Demonstration /
conceptualize 1.2. Draw and compile Discussion Practical exam
art style characters Workshop Presentation with
1.3. Draw the game world Demonstration questioning
1.4. Draw and compile other Portfolio of work
96 hours assets samples
1.5. Develop graphical user Individual
interview
interface
2. Create 2.1. Develop storyboard Lecture/ Demonstration /
storyboard panels Discussion Practical exam
and asset list 2.2. Create narrative devices Workshop Presentation with
2.3. Create cut scenes Demonstration questioning
Portfolio of work
184 hours samples
Individual
interview
3. Prepare art 3.1. Prepare concept art for Lecture/ Demonstration /
document characters Discussion Practical exam
3.2. Prepare concept art for Workshop Presentation with
props/objects Demonstration questioning
3.3. Prepare concept art for Portfolio of work
background layout samples
112 hours 3.4. Prepare concept art for Individual
interview
special effects
3.5. Prepare concept art for
GUI
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3.2 TRAINING DELIVERY
The delivery of training shall adhere to the design of the curriculum.
Delivery shall be guided by the 10 basic principles of competency-based
TVET.
The training is based on curriculum developed from the competency
standards;
Learning is modular in its structure;
Training delivery is learner-centered and should accommodate
individualized and self-paced learning strategies;
Training is based on work that must be performed;
Training materials are directly related to the competency standards
and the curriculum modules;
Assessment is based in the collection of evidence of the performance
of work to the industry required standard;
Training program allows for recognition of prior learning (RPL) or
current competencies;
Training allows for multiple entry and exit; and
Training programs are registered with the UTPRAS.
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3.3 Trainee Entry Requirements
The trainees who wish to enter the course should possess the following
requirements:
At least high school graduate or equivalent experience
With artistic and drawing skills which will be validated by :
o a talent entrance exam to be administered by the training
institution using a tool devised by the Technical Experts Panel
(TEP) and Participants of the National Validation of this Training
Regulation
o the submission of a portfolio (hard & soft copy should be provided)
Good moral character
Mentally and emotionally able.
Has the capacity to communicate in both oral and written
Physically able to manipulate a mouse, track-ball, electronic pen, etc.
Must know how to operate a computer
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The quantity of tools and equipment to be used for the conduct of training for
this qualification shall depend on the number of students, size of the class, and/or
modality of training. The most important consideration is to make sure that tools and
equipment are adequately provided to all trainees when needed. The actual list of
tools, equipment, machines, supplies and other materials to be used shall be
identified and detailed in the Competency Based Curriculum (CBC) to be submitted
by the TVET provider when registering a course or training program with TESDA.
In cases where there are specialized tools, equipment and facilities that are
not generally considered standard requirements or not absolute requisites for
training, the industry working group or TESDA may provide guidelines or specific
advice on such matters.
Total 80
Facilities / Equipment / 30
Circulation**
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3.6 TRAINERS QUALIFICATIONS
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SECTION 4 NATIONAL ASSESSMENT AND CERTIFICATION ARRANGEMENTS
4.2 The Qualification for the 2D Game Art Development NC III may be
attained through:
4.2.1 Accumulation of Certificates of Competency (COC) in all the
following units of competency:
4.2.1.1 Develop initial art assets
Develop and conceptualize art style
Create storyboard and asset list
Prepare art document
4.2.1.2 Develop final artwork using graphic application
4.2.1.3 Apply in-game animation
4.3 Upon accumulation and submission of all COCs acquired for all the
relevant units of competency comprising this qualification, an individual
shall be issued the corresponding National Certificate (NC).
4.4 Assessment shall focus on the core units of competency. The basic and
common units shall be integrated or assessed concurrently with the core
units.
4.5 The following are qualified to apply for assessment and certification:
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ANNEX A. ICT COMPETENCY MAP
2D GAME ART DEVELOPMENT NC III
BASIC COMPETENCIES
Receive And
Practice Basic Participate In
Respond To Demonstrate Work
Work With Others Housekeeping Workplace
Workplace Values
Procedures Communication
Communication
Practice
Work In A Team Practice Career Occupational Health Lead Workplace
Lead Small Team
Environment Professionalism And Safety Communication
Procedures
Develop And Solve Problems Use Mathematical
Use Relevant Utilize Specialist
Practice Negotiation Related To Work Concepts And
Technologies Communication Skills
Skills Activities Techniques
Apply Problem Promote
Develop Team And Collect, Analyze And Plan And Organize
Solving Techniques Environmental
Individuals Organize Information Work
In The Workplace Protection
COMMON COMPETENCIES
CORE COMPETENCIES
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DEFINITION OF TERMS
GENERAL
SECTOR SPECIFIC
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7. Break - a common term used in game development to describe the process in
decomposing, cutting, slicing, or modify an asset for a 2D Artist.
8. Color Map - is a neatly arranged and index of color pallets that are based on
a specific image requirement. Some color maps, contain corresponding RBG
code, CMYK code, HTML code, etc. near its respected color swatch.
9. Compiler - is a program that translates (compiles) source code(s) written in a
high-level language into a set of machine-language instructions that can be
understood and executed by a digital computer's Central Processing Unit
(CPU). This can also directly pertain to the process of compressing text,
images, and other data into one specific file format.
10. Computer - a device that has the ability to accept data; internally store and
execute a program of instructions; perform mathematical, logical, and
manipulative operations on data; and report the results.
11. Computer Terminal - any input/output device connected by
telecommunications links to a computer.
12. Construct - Refers to any specific characteristic, trait, detail or reference
used by an artist in the visual development of a single whole game object or
each of its combining/building parts, which will be found in the model sheet
and/or the game environment. Objects in the game environment may refer to
a character, props, background, or any other object in game development.
Example, character construct, facial construct, weapon construct, etc.
13. Concept - Something formed in the mind; a thought or notion.
14. Concept Art - is a form of illustration where the main goal is to convey a
visual representation of a design, idea, and/or mood for use in films, video
games, animation, or comic books before it is put into the final product.
Concept art is also referred to as visual development and/or concept design.
This term can also be applied to retail design, set design, fashion design and
architectural design.
15. Critical Thinking - is the process of thinking that questions assumptions. It is
a way of deciding whether a claim is true, false; sometimes true, or partly true.
16. Cut Scenes - A cut-scene (sometimes in-game cinematic or in-game movie)
is a sequence in a video game over which the player has no or only limited
control, breaking up the gameplay and used to advance the plot, strengthen
the main character's development, introduces enemy characters, and provide
background information, atmosphere, dialogue, and clues. Cut-scenes often
feature on the fly rendering, using the gameplay graphics to create scripted
events. Cut-scenes can also be animated, live action, or pre-rendered
computer graphics streamed from a video file.
17. Data - objective measurements of the attributes (characteristics) of entities
such as people, places, things, and events.
18. Documentation - a collection of documents or information.
19. Edit - to modify the form or format of data
20. Encryption - to scramble data or convert it, prior to transmission, to a secret
code that masks the meaning of the data to unauthorized recipients.
21. End-User - the consumer or player of the end-product for a video game.
22. Ergonomics - the science and technology emphasizing the safety, comfort,
and ease of use of human-operated machines. The goal of ergonomics is to
produce systems that are user-friendly: safe, comfortable and easy to use.
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23. Flash - can manipulate vector and raster graphics and supports bi-directional
streaming of audio and video. It contains a scripting language called Action-
Script. It is available in most common web browsers and some mobile phones
and other electronic devices. Several software products, systems, and
devices are able to create or display Flash, including the Adobe Flash Player.
The Adobe Flash Professional multimedia authoring program is used to create
content for the Adobe Engagement Platform, such as web applications,
games and movies, and content for mobile phones and other embedded
devices.
24. Flag - refer to one or more bits that are used to store a binary value or code
that has an assigned meaning, but can refer to uses of other data types.
25. Game - any medium of entertainment that involves manipulating a device in
response to an interface that views a hypothetical visual world created by a
combination of assets.
26. Game Artist (2D/3D) - an artist who creates art for one or more types of
games. Game artists are responsible for all of the aspects of game
development that call for visual art.
27. Game Designer - an individual who provides a direction to the visual and
technical aspect of the game. Making sure the development from start to
finish is according to the theme and manner of approach that matches the
genre of the game.
28. Game Design Document (GDD) - a body of writing that can be used to
furnish decisive instructional and definitive information covering the overall
technicalities and range of a game in order to mold and achieve a certain
standard.
29. Game Programmer - a software developer who uses programming
languages and tools to implement game mechanics and parameters ranging
from simple input responses, object physics, and artificial intelligence.
30. Graphic Composition - is when the use of digital graphic formats, styles,
renders, modes, and outputs are selected and put together for a dedicated
output for various digital media. Such as Raster Graphics and Vector
Graphics.
31. Graphical User Interface (GUI) - is a type of user interface that allows the
users to interact with electronic devices through images rather than text
commands.
32. Graphic Application - any software or collection of programs that enable a
person to manipulate visual images on a device or media.
33. In-Game Animation - any representation of action, may it be minor (limited
loop sequenced) or major (cinematic) as long as it is integrated within the
proper game flow.
34. Information - data placed in a meaningful and useful context for an end user.
35. Information and Communication Technology (ICT) - refers to technologies
associated with the transmission and exchange of data in the form of sound,
text, visual images, signals or any combination of those forms through the use
of digital technology. It encompasses such services as telecommunications,
posts, multimedia, electronic commerce, broadcasting, and information
technology.
36. Integrated Development Environment (IDE) - a software that provides
comprehensive features and user interface for more efficient software
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development. Features usually include but not limited to: single input compile,
execute, and debug; convenient source code display; library links for
programming language reference.
37. Key-frame - is a single still image in an animated sequence that occurs at an
important point in that sequence; key frames are defined throughout an
animated sequence, in order to define pivotal points of motion before the
frames in between are drawn or otherwise created to "tween" the motion
between the two key frames.
38. Line-Work - A finalized art work that is normally not colored but has been
cleaned and has been readied for final rendering.
39. Local Area Network (LAN) - a communications network that typically
connects computers, terminals, and other computerized devices within a
limited physical area such as an office, building, manufacturing plant and
other work sites.
40. Microsoft DirectX - is a collection of application programming interfaces
(APIs) for handling tasks related to multimedia, especially game programming
and video, on Microsoft platforms.
41. Object code - Output files resulting from compiling the source code. These
files contain the machine instructions used upon program execution.
42. Object Library - a consolidated collection of assets developed through the
timeline that will be used for production.
43. Object Priority - a component in game development that focuses on the
various developed objects and assets to be given an assigned responsibility
for the game engine and other development tools within your develop
environment.
44. Outsourcing - is when a major business process is contracted with another
company.
45. Production - is the main stage of development, when assets and source
code for the game are assembled and tested.
46. Programmer - write codes or instructions to make the computer do specific
tasks. These instructions are called programs.
47. Prototype - an experimental model that illustrates the typical qualities of the
person, animal, object or any element from which it is based on.
48. Prototyping - the method of experimenting on the model that illustrates the
typical qualities of the person, animal, object or any element from which it is
based on.
49. Quality Assurance - is an implemented process that ensures that a product
or service meets a set of documented standards. This process guarantees
that the product is free from errors, bugs, and other forms of glitches.
50. Raster - a raster graphics image, or bitmap, is a data structure representing a
generally rectangular grid of pixels, or points of color. These images are
stored in image files with various formats.
51. References - is an item from which a work is based on. This may include: an
existing artwork, a reproduction (i.e., photo), a directly observed object (i.e.,
person), a documented description, or the artist's memory.
52. Resource Asset List - a registry of resources that is being kept and
completed.
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53. Roughs/Thumbnails - A non-formal form of expressing ideas to simple easy
to understand sketches for planning the main artwork or scene.
54. Simulation - the process of imitating a real phenomenon. Advanced computer
programs can simulate weather conditions, chemical reactions, atomic
reactions, even biological processes.
55. Software - computer programs and procedures concerned with the operation
of an information system
56. Sound Designer -an individual that manipulates the composition of the
songs, effects, voice and music that will be used in each event.
57. Source code -a text or set system instruction used in a programming
language.
58. Standards -A criteria to which results are set upon.
59. Story Board - are graphic organizers in the form of illustrations or images
displayed in sequence for the purpose of pre-visualizing a motion picture,
animation, motion graphic or interactive media sequence.
60. Script - a text that contains organized flow of scenes captioned from a root
story that is expressed as interaction of characters, object movement and
dialogue.
61. Style Guide - is a set of written design documents, which contain gathered
references and key concepts used for a specific publication, organization,
metrics, style, approach or field. The implementation of a style guide provides
uniformity in style and formatting of a document for compiling concepts for a
game.
62. System - an assembly of methods, procedures, or techniques unified by
regulated interaction to form an organized whole
63. Vector - is a line or a movement defined by end-points or, essentially, the
distance between point A and point B. Vectors can be used to calculate
animated motion mathematically instead of through the use of manual key
frames.
64. Video Game - is a game that involves interaction with an electronic user
interface to generate visual feedback on a video device.
65. User-friendly - also known as “Usability” is the ease of use and learn-ability
of a human-made object. The object of use can be an application, website,
book, tool, machine, process, or anything a human interacts with. A usability
study may be conducted as a primary job function by a usability analyst or as
a secondary job function by designers, technical writers, marketing personnel,
and others.
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ACKNOWLEDGEMENTS
ALVIN M. JUBAN
OPERATIONS
The Studio of Secret6, Incorporated
SECRETARY
Game Development Association of the Philippines, Inc. (GDAP)
GRACE A. DIMARANAN
PRESIDENT
Animation Council of the Philippines, Inc. (ACPI)
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THE PARTICIPANTS IN THE NATIONAL VALIDATION OF THIS TRAINING
REGULATION
Name Company
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