ICTGAM305Apply simple textures and shading to three-dimensional (3D) models for digital games

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What an assessment for ICTGAM305 must cover

49 assessable components: 7 elements (29 performance criteria), 5 performance evidence and 9 knowledge evidence requirements, plus 6 foundation skills. An audit-defensible tool maps every question and task back to these — that mapping is the coverage matrix Auditori generates alongside the assessment.

Elements & performance criteria

1 Prepare to apply simple textures and shading to 3D models

  • 1.1Confirm work brief and tasks according to organisational policies and procedures
  • 1.2Identify design and technical constraints in consultation with required personnel
  • 1.3Identify game engine, software and hardware according to work brief
  • 1.4Analyse media and file formats for digital imagery, texture production and manipulation
  • 1.5Document and sequence digital texturing activities in production
  • 1.6Document production pipeline according to work brief

2 Use shaders and textures

  • 2.1Identify underlying surface characteristics of 3D digital models for gaming to be textured and shaded according to work brief
  • 2.2Identify shaders and textures with surface characteristics, where required
  • 2.3Confirm texture libraries with required personnel and identify suitable textures
  • 2.5Select shaders and textures suitable for the game engine according to work brief
  • 2.6Confirm that selected shaders and textures are consistent with design requirements in work brief

3 Assign shader attributes to 3D models

  • 3.1Identify and select shader attributes according to work brief
  • 3.2Confirm lighting and rendering requirements in consultation with required personnel
  • 3.3Use design methods and techniques to achieve shading outcomes according to work brief

4 Acquire textures and shaders

  • 4.1Identify required resolution for textures according to work brief
  • 4.2Source textures and shaders from available online libraries according to organisational policies and procedures
  • 4.3Confirm that resolution of acquired textures and shaders meets design requirements

5 Design application process and methods

  • 5.1Identify and assess nature of surface topology and determine suitable 3D projections
  • 5.2Simulate natural patterns
  • 5.3Determine texture-mapping process according to work brief
  • 5.4Confirm projection-mapping method according to work brief
  • 5.5Adjust parameters to achieve desired effects according to organisational policies and procedures

6 Apply textures

  • 6.1Use textures for model according to texture-mapping process
  • 6.2Layer model textures and apply lighting
  • 6.3Test reaction of textures and adjust, where required
  • 6.4Complete test renders in consultation with required personnel

7 Finalise 3D models

  • 7.1Present test renders to required personnel for approval
  • 7.2Make adjustments consistent with feedback from required personnel
  • 7.3Save and archive files in agreed formats and repository

Performance evidence

  • apply at least two simple textures to one 3D model for a digital game
  • apply at least two simple shaders to one 3D model for a digital game
  • adhere to gaming requirements related to file sizes and formats
  • store completed file components according to organisational policies and procedures
  • apply required organisational policies and procedures

Knowledge evidence

  • types of textures and filters for shading and texturing effects in digital games
  • features and functions of key game engines, software, and hardware, including: media and file formats for digital imagery, texture production and manipulation, types of shader attributes, functions of texture mapping and projection
  • types of techniques used to apply shading and texturing to 3D models for digital games, including: digital image manipulation, lighting, rendering, scanning
  • techniques to interpret design, texturing, and shading briefs
  • functions of digital image capture
  • functions and features of key models, processes and methods used in digital games, including: surface topology and nature, 3D projections, natural pattern simulation, texture mapping, projection mapping
  • key copyright considerations associated with designing 3D digital models
  • organisational formats for documentation
  • work brief and organisational policies and procedures required to demonstrate the performance evidence.

Foundation skills

  • Numeracy: Uses foundational arithmetic when interpreting integers and decimals and when manipulating measurement, scale, ratio, colour, and shading in the application of texture
  • Oral communication: Uses questioning and listening techniques, translating digital gaming terminology to plain English. Listens, responds to instructions and feedback to ensure that finished results meet design requirements
  • Reading: Interprets and comprehends information in diagrams, designs, objects and images. Identifies and comprehends signs, symbols, pictures, jargon, abbreviations, computer-generated text, numbers and letters to operate digital gaming software
  • Initiative and enterprise: Uses creativity and initiative in design
  • Planning and organising: Makes decisions and implements standard procedures for routine tasks
  • Technology: Uses key features of digital systems and tools to complete routine tasks

Unit content sourced from training.gov.au — © Commonwealth of Australia, licensed under CC BY 4.0. Auditori is not affiliated with the Department of Employment and Workplace Relations.

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Questions about assessing ICTGAM305

What does an assessment tool for ICTGAM305 need to cover?

To satisfy the Principles of Assessment and Rules of Evidence, an assessment for ICTGAM305 needs to address all 49 unit components: 7 elements with 29 performance criteria, 5 performance evidence requirements, 9 knowledge evidence requirements, and the foundation skills. A coverage matrix mapping each question and task to these components is what an auditor looks for.

How does Auditori generate an assessment tool for ICTGAM305?

Auditori pulls the current release of ICTGAM305 from training.gov.au and generates a complete package: candidate assessment, assessor guide with model answers and observation criteria, and a coverage matrix mapping every component. A suitably qualified person then reviews and approves the draft in a built-in workflow — consistent with ASQA's guidance on AI use in VET — before export as branded PDF and editable Word.

Is the first assessment tool really free?

Yes. Every new account includes one free credit — enough to generate the complete assessment tool for ICTGAM305 — with no card and no subscription required. After that it's pay-as-you-go per unit.

Can I check my existing ICTGAM305 assessment instead of generating a new one?

Yes — upload your existing assessment or learner guide and Auditori maps it against every element, performance criterion, PE and KE of ICTGAM305, showing exactly what's covered and what's missing. Mapping costs a quarter of a credit.

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