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TABLE OF CONTENTS ICT SECTOR 3D GAME ART DEVELOPMENT NATIONAL CERTIFICATE LEVEL III Page No.SECTION 13D GAME ART DEVELOPMENT NC III QUALIFICATION1SECTION 2COMPETENCY STANDARDS2 - 52 Basic Competencies 2 - 19Common Competencies20 - 31Core Competencies32 - 52 SECTION 3TRAINING STANDARDS53 - 613.1 Curriculum Design 34 - 36 3.2 Training Delivery 35 3.3 Trainee Entry Requirements 36 3.4 List of Tools, Equipment and Materials 36 3.5 Training Facilities 37 3.6 Trainers Qualification 37 3.7 Institutional Assessment 37 53 - 57 58 59 59 60 61 61SECTION 4ASSESSMENT AND CERTIFICATION ARRANGEMENTS62COMPETENCY MAP63DEFINITION OF TERMS64 - 69 ACKNOWLEDGEMENT70 - 71 TRAINING REGULATIONS FOR 3D GAME ART DEVELOPMENT NC III Section 1 3D GAME ART DEVELOPMENT NC III QUALIFICATIONS The 3D GAME ART DEVELOPMENT NC III Qualification consists of competencies that are required for digital 3D art for video games. The units of competency comprising this qualification include the following: UNIT CODEBASIC COMPETENCIES5 00 311 1 09Lead workplace communication5 00 311 1 10Lead small teams5 00 311 1 11Develop and practice negotiation skills5 00 311 1 12Solve problems related to work activities5 00 311 1 13Use mathematical concepts and techniques5 00 311 1 14Use relevant technologiesCOMMON COMPETENCIES ICT315203 Apply critical thinking and thought organization ICT315202 Apply quality standards ICT311203 Perform computer operations CodeCORE COMPETENCIESICT313344Develop and conceptualize art styleICT313346Create storyboard and asset listICT313346Prepare art documentICT313349Develop 3D model using 3D graphic applicationICT313350 ICT313351 Develop 3D textures using graphic application Apply rigged in-game animationA person who has achieved this Qualification is competent to be: 3D game artist Game concept / visual artist Game animator Modeler Rigger Texture artist SECTION 2 COMPETENCY STANDARDS This section gives the details of the contents of the basic, common and core units of competency required in 3D GAME ART NC III. BASIC COMPETENCIES UNIT OF COMPETENCY : LEAD WORKPLACE COMMUNICATION UNIT CODE : 500311109 UNIT DESCRIPTOR : This unit covers the knowledge, skills and attitudes required to lead in the dissemination and discussion of ideas, information and issues in the workplace. ELEMENTPERFORMANCE CRITERIA Italicized terms are elaborated in the Range of VariablesCommunicate information about workplace processesAppropriate communication method is selected Multiple operations involving several topics areas are communicated accordingly Questions are used to gain extra information Correct sources of information are identified Information is selected and organized correctly Verbal and written reporting is undertaken when required Communication skills are maintained in all situations Lead workplace discussionsResponse to workplace issues are sought Response to workplace issues are provided immediately Constructive contributions are made to workplace discussions on such issues as production, quality and safety Goals/objectives and action plan undertaken in the workplace are communicated Identify and communicate issues arising in the workplaceIssues and problems are identified as they arise Information regarding problems and issues are organized coherently to ensure clear and effective communication Dialogue is initiated with appropriate personnel Communication problems and issues are raised as they arise  RANGE OF VARIABLES VARIABLERANGEMethods of communication Non-verbal gestures Verbal Face to face Two-way radio Speaking to groups Using telephone Written Internet  EVIDENCE GUIDE Critical aspects of CompetencyAssessment requires evidence that the candidate: Dealt with a range of communication/information at one time Made constructive contributions in workplace issues Sought workplace issues effectively Responded to workplace issues promptly Presented information clearly and effectively written form Used appropriate sources of information Asked appropriate questions Provided accurate information Required Knowledge and Attitude Organization requirements for written and electronic communication methods Effective verbal communication methods Required SkillsOrganize information Understand and convey intended meaning Participate in variety of workplace discussions Comply with organization requirements for the use of written and electronic communication methods Resource ImplicationsThe following resources MUST be provided: Variety of Information Communication tools Simulated workplace Methods of AssessmentCompetency may be assessed through: Competency in this unit must be assessed through Direct Observation Interview Context for AssessmentCompetency may be assessed in the workplace or in simulated workplace environment UNIT OF COMPETENCY : LEAD SMALL TEAMS UNIT CODE : 500311110 UNIT DESCRIPTOR : This unit covers the knowledge, skills and attitudes to lead small teams including setting and maintaining team and individual performance standards. ELEMENTPERFORMANCE CRITERIA Italicized terms are elaborated in the Range of VariablesProvide team leadershipWork requirements are identified and presented to team members Reasons for instructions and requirements are communicated to team members Team members queries and concerns are recognized, discussed and dealt withAssign responsibilitiesDuties, and responsibilities are allocated having regard to the skills, knowledge and aptitude required to properly undertake the assigned task and according to company policy Duties are allocated having regard to individual preference, domestic and personal considerations, whenever possibleSet performance expectations for team membersPerformance expectations are established based on client needs and according to assignment requirements Performance expectations are based on individual team members duties and area of responsibility Performance expectations are discussed and disseminated to individual team membersSupervise team performanceMonitoring of performance takes place against defined performance criteria and/or assignment instructions and corrective action taken if required Team members are provided with feedback, positive support and advice on strategies to overcome any deficiencies Performance issues which cannot be rectified or addressed within the team are referenced to appropriate personnel according to employer policy Team members are kept informed of any changes in the priority allocated to assignments or tasks which might impact on client/customer needs and satisfaction Team operations are monitored to ensure that employer/client needs and requirements are met Follow-up communication is provided on all issues affecting the team All relevant documentation is completed in accordance with company procedures RANGE OF VARIABLES VARIABLERANGEWork requirements Client Profile Assignment instructions Team members concernsRoster/shift detailsMonitor performance Formal process Informal process Feedback Formal process Informal process Performance issues Work output Work quality Team participation Compliance with workplace protocols Safety Customer service  EVIDENCE GUIDE Critical Aspects of Competency Assessment requires evidence that the candidate: Maintained or improved individuals and/or team performance given a variety of possible scenario Assessed and monitored team and individual performance against set criteria Represented concerns of a team and individual to next level of management or appropriate specialist and to negotiate on their behalf Allocated duties and responsibilities, having regard to individuals knowledge, skills and aptitude and the needs of the tasks to be performed Set and communicated performance expectations for a range of tasks and duties within the team and provided feedback to team membersRequired Knowledge and AttitudeCompany policies and procedures Relevant legal requirements How performance expectations are set Methods of Monitoring Performance Client expectations Team members duties and responsibilitiesRequired SkillsCommunication skills required for leading teams Informal performance counseling skills Team building skills Negotiating skillsResource ImplicationsThe following resources MUST be provided: Access to relevant workplace or appropriately simulated environment where assessment can take place Materials relevant to the proposed activity or taskMethods of AssessmentCompetency may be assessed through: Direct observations of work activities of the individual member in relation to the work activities of the group Observation of simulation and/or role play involving the participation of individual member to the attainment of organizational goal Case studies and scenarios as a basis for discussion of issues and strategies in teamworkContext of AssessmentCompetency assessment may occur in workplace or any appropriately simulated environment Assessment shall be observed while task are being undertaken whether individually or in-group UNIT OF COMPETENCY: DEVELOP AND PRACTICE NEGOTIATION SKILLS UNIT CODE : 500311111 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. ELEMENTPERFORMANCE CRITERIA Italicized terms are elaborated in the Range of Variables1. Plan negotiations1.1 1.2 1.3 1.4 1.5Information on preparing for negotiation is identified and included in the plan Information on creating non verbal environments for positive negotiating is identified and included in the plan Information on active listening is identified and included in the plan Information on different questioning techniques is identified and included in the plan Information is checked to ensure it is correct and up-to- date 2. Participate in negotiations 2.1 2.2 2.3 2.4 2.5 2.6 2.7 2.8Criteria for successful outcome are agreed upon by all parties Desired outcome of all parties are considered Appropriate language is used throughout the negotiation A variety of questioning techniques are used The issues and processes are documented and agreed upon by all parties Possible solutions are discussed and their viability assessed Areas for agreement are confirmed and recorded Follow-up action is agreed upon by all parties  RANGE OF VARIABLES VARIABLERANGE1. Preparing for negotiation1.1 1.2 1.3 1.4 1.5 1.6 Background information on other parties to the negotiation Good understanding of topic to be negotiated Clear understanding of desired outcome/s Personal attributes self awareness self esteem objectivity empathy respect for others Interpersonal skills listening/reflecting non verbal communication assertiveness behavior labeling testing understanding seeking information self disclosing Analytic skills observing differences between content and process identifying bargaining information applying strategies to manage process applying steps in negotiating process strategies to manage conflict steps in negotiating process options within organization and externally for resolving conflict 2. Non-verbal environments2.1 2.2 2.3 2.4Friendly reception Warm and welcoming room Refreshments offered Lead in conversation before negotiation begins 3. Active listening3.1 3.2 3.3 3.4 3.5Attentive Dont interrupt Good posture Maintain eye contact Reflective listening 4. Questioning techniques4.1 4.2 4.3Direct Indirect Open-ended  EVIDENCE GUIDE 1. Critical Aspects of CompetencyAssessment requires evidence that the candidate: Demonstrated sufficient knowledge of the factors influencing negotiation to achieve agreed outcome Participated in negotiation with at least one person to achieve an agreed outcome 2. Required Knowledge and AttitudeCodes of practice and guidelines for the organization Organizations policy and procedures for negotiations Decision making and conflict resolution strategies procedures Problem solving strategies on how to deal with unexpected questions and attitudes during negotiation Flexibility Empathy 3. Required SkillsInterpersonal skills to develop rapport with other parties Communication skills (verbal and listening) Observation skills Negotiation skills 4. Resource ImplicationsThe following resources MUST be provided: 4.1 Room with facilities necessary for the negotiation process 4.2 Human resources (negotiators) 5. Methods of AssessmentCompetency may be assessed through: 5.1 Observation/demonstration and questioning 5.2 Portfolio assessment 5.3 Oral and written questioning 5.4 Third party report 6. Context for Assessment6.1 Competency to be assessed in real work environment or in a simulated workplace setting.  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. ELEMENTPERFORMANCE CRITERIA Italicized terms are elaborated in the Range of VariablesIdentify the problemVariances are identified from normal operating parameters; and product quality Extent, cause and nature are of the problem are defined through observation, investigation and analytical techniques Problems are clearly stated and specifiedDetermine fundamental causes of the problem Possible causes are identified based on experience and the use of problem solving tools / analytical techniques. Possible cause statements are developed based on findings Fundamental causes are identified per results of investigation conductedDetermine corrective actionAll possible options are considered for resolution of the problem Strengths and weaknesses of possible options are considered Corrective actions are determined to resolve the problem and possible future causes Action plans are developed identifying measurable objectives, resource needs and timelines in accordance with safety and operating proceduresProvide recommendation/s to managerReport on recommendations are prepared Recommendations are presented to appropriate personnel. Recommendations are followed-up, if required RANGE OF VARIABLES VARIABLERANGEAnalytical techniquesBrainstorming Intuitions/Logic Cause and effect diagrams Pareto analysis SWOT analysis Gant chart, Pert CPM and graphs Scattergrams Problem Non - routine process and quality problems Equipment selection, availability and failure Teamwork and work allocation problem Safety and emergency situations and incidents Action plans Priority requirements Measurable objectives Resource requirements Timelines Co-ordination and feedback requirements Safety requirements Risk assessment Environmental requirements  EVIDENCE GUIDE Critical Aspects of CompetencyAssessment requires evidence that the candidate: Identified the problem Determined the fundamental causes of the problem Determined the correct / preventive action 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.Required Knowledge and Attitude Competence includes a thorough knowledge and understanding of the process, normal operating parameters, and product quality to recognize non-standard situations Competence to include the ability to apply and explain, sufficient for the identification of fundamental cause, determining the corrective action and provision of recommendations Relevant equipment and operational processes Enterprise goals, targets and measures Enterprise quality, OHS and environmental requirement Principles of decision making strategies and techniques Enterprise information systems and data collation Industry codes and standards Required SkillsUsing range of formal problem solving techniques Identifying and clarifying the nature of the problem Devising the best solution Evaluating the solution Implementation of a developed plan to rectify the problem  Resource ImplicationsAssessment will require access to an operating 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. Methods of AssessmentCompetency may be assessed through: Case studies on solving problems in the workplace 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. Context of AssessmentIn all workplace, it may be appropriate to assess this unit concurrently with relevant teamwork or operation units.  UNIT OF COMPETENCY: USE MATHEMATICAL CONCEPTS AND TECHNIQUES UNIT CODE : 500311113 UNIT DESCRIPTOR : This unit covers the knowledge, skills and attitudes required in the application of mathematical concepts and techniques. ELEMENTPERFORMANCE CRITERIA Italicized terms are elaborated in the Range of Variables1. Identify mathematical tools and techniques to solve problem1.1 Problem areas are identified based on given condition 1.2 Mathematical techniques are selected based on the given problem 2. Apply mathematical procedure/solution2.1 Mathematical techniques are applied based on the problem identified 2.2 Mathematical computations are performed to the level of accuracy required for the problem 2.3 Results of mathematical computation is determined and verified based on job requirements 3. Analyze results 3.1 Result of application is reviewed based on expected and required specifications and outcome 3.2 Appropriate action is applied in case of error  RANGE OF VARIABLES VARIABLERANGE1. Mathematical techniquesMay include but are not limited to: Four fundamental operations Measurements Use/Conversion of units of measurements Use of standard formulas 2. Appropriate action2.1 Review in the use of mathematical techniques (e.g. recalculation, re-modeling) 2.2 Report error to immediate superior for proper action EVIDENCE GUIDE 1. Critical Aspects of CompetencyAssessment requires evidence that the candidate: 1.1 Identified, applied and reviewed the use of mathematical concepts and techniques to workplace problems 2. Required Knowledge and Attitude2.1 Fundamental operation (addition, subtraction, division, multiplication) 2.2 Measurement system 2.3 Precision and accuracy 2.4 Basic measuring tools/devices 3. Required Skills3.1 Applying mathematical computations 3.2 Using calculator Using different measuring tools 4. Resource ImplicationsThe following resources MUST be provided: 4.1 Calculator 4.2 Basic measuring tools 4.3 Case Problems 5. Methods of AssessmentCompetency may be assessed through: 5.1 Authenticated portfolio 5.2 Written Test Interview/Oral Questioning Demonstration 6. Context of AssessmentCompetency may be assessed in the work place or in a simulated work place setting  UNIT OF COMPETENCY: USE RELEVANT TECHNOLOGIES UNIT CODE : 500311114 UNIT DESCRIPTOR : This unit of competency covers the knowledge, skills, and attitude required in selecting, sourcing and applying appropriate and affordable technologies in the workplace. ELEMENTPERFORMANCE CRITERIA Italicized terms are elaborated in the Range of Variables 1. Study/select appropriate technology  Usage of different technologies is determined based on job requirements Appropriate technology is selected as per work specification  2. Apply relevant technology  Relevant technology is effectively used in carrying out function Applicable software and hardware are used as per task requirement Management concepts are observed and practiced as per established industry practices  3. Maintain/enhance relevant technology Maintenance of technology is applied in accordance with the industry standard operating procedure, manufacturers operating guidelines and occupational health and safety procedure to ensure its operative ability Updating of technology is maintained through continuing education or training in accordance with job requirement 3.3 Technology failure/ defect is immediately reported to the concern/responsible person or section for appropriate action  RANGE OF VARIABLES VARIABLERANGETechnologyMay include but are not limited to: Office technology Industrial technology System technology Information technology Training technology Management conceptsMay include but are not limited: 2.1 Real Time Management 2.2 KAIZEN or continuous improvement 2.3 5s Total Quality Management Other management/productivity tools Industry standard operating procedureWritten guidelines relative to the usage of office technology/equipment Verbal advise/instruction from the co-worker Manufacturers operating guidelines/ instructions 4.1 Written instruction/manuals of specific technology/ equipment 4.2 General instruction manual 4.3 Verbal advise from manufacturer relative to the operation of equipment Occupational health and safety procedure5.1 Relevant statutes on OHS 5.2 Company guidelines in using technology/equipment Appropriate action6.1 Implementing preventive maintenance schedule 6.2 Coordinating with manufacturers technician  EVIDENCE GUIDE 1. Critical Aspects of Competency Assessment requires evidence that the candidate: 1.1 Studied and selected appropriate technology consistent with work requirements 1.2 Applied relevant technology 1.3 Maintained and enhanced operative ability of relevant technology 2. Required Knowledge and Attitude 2.1 Awareness on technology and its function 2.2 Repair and maintenance procedure 2.3 Operating instructions 2.4 Applicable software 2.5 Communication techniques 2.6 Health and safety procedure 2.7 Company policy in relation to relevant technology 2.8 Different management concepts 2.9 Technology adaptability 3. Required Skills3.1 Relevant technology application/implementation 3.2 Basic communication skills 3.3 Software applications skills 3.4 Basic troubleshooting skills 4. Resource ImplicationsThe following resources MUST be provided: 4.1 Relevant technology 4.2 Interview and demonstration questionnaires 4.3 Assessment packages 5. Methods of AssessmentCompetency must be assessed through: 5.1 Interview 5.2 Actual demonstration 5.3 Authenticated portfolio (related certificates of training/seminar) 6. Context of Assessment6.1 Competency may be assessed in actual workplace or simulated environment  COMMON COMPETENCIES UNIT TITLE : Apply CRITICAL THINKING and thought organization UNIT CODE : ICT315203 UNIT DESCRIPTOR : This unit covers the knowledge, skills, attitudes and values needed to develop the ability to extract and use relevant data. This unit will enhance the ability to critically assess the data or information gathered in order to make sound arguments, informed decisions and problem solving. ELEMENTSPERFORMANCE CRITERIA Italicized terms are elaborated in the Range of VariablesIdentify the theoretical foundations of critical thinking Assess and choose one of the study methods to effective data gathering, decision-making and problem solving. Identify the components of critical thinking. Identify the impediments of critical thinking to avoid them in data gathering and decision making situations. Identify the types of claims. Develop constructive argumentsEstablish the premise and possible conclusion based on the information provided from a job or industry scenario. Use methods of careful analysis to make constructive arguments based on a job or industry scenario.Apply methods of reasoning Analogies are used to support reasoning. Identify the cause and effects based on the criteria or information provided to support reasoning. Identify and avoid the common mistakes in reasoning about causes. Make evaluations based on the criteria or information provided.Affirm generalization Use past experiences to come up with a good generalization. Use appropriate samples to support generalization. Validate the generalization with margin of errors, variation in population and risk. Arrive at a conclusionMake rational arguments using the elements of reasoning. Clarify conceptual ideas using organized gathered data and evidences Alternatives are worked out to place argument in the context of study. Challenge or validate the position of the conclusion and make counter responses to emphasize a viewpoint. RANGE OF VARIABLES VARIABLERANGEStudy methodsMay include but are not limited to: Creating schedules Prioritizing tasks Researching on resources Components of critical thinkingMay include but are not limited to: Motivation Set of information Belief generating Processing skills Intellectual commitment Using skills to guide behavior Possession of a set of skills Skillful manipulation of ideas Exercise without acceptance of skill results Types of claimsObjective Subjective Moral claims methods of careful analysisMay include but are not limited to: Clarity Fill in connecting premises Thought organization Common mistakes in reasoning about causesMay include but are not limited to: Logical fallacies Over-analysis Biased Thinking Unawareness/Decisions made based on incomplete information Bandwagon Mentality Reversing cause and effect Appropriate samplesMay pertain but are not limited to: Representative of the population being studied Sample size Depth of the study conducted using the sample  Elements of reasoningMay pertain but are not limited to: Purpose Question at issue Assumptions Implications Consequences Information Concept Conclusions interpretations Point of view Alternatives ContextAlternativesMay include but are not limited to: Role playing Viewing of media clips Questioning Mind mapping Simulation Demonstration  EVIDENCE GUIDE Critical aspects of competencyAssessment must show that the candidate: Extract and processed relevant data Recognize fact from fiction Reason with constructive arguments Reason using analogies, and cause and effect as part of the argument Evaluate scenarios and explanations Recognize and evaluated assumptions Identify the theoretical foundations of critical thinking Required Knowledge and Attitude Thought organization Logic Basic statistics Reasoning Required skills Writing skills Thought organization Negotiation skills Method of assessmentCompetency may be assessed through: Direct Observation and Oral Questioning Proficiency in doing written analysis Practical demonstration Indirect observation through coaching Resource implicationThe following resources MUST be provided: Case studies Paper and pen Context of Assessment Competency may be assessed in the work place or in a simulated work place setting UNIT TITLE : APPLY QUALITY STANDARDS UNIT CODE : ICT315202 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. ELEMENT PERFORMANCE CRITERIA Italicized terms are elaborated in the Range of VariablesAssess quality of received materials Work instruction is obtained and work is carried out in accordance with standard operating procedures. Received  materials are checked against workplace standards and specifications. Faulty materials related to work are identified and isolated. Faults and any identified causes are recorded and/or reported to the supervisor concerned in accordance with workplace procedures. Faulty materials are replaced in accordance with workplace procedures. Assess own workDocumentation relative to quality within the company is identified and used. Completed work is checked against workplace standards relevant to the task undertaken. Errors are identified and isolated. Information on the quality and other indicators of production performance are recorded in accordance with workplace procedures. In cases of deviations from specific quality standards, causes are documented and reported in accordance with the workplace s standards operating procedures Engage in quality improvementProcess improvement procedures are participated in relative to workplace assignment. Work is carried out in accordance with process improvement procedures. Performance of operation or quality of product of service to ensure customer satisfaction is monitored.  RANGE OF VARIABLES VARIABLERANGEMaterials Materials May include but are not limited: Manuals Job orders Instructional videosFaultsFaults May include but are not limited: Materials not to specification Materials contain incorrect/outdated information Hardware defects Materials that do not conform with any regulatory agencies Documentation Organization work procedures Manufacturers instruction manual Customer requirements Forms ErrorsErrors may be related but not limited to the following: Deviation from the requirements of the Client Deviation from the requirement of the organizationQuality standards Quality standards may be related but not limited to the following: Materials Hardware Final product Production processes Customer serviceCustomerCo-worker Supplier/Vendor Client Organization receiving the product or service EVIDENCE GUIDE Critical Aspects of CompetencyAssessment must show that the candidate: Carried out work in accordance with the companys standard operating procedures Performed task according to specifications Reported defects detected in accordance with standard operating procedures Carried out work in accordance with the process improvement procedures Required Knowledge and AttitudeRelevant production processes, materials and products Characteristics of materials, software and hardware used in production processes Quality checking procedures Workplace procedures Safety and environmental aspects of production processes Fault identification and reporting Quality improvement processes Required SkillsReading skills required to interpret work instruction Communication skills needed to interpret and apply defined work procedures Carry out work in accordance with OHS policies and procedures Critical thinking Solution providing and decision-making Method of AssessmentThe assessor must select two of the following to objectively evaluate the candidate: Observation and oral questioning Third party report Portfolio Practical demonstration Resource ImplicationMaterials, software and hardware to be used in a real or simulated situation Context of AssessmentAssessment may be conducted in the workplace or in a simulated environment  UNIT TITLE : PERFORM COMPUTER OPERATIONS UNIT CODE : ICT311203 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. ELEMENTSPERFORMANCE CRITERIA Italicized terms are elaborated in the Range of VariablesPlan and prepare for task to be taken undertakenRequirements of task are determined in accordance with the required output. Appropriate hardware and software are selected according to task assigned and required outcome. Task is planned to ensure that OH & S guidelines and procedures are followed. Client -specific guidelines and procedures are followed. Required data security guidelines are applied in accordance with existing procedures. Input data into computerData are entered into the computer using appropriate program/application in accordance with company procedures. Accuracy of information is checked and information is saved in accordance with standard operating procedures. Inputted data is stored in storage media according to requirements. Work is performed within ergonomic guidelines.Access information using computerCorrect program/application is selected based on job requirements. Program/application containing the information required is accessed according to company procedures. Desktop icons are correctly selected, opened and closed for navigation purposes. Keyboard techniques are carried out in line with OH & S requirements for safe use of keyboards. Produce output/ data using computer systemEntered data are processed using appropriate software commands. Data are printed out as required using computer hardware /peripheral devices in accordance with standard operating procedures. Files and data are transferred between compatible systems using computer software, hardware/peripheral devices in accordance with standard operating procedures.Use basic functions of a www-browser to locate informationInformation requirements for internet search are established. Browser is launched. Search engine is loaded. Appropriate search criteria/or URL of site is entered. Relevant links are followed to locate required information. Useful pages are bookmarked or printed as required.Maintain computer equipment and systemsProcedures for ensuring security of data, including regular back-ups and virus checks are implemented in accordance with standard operating procedures. Basic file maintenance procedures are implemented in line with the standards operating procedures. RANGE OF VARIABLES VARIABLERANGEHardware and peripheral devicesPersonal computers Networked systems Communication equipment Printers Scanners Keyboard Mouse Voice/Data loggerSoftwareSoftware includes the following but not limited to: Word processing packages Database packages Internet Spreadsheets Client Specific SoftwareOH & S guidelinesOHS guidelines Enterprise proceduresStorage mediaStorage media include the following but not limited to: CDs / DVDs Memory sticks / USB drives hard disk drives, local and remote Optical drivesErgonomic guidelinesTypes of equipment used Appropriate furniture Seating posture Lifting posture Visual display unit screen brightness Desktop iconsIcons include the following but not limited to: Directories/folders Files Network devices Recycle bin Program iconsMaintenanceCreating and managing more space in the hard disk and other peripherals Reviewing programs Deleting unwanted files Backing up files Checking hard drive for errors Using up to date anti-virus programs Cleaning dust from internal and external surfaces EVIDENCE GUIDE Critical aspects of competencyAssessment must show that the candidate: Selected and used hardware components correctly and according to the task requirement used basic software applications to create new files and documents Produced accurate and complete data in accordance with the requirements Used appropriate devices and procedures to transfer files/data accurately Used basic functions of a www-browser to locate information.Required Knowledge and AttitudeBasic ergonomics of keyboard and computer user Main types of computers and basic features of different operating systems Main parts of a computer Storage devices and basic categories of memory Relevant types of software General security, privacy legislation and copyright Viruses OH & S principles and responsibilities Calculating computer capacity Productivity Application Business Application System SoftwareRequired skillsReading and comprehension skills required to interpret work instruction and to interpret basic user manuals. Communication skills to identify lines of communication, request advice, follow instructions and receive feedback. Technology skills to use equipment safely including keyboard skills.Method of assessmentThe assessor may select two of the following assessment methods to objectively assess the candidate: Direct Observation and Oral Questioning Practical demonstrationResource implicationComputer hardware with peripherals Appropriate softwareContext of Assessment Competency may be assessed in workplace or simulated environment.  CORE COMPETENCIES UNIT OF COMPETENCY : Develop and Conceptualize Art Style UNIT CODE : ICT313344 UNIT DESCRIPTOR : This unit defines the knowledge, skills and attitude required to prepare and develop initial art based on game design document. ELEMENTPERFORMANCE CRITERIA Bold and Italicized terms are elaborated in the Range of VariablesDevelop look-and-feel Concept Studies are drawn and compiled based on GDD References are gathered in line with the game key concept Style guide is defined and explained in line with key concept and target platform Draw and compile charactersGame characters are identified based on GDD Characters are drawn based on the style guide and asset list Character attributes are explained following enterprise procedures Draw the game worldSpecific environments or level background are identified based on GDD Environments or level backgrounds are drawn based on Style Guide In-game worlds/backgrounds are explained following enterprise procedures Draw and compile other assetsResource asset list is prepared in line with GDD Resources are drawn based on style guide and asset list Assets behavior and functions are described following enterprise procedures Develop graphical user interfaceGraphical User Interface (GUI) elements are identified based on GDD GUI is drawn based on Style Guide  RANGE OF VARIABLES VARIABLE RANGE ReferencesMay include but not limited: Sample themes Previous designs Textures and patters Style guideStyle may include: Game art style Game engine specification Game metrics Game charactersMay include but not limited: Main character Supporting characters Non-playable characters Character attributesMay include but not limited: Personality Background information Physical attributes ResourcesMay include but not limited: Equipment Items/Objects Graphical User Interface (GUI) elementsMay include but not limited: User Interface (UI) icons/controls UI backgrounds  EVIDENCE GUIDE Critical aspects of competencyAssessment requires evidence that the candidate: Developed look-&-feel Drawn and compiled characters Drawn the game world Drawn and compiled other assets Developed game interface Required Knowledge and AttitudeTime management Understanding the subject matter Understanding the expectation Organizing your thoughts Studying together Perspective Composition/Layout IP knowledge Basic Anatomy Art Style/Genre Required SkillsDrawing skills & techniques Creating a project timetable Understanding key terminology Draft a mind map Research skills Organization skills Discussion skills Communication skills Creative skills Adherence to instructions Preparing Style Guide documentation Interpreting Style Guide specifications and user requirements  Resource ImplicationsThe following resources must be provided PC with drawing application with peripherals Mouse Pencil Paper Pen Methods of AssessmentCompetency may be assessed through Demonstration / Practical exam Presentation with questioning Portfolio of work samples Group interview Individual interview Context of AssessmentCompetency may be assessed in workplace or simulated environment.  UNIT OF COMPETENCY : Create storyboard and asset list UNIT CODE : ICT313345 UNIT DESCRIPTOR : This unit defines the knowledge, skills and attitudes required to create storyboard and asset list based on the identified key references and storyline. ELEMENTPERFORMANCE CRITERIA Bold and Italicized terms are elaborated in the Range of Variables1. Develop storyboard panelsStoryline is identified based on GDD Key references are identified based on GDD Create Thumbnails/Roughs based on Storyline. Create Asset list based on GDD 2. Create narrative devicesNarrative elements are prepared based on GDD Storyline elements are documented based on storyboard and given script Items are improve d and added to the previously created asset list based on GDD 3. Create cut scenesCut scenes are identified based on storyboard and script Individual storyboards are drawn using proxies for each cut scene based on the style guide Asset list is finalize based on GDD  RANGE OF VARIABLES VARIABLE RANGE 1. Key referencesMay include but are not limited: Scenes Duration Characters Backgrounds Props Special Effects Angles 2. Narrative elementsMay include but are not limited: Story outline Scenario matrix Dialogues 3. StorylineMay include but are not limited: Scenes Characters Backgrounds Props Special Effects Angles/Shots Triggers/Flag  EVIDENCE GUIDE 1. Critical aspects of competencyAssessment requires evidence that the candidate: Developed storyboard panels Created narrative devices Created cut-scenesRequired Knowledge and AttitudeCreating narrative devices IP knowledge Perspective Composition/Layout Dynamic Anatomy Required SkillsDrawing Skills Research Skills Organization Skills Communication Skills Creative Skills Story Telling Skills Combine previous skills and knowledge Adherence to instructions 4. Resource ImplicationsThe following resources must be provided Mock theme, model sheets, and script Pen and paper 5. Methods of AssessmentCompetency may be assessed through Demonstration / Practical exam Presentation with questioning Portfolio of work samples Group interview Individual interview 6. Context of AssessmentCompetency may be assessed in workplace or simulated environment  UNIT OF COMPETENCY : Prepare Art Document UNIT CODE : ICT313346 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. ELEMENTPERFORMANCE CRITERIA Bold and Italicized terms are elaborated in the Range of VariablesPrepare concept for charactersCharacter model sheets are made with constructs in line with GDD Functionality and detail of character construct are noted in line with enterprise procedures. Object priority is assigned based on character model sheets Prepare concept art for props/objectsProp/Object model sheets are made with constructs in line with GDD Functionality and detail of object constructs are noted in line with enterprise procedures Object priority is assigned based on prop/object model sheets Prepare concept art for background layoutBackground model sheets are made with constructs in line with GDD Functionality and detail of object constructs are noted in line with enterprise procedures. Prepare concepts for special effectsType of effect is established in line with storyboard and script Special effects studies are created based on the established type of effect Reference frames are drawn based on approved special effects studies Mock color is added to the effects based on given special effects studies Object priority is assigned based on given special effects studies Prepare concept arts for GUIProp/Object model sheets are made with constructs in line with GDD Functionality and detail of object constructs are noted in line with enterprise procedures Object priority is assigned based on prop/object model sheets RANGE OF VARIABLES VARIABLE RANGE Constructs May include but are not limited: Characters: Expressions Turnaround Poses Character physical attributes Clothing and accessories Mock colors Props/objects Turnaround Perspective Functionality Size comparison Mock color References Background layout Form Perspective Scale of objects within the background Layout of the map and functionality of the elements in the map such as doors, traps, stairs, trees, etc Setting (morning, dusk, etc.) - add to definition of terms Mock color and texture of each element in the background and the background itself Visual appeal Object PriorityMay include but are not limited: Assign responsibility Assign relationship Assign limitations Assign layer  EVIDENCE GUIDE Critical aspects of competencyAssessment requires evidence that the candidate: Prepared concept art for characters Prepared concept art for props/objects Prepared concept art for background layout Prepared concepts for special effects Prepared concepts for GUI Required Knowledge and AttitudeKnowledge of Constructs Characters Objects Backgrounds & Layouts Special Effects Researching using library and printed literature Coping with stress Problem solving Project management Observation Estimation (for scaling/perspective/volume) Color coordination Basic animation Composition and Layout Required SkillsDrawing Skills Conceptualize Conduct a simple research Setting realistic goals Draft a mind map Active listening Decision making exercise Discussion Implement execution plan Research Skills Organization Skills Basic problem solving Skills Adherence to instructions Resource ImplicationsThe following resources must be provided PC with drawing application with peripherals Mouse Pencil Paper Pen  Methods of AssessmentCompetency may be assessed through Demonstration / Practical exam Presentation with questioning Portfolio of work samples Group interview Individual interview Context of AssessmentCompetency may be assessed in workplace or simulated environment  UNIT OF COMPETENCY : Develop 3D Model using 3D Graphic application UNIT CODE : ICT313349 UNIT DESCRIPTOR : This unit defines the knowledge, skills and attitudes required to develop a 3D model and details based on approved modifications using 3D graphic application. ELEMENTPERFORMANCE CRITERIA Bold and Italicized terms are elaborated in the Range of Variables1.Preparing 3D documentUnit of measurements and orientations are set in accordance with the style guide. Image Plane is prepared based on approved visual references. Art work on each 3D Plane is in accordance with the style guide. 2. Prepare base meshModels are made with constructs in line with style guide Object priority is assigned in accordance with the style guide. 3. Develop meshTopology is checked in accordance with the style guide. Model is cleaned up based on style guide. Implement UV Unwrap in accordance with the style guide. 4. Finalize meshTouch-up is made on model in accordance with the style guide. UV is checked for stretching in accordance with the style guide. Re-UV Unwrap in accordance with the style guide. Proper formats are exported in accordance with the style guide.  RANGE OF VARIABLES VARIABLE RANGE Style guideMay include but not limited: Game art style Game engine specifications Game metricsVisual ReferencesMay include but not limited: 2.1 Model Sheets 2.2 Style Guide 2.3 Concept art3. Constructs May include but not limited: Characters: Expressions Turnaround Poses Character physical attributes Clothing and accessories Mock colors Scale/proportion Props/objects Turnaround Perspective Functionality Size comparison Mock color References Background layout Form Perspective Scale of objects within the background Layout of the map and functionality of the elements in the map such as doors, traps, stairs, trees, etc Setting (morning, dusk, etc.) add to definition of terms Mock color and texture of each element in the background and the background itself Visual appealObject priorityMay include but are not limited: Assign responsibility Assign relationship Assign limitations Assign layerTopologyMay include but are not limited: Polygon count Edge loops Direction of normals N-gons  EVIDENCE GUIDE 1. Critical aspects of competencyAssessment requires evidence that the candidate: Prepare 3D workspace Prepared base mesh Develop mesh Finalized mesh 2. Required Knowledge and AttitudeIP Knowledge Coping with stress Problem solving Object Library knowledge Coping with stress Problem solving Project management Organizing your thoughts Knowledge of File Types & Formats Project management Use of Appropriate 3D Software/Tools Perspective Interpretation Skills  Required SkillsSpatial visualization ability Implement execution plan Setting realistic goals Draft a mind map Decision making exercise Coloring Applying Various Graphical Composition (Vector/Raster) Research Skills Organization Skills 3D Graphic Software manipulation Adherence to instructions Eye for Detail Modeling Skills Drawing skills UV manipulation skills Software manipulation 4. Resource ImplicationsThe following resources must be provided Computer with 3D software with peripherals Electronic pen and tablet Mouse 5. Methods of AssessmentCompetency may be assessed through Portfolio Demonstration Interview6. Context of AssessmentCompetency may be assessed in workplace or simulated environment  UNIT OF COMPETENCY : Develop 3D Textures using Graphics application UNIT CODE : ICT313350 UNIT DESCRIPTOR : This unit defines the knowledge, skills and attitudes required to develop a 3D texture utilizing an exported UV map based on approved modifications using graphics application. ELEMENTPERFORMANCE CRITERIA Bold and Italicized terms are elaborated in the Range of Variables1. Prepare UV-MapProject specifications are checked in accordance with the style guide. Export UV-wrap from 3D software then import into the Graphic Software in accordance to the style guide. Proper layers are organized and named in accordance with the style guide. Apply color to UV-MapBase colors are applied in layers based on the style guide. Shades and effects are applied in layers based on the style guide. Prepare final palette / color map sheetAll colors used in the colored art work are indexed, tagged in RGB code in accordance with the style guide. Color map is prepared based on index and tags in accordance with the style guide. Color map sheet is supplemented with the final artwork in accordance with the style guide. 4. Export UV-MapUV-Texture is checked in accordance with the style guide. UV-Texture is exported in accordance with the style guide. 5. Import UV-TextureTexture is applied to the model in accordance with the style guide Check the texture quality in accordance with the style guide  RANGE OF VARIABLES VARIABLE RANGE Style Guide May include but not limited: Game art style Game engine specifications Game metrics Graphic SoftwareMay include but not limited: Adobe Photoshop Gimp (GNU Image Manipulation Program) Corel PaintTool Sai (SYSTEMAX Inc.) 3D SoftwareMay include but not limited: 3D Studio Max (Autodesk) Maya (Autodesk) Blender (Blender Foundation) Lightwave (NewTek)  EVIDENCE GUIDE 1. Critical aspects of competencyAssessment requires evidence that the candidate: Prepared UV-Map Apply color to UV-Map Prepared final palette / color map sheet Exported UV-Map Imported UV-Texture 2. Required Knowledge and AttitudeIP knowledge Use of Appropriate 3D Software/Tools Graphic Software knowledge Palette/Color Map knowledge Object Library knowledge Coping with stress Problem solving Project management Organizing your thoughts Color perception Color Intuition Lighting knowledge Graphic Composition knowledge (Vector/Raster) Concept of layered graphics Knowledge of File Types & Formats Interpretation Skills3. Required SkillsSpatial visualization ability Drawing Skills Implement execution plan Setting realistic goals Draft a mind map Decision making exercise Coloring Applying Various Graphical Composition (Vector/Raster) Research Skills Organization Skills Software manipulation Graphic Software manipulation Adherence to instructions Eye for Detail4. Resource ImplicationsThe following resources must be provided Computer with 3D software with peripherals Electronic pen and tablet Mouse 5. Methods of AssessmentCompetency may be assessed through Portfolio Demonstration Interview6. Context of AssessmentCompetency may be assessed in workplace or simulated environment  UNIT OF COMPETENCY : Apply rigged IN-GAME animation UNIT CODE : ICT313351 UNIT DESCRIPTOR : This unit defines the knowledge, skills and attitudes required to create or develop a rig to be used in developing key-frame animation using 3D graphic software. ELEMENTPERFORMANCE CRITERIA Bold and Italicized terms are elaborated in the Range of VariablesImport textured model assetTextured model is imported in accordance with the style guide. All assets & textures are checked in accordance with the style guide. Any additional assets are grouped in accordance with the style guide. Create bones/jointsBones are added in accordance with the style guide. Kinematics is set in accordance with the style guide. Naming conventions are checked in accordance with the style guide. Apply rig to textured modelBone Linking techniques are observed and established based on industry practices. Envelopes & weights are set in accordance with the style guide. Imperfections are checked in accordance with the style guide. Apply In-game animation Rigged model is tested in accordance with the style guide. Basic animation key frames are applied with rigged model in accordance to the style guide. Animation sequence is finalized in accordance with the style guide. Animation is rendered and exported in accordance with the style guide. Motion File is exported in accordance with the style guide.  RANGE OF VARIABLES VARIABLE RANGE Style GuideMay include but not limited: Game art style Game engine specifications Game metrics AssetsMay include but not limited: 3D models UV maps Proxy objects TexturesMay include but not limited: Bump map Diffuse map Specular map Normal map BonesMay include but not limited: Splines Joints Chain Nodes Bone linking techniquesMay include but not limited: Add Bones Skin Connecting Grouping Merging Physique KinematicsInverse (IK) Forward (FK) ImperfectionsMay include but not limited: Stretching Weighting Joint influences  EVIDENCE GUIDE 1. Critical aspects of competencyAssessment requires evidence that the candidate: Imported textured model asset Created bones / joints Applied rig to textured model Applied in-game animation 2. Required Knowledge and AttitudeGraphic manipulation Observation Learning with others Deductive reasoning Human, animal, objects and background drawing principles Perspective, proportion, volume, camera fielding, timing technicalities Acting, observation of movements and deductive reasoning Basic animation principles Rigging knowledge Graphic software Animation software Phonetics knowledge Creative/Drawing and composition Storyboard and layout Problem solving Project management 3. Required SkillsSpatial visualization ability Active listening Narrative Skills Software manipulation Drawing skills Organizational skills Analytical Skills Able to read and interpret storyboard and layout Timing, space, weight analysis skills to animate actions effectively 3D Graphic software manipulation skills Animation software manipulation skills Communication Skills Composition of elements and staging skills/eye for details Adherence to instructions Research Decision making exercise Implement execution plan  4. Resource ImplicationsThe following resources must be provided Computer with 3D software with peripherals Electronic pen and tablet Mouse 5. Methods of AssessmentCompetency may be assessed through Portfolio Demonstration Interview 6. Context of AssessmentCompetency may be assessed in workplace or simulated environment  SECTION 3 TRAINING STANDARDS 3.1 CURRICULUM DESIGN Course Title: 3D Game Art Development NC Level: NC III Nominal Training Duration: 64 hrs. - Basic Competencies 70 hrs. - Common Competencies 1,230 hrs. - Core Competencies ------------- 1,364 hrs. Course Description: This course is designed to develop & enhance the knowledge, skills, & attitudes of 3D 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 3D model using 3D graphic software, develop 3D textures using graphic software and applying rigged in-game animation. TVET providers can however, offer a longer, ladderized course covering the NC III basic, common and core units. BASIC COMPETENCIES 64 hrs. Unit of CompetencyLearning OutcomesMethodologyAssessment Approach1. Lead workplace communication1.1 Communicate information about workplace processes. 1.2 Lead workplace discussions. 1.3 Identify and communicate issues arising in the workplace Group discussion Role Play Brainstorming Observation Interviews Unit of CompetencyLearning OutcomesMethodologyAssessment Approach2. Lead small teamsProvide team leadership. Assign responsibilities among members. Set performance expectation for team members. Supervise team performance Lecture Demonstration Self-paced (modular)Demonstration Case studies3. Develop and practice negotiation skillsIdentify relevant information in planning negotiations Participate in negotiations Document areas for agreement Direct observation Simulation/role playing Case studiesWritten test Practical/ performance test4. Solve workplace problem related to work activitiesExplain the analytical techniques. Identify the problem. Determine the possible cause/s of the problem. Direct observation Simulation/role playing Case studiesWritten test Practical/ performance test5. Use mathematical concepts and techniquesIdentify mathematical tools and techniques to solve problem Apply mathematical procedures/solution Analyze results Direct observation Simulation/role playing Case studiesWritten test Practical/ performance test6. Use relevant technologiesIdentify appropriate technology Apply relevant technology Maintain/enhance relevant technology Direct observation Simulation/role playing Case studiesWritten test Practical/ performance test COMMON COMPETENCIES 70 hrs. Unit of CompetencyLearning OutcomesMethodologyAssessment ApproachApply critical thinking and thought organizationIdentify the theoretical foundations of critical thinking Develop constructive arguments Apply methods of reasoning Affirm generalization Arrive at a conclusion Field trip Symposium Film showing Simulation Supervised industry trainingDemonstration & questioning Observation & questioning Third party reportApply Quality StandardsAsses quality of received materials Assess own work Engage in quality improvementField trip Symposium Film showing Simulation Supervised industry training Demonstration & questioning Observation & questioning Third party report Perform computer operationsPlan and prepare for task to be taken undertaken Input data into computer Access information using computer Produce output/ data using computer system Use basic functions of a www-browser to locate information Maintain computer equipment and systems Modular Film showing Computer based training (e-learning) Project method Supervised industry training Demonstration & questioning Observation & questioning Third party report Assessment of output product Portfolio Computer based assessment  CORE COMPETENCIES 1230 hrs. Unit of CompetencyLearning OutcomesMethodologyAssessment ApproachPrepare art document 96 hrs. Develop look and feel Draw and compile characters Draw the game world Draw and compile other assets Develop game interface Lecture/ Discussion Workshop Demonstration Supervised industry training Demonstration / Practical exam Presentation with questioning Portfolio of work samples Individual interview Create storyboard and asset list 50 hrs. Develop storyboard panels and scripts Create Narrative devices Create cut scenesLecture/ Discussion Workshop Demonstration Supervised industry trainingDemonstration / Practical exam Presentation with questioning Portfolio of work samples Individual interview Develop concept art 112 hrs.Develop concept art for characters Develop concept art for props/objects Develop concept art for background layout Develop concept art for special effects Lecture/ Discussion Workshop Demonstration Supervised industry trainingDemonstration / Practical exam Presentation with questioning Portfolio of work samples Individual interview Develop 3D model using 3D graphic application 294 hrs. Prepare 3D document Prepare Base Mesh Develop Mesh Lecture/ Discussion Workshop Demonstration Supervised industry training Demonstration / Practical exam Presentation with questioning Portfolio of work samples Individual interview  Unit of CompetencyLearning OutcomesMethodologyAssessment ApproachDevelop 3D textures using graphic application 184 hrs. Prepare UV-Map Apply color to UV-Map Prepare final palette / color map sheet Export UV-Map Import UV-Texture Lecture/ Discussion Workshop Demonstration Supervised industry trainingDemonstration / Practical exam Presentation with questioning Portfolio of work samples Individual interview Apply rigged In-Game animation 294 hrs.Import textured model assets Create Bones/Joints Apply rig to textured model Apply basic animation Lecture/ Discussion Workshop Exercises Demonstration Supervised industry training Demonstration / Practical exam Presentation with questioning Portfolio of work samples Individual interview  Note: The Supervised Industry Training (SIT) component may be implemented in flexible manner. It may be integrated within various modules or units of competency or at the end of the in-school or classroom training. 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 is based on both on- and off-the-job components 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. The competency-based TVET system recognizes various types of delivery modes, both on and off-the-job as long as the learning is driven by the competency standards specified by the industry. The following training modalities may be adopted when designing training programs: The dualized mode of training delivery is preferred and recommended. Thus programs would contain both in - school and in-industry training or fieldwork components. Details can be referred to the Dual Training System (DTS) Implementing Rules and Regulations. Modular/self-paced learning is a competency-based training modality wherein the trainee is allowed to progress at his own pace. The trainer just facilitates the training delivery. Peer teaching/mentoring is a training modality wherein fast learners are given the opportunity to assist the slow learners. Supervised industry training or on-the-job training is an approach in training designed to enhance the knowledge and skills of the trainee through actual experience in the workplace to acquire specific competencies prescribed in the training regulations. Distance learning is a formal education process in which majority of the instruction occurs when the students and instructor are not in the same place. Distance learning may employ correspondence study, or audio, video or computer technologies. Project-based instruction is an authentic instructional model or strategy in which students plan, implement and evaluate projects that have real world applications. 3.3 TRAINEE ENTRY REQUIREMENTS The trainees who wish to enter the course should possess the following requirements: High school level or equivalent. With artistic and drawing skills which will be validated through: a talent entrance exam to be administered by the training institution using a tool devised by the Technical Experts Panel (TEP) and Participants in the National Validation of these Training Regulations the submission of a portfolio (hard & soft copy should be provided) Has the capacity to communicate in both oral and written forms. Physically able to manipulate a mouse, track-ball, electronic pen, etc. This list does not include specific institutional requirements such as educational attainment, appropriate work experience and others that may be required from the trainees by the school or training center delivering the TVET program. 3.4 LIST OF TOOLS, EQUIPMENT AND MATERIALS Recommended list of tools, equipment and materials for the conduct of training in 3D Game Art NC III: TOOLSEQUIPMENTMATERIALSQty.DescriptionQty.DescriptionQty.Description15Electronic pen and tablet15Ergonomic computer tables and chairs15Mock theme and script 15Mouse2Scanner15Pen and paper15Eraser1LCD Projector15Learning elements1Internet access/ LAN connected1Ink-jet Printer15Printable storyboard15 licenses per softwareComputer Application e.g. - Maya - 3D Studio max - Softimage - Lightwave - Maxxon - Blender1LCD Monitor/TV, 42 inches15Hand-outs15Computer (with peripherals) Windows PC or Mac 19in. LCD monitor, multi-core 2GHz CPU, Direct X10, open GL capable video card, 4GB memory, 500 GB hard disk15Practice materials15Reference books15Learning materials/ guide2White board and / or glass boardThe 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. Due to the fast-changing nature of the Information and Communications Technology (ICT) sector, TVET providers are reminded to use and provide their trainees with the latest technology tools, equipment and materials where appropriate and applicable. In cases where there arespecialized tools, equipment and facilities that are notgenerally considered standard requirements or not absolute requisites for training, the industry working group or TESDA may provide guidelines or specific advice on such matters. 3.5 TRAINING FACILITIES Based on class size of 15 students/trainees the space requirements for the teaching/learning and circulation areas are as follows: TEACHING/LEARNING AREASSIZE IN METERSAREA IN SQ. METERSQTYTOTAL AREA IN SQ. METERSLecture Area5 x 840140Computer Lab50160Learning Resource Area 4 x 520120Wash ,Toilet & Locker Room2 x 510220 Total80Facilities / Equipment / Circulation**30Total Area110 ** Area requirement is equivalent to 30% of the total teaching/learning areas Appropriate consideration should be given in providing and allocating work space, communications facilities, and the usual workplace amenities to ensure a proper learning environment. Where applicable, training shall be held or conducted in learning facilities in accordance with generally accepted industry standards and practice. 3.6 TRAINERS QUALIFICATIONS Holder of National TVET Trainers Certificate (NTTC) Level 1 * Must have at least 2-years relevant industry experience. Must be physically & mentally fit. * Optional: Only when required by the hiring institution. 3.7 INSTITUTIONAL ASSESSMENT Institutional Assessment is undertaken by trainees to determine their achievement of units of competency. A certificate of achievement is issued for each unit of competency. As a matter of policy, graduates of programs registered with TESDA under these training regulations are required to undergo mandatory national competency assessment upon completion of the program. SECTION 4 NATIONAL ASSESSMENT AND CERTIFICATION ARRANGEMENTS To attain the National Qualification of 3D Game Art Development NC III, the candidate must demonstrate competence as described in sub-section 4.2.1 of this Training Regulations. Successful candidates shall be awarded a National Certificate signed by the TESDA Director-General. The qualification of 3D Game Art Development NC III may be attained through: Accumulation of Certificates of Competency (COC) in all the following units of competency: Develop initial art assets Prepare art document Create storyboard and asset list Develop and conceptualize art style Develop 3D model using 3D graphic software Develop 3D Textures using Graphic Software Apply rigged In-Game animation 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). Assessment shall focus on the core units of competency. The basic and common units shall be integrated or assessed concurrently with the core units. The following are qualified to apply for assessment and certification: Graduates of formal, non-formal and informal including enterprise-based training programs. Experienced workers (wage-employed or self-employed) The guidelines on assessment and certification are discussed in detail in the "Procedures Manuals on Assessment and Certification" and "Guidelines on the Implementation of the Philippine TVET Qualification and Certification System (PTQCS)". ANNEX A. ICT COMPETENCY MAP 3D GAME ART DEVELOPMENT NC III BASIC COMPETENCIES Receive And Respond To Workplace CommunicationWork With OthersDemonstrate Work ValuesPractice Basic Housekeeping ProceduresParticipate In Workplace CommunicationWork In A Team EnvironmentPractice Career ProfessionalismPractice Occupational Health And Safety ProceduresLead Workplace CommunicationLead Small TeamDevelop And Practice Negotiation SkillsSolve Problems Related To Work ActivitiesUse Mathematical Concepts And TechniquesUse Relevant TechnologiesUtilize Specialist Communication SkillsDevelop Team And IndividualsApply Problem Solving Techniques In The WorkplaceCollect, Analyze And Organize InformationPlan And Organize WorkPromote Environmental Protection COMMON COMPETENCIES Apply critical thinking and thought organizationApply Quality StandardsPerform Computer Operations CORE COMPETENCIES Communicate Effectively In A Customer Contact CenterRender Quality Customer ServiceUtilize Enterprise/ Company TechnologyConduct Contact Center CampaignProvide Specialized Support And Assistance To CustomersLead A Contact Center Work TeamManage The Activities Of A Contact Center Work TeamUse Business TechnologyUse Medical Technology To Carry Out TaskProduce Text From Audio TranscriptionReview/Edit DocumentsProduce Key Drawings For AnimationProduce Cleaned-Up And In-Between DrawingsCreate 2D Digital AnimationUse An Authoring Tool To Create An Interactive SequenceUse 2D Digital Animation SoftwareBuild Library Of ObjectsBuild Scenes And AssetsProduce 2D Digital Animation Movies & Animated Movie ClipsCreate 3D Digital AnimationCoordinate The Production Of AnimationProduce Storyboard For AnimationProduce Background DesignsComposite And Edit Animation SequenceProduce Over-All Designs For AnimationDesign Game Program LogicApply Game Programming TechniquesApply Game-Production ApproachesLead A Team In Delivering Quality ServiceManage The Activities Of A Work TeamCreate Vector Graphics Using Graphics Application SoftwareCreate Vector Graphics Using Graphics Application SoftwareDevelop Final Artwork Using Graphic SoftwareApply Basic Animation Prepare Art DocumentCreate Storyboard And Asset ListDevelop Concept ArtDevelop 3D Model Using 3D Graphic SoftwareDevelop 3D Textures Using Graphic SoftwareApply Rigged In-Game Animation DEFINITION OF TERMS GENERAL Certification - is the process of verifying and validating the competencies of a person through assessment Certificate of Competency (COC) - is a certification issued to individuals who pass the assessment for a single unit or cluster of units of competency Common Competencies - are the skills and knowledge needed by all people working in a particular industry Competency - is the possession and application of knowledge, skills and attitudes to perform work activities to the standard expected in the workplace Competency Assessment - is the process of collecting evidence and making judgments on whether competency has been achieved Competency Standard (CS) - is the industry-determined specification of competencies required for effective work performance Context of Assessment - refers to the place where assessment is to be conducted or carried out Core Competencies - are the specific skills and knowledge needed in a particular area of work - industry sector/occupation/job role Critical aspects of competency - refers to the evidence that is essential for successful performance of the unit of competency Elective Competency - are the additional skills and knowledge required by the individual or enterprise for work Elements - are the building blocks of a unit of competency. They describe in outcome terms the functions that a person perform in the workplace Evidence Guide - is a component of the unit of competency that defines or identifies the evidences required to determine the competence of the individual. It provides information on critical aspects of competency, Required Knowledge, required skills, resource implications, assessment method and context of assessment Level - refers to the category of skills and knowledge required to do a job Method of Assessment - refers to the ways of collecting evidence and when evidence should be collected National Certificate (NC) - is a certification issued to individuals who achieve all the required units of competency for a national qualification defined under the Training Regulations. NCs are aligned to specific levels within the PTQF Performance Criteria - are evaluative statements that specify what is to be assessed and the required level of performance Qualification - is a cluster of units of competencies that meets job roles and is significant in the workplace. It is also a certification awarded to a person on successful completion of a course in recognition of having demonstrated competencies in an industry sector Range of Variables - describes the circumstances or context in which the work is to be performed Recognition of Prior Learning (RPL) - is the acknowledgement of an individuals skills, knowledge and attitudes gained from life and work experiences outside registered training programs Resource Implications - refers to the resources needed for the successful performance of the work activity described in the unit of competency. It includes work environment and conditions, materials, tools and equipment Basic Competencies - are the skills and knowledge that everyone needs for work Training Regulations (TR) - refers to the document promulgated and issued by TESDA consisting of competency standards, national qualifications and training guidelines for specific sectors/occupations. The TR serves as basis for establishment of qualification and certification under the PTQF. It also serves as guide for development of competency-based curricula and instructional materials including registration of TVET programs offered by TVET providers Required Knowledge - refers to the competency that involves in applying knowledge to perform work activities. It includes specific knowledge that is essential to the performance of the competency Required Skills - refers to the list of the skills needed to achieve the elements and performance criteria in the unit of competency. It includes generic and industry specific skills Unit of Competency - is a component of the competency standards stating a specific key function or role in a particular job or occupation; it is the smallest component of achievement that can be assessed and certified under the PTQF SECTOR SPECIFIC 3D Model - a mathematical representation of any visible three-dimensional object. 3D Modeling - is the process of creating a three-dimensional representation of any surface and/or object by manipulating polygons, edges, elements, boarders and vertices in simulated 3D space. Aliasing - Artifact or distortion, often referred to as 'jaggies', that occurs in a digital image. Ambient Occlusion - is a shading method that is often used as a replacement to Global Illumination. Anti-aliasing - Techniques to remove aliasing artifacts. Some examples are oversampling/super-sampling and filtering Art Style - Drawn or implied visual characteristics and elements combined then expressed in a particular (often unique) and consistent manner. Art Document - A written instrument that can be used to furnish visual instruction and definitive information in order to achieve a certain trend and standard. Animation - is the rapid display of a sequence of images of 2-D or 3-D artwork or model positions in order to create an illusion of movement. The effect is an optical illusion of motion due to the phenomenon of persistence of vision, and can be created and demonstrated in several ways. Asset List - A series of created resources categorized into a organized medium for reference. Axis - In 3D space, the axis most commonly refers to a dimension on the X,Y,Z coordinate system, but it can also be described as directional traits of an object in local space. Background - the part of a scene or view furthest from the point of interest thus giving further impression on the subject. Browser - a software package that provides the user interface for accessing Internet, intranet and extranet Web sites. Break - a common term used in game development to describe the process in decomposing, cutting, slicing, or modify an asset for a 2D Artist. 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. 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. 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. Computer Terminal - any input/output device connected by telecommunications links to a computer. 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. Concept - Something formed in the mind; a thought or notion. 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. 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. Cut Scenes - A cutscene (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. Cutscenes often feature on the fly rendering, using the gameplay graphics to create scripted events. Cutscenes can also be animated, live action, or pre-rendered computer graphics streamed from a video file. Data - objective measurements of the attributes (characteristics) of entities such as people, places, things, and events. Diffuse Map - is a texture that is used to define the surface's main color. Documentation - a collection of documents or information. Edit - to modify the form or format of data Encryption - to scramble data or convert it, prior to transmission, to a secret code that masks the meaning of he data to unauthorized recipients. End-User - the consumer or player of the end-product for a video game. 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. 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. 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. Forward Kinematics Animation - Also known as FK Animation, it is the processed method in 3D Animation where the position of a child object in an articulated chain are determined by the position and orientation of its parent object. For example, in a hierarchical linkage of a human figure, when the torso (the parent) bends over, the head (the child) moves along with it, but the head can be turned without affecting the torso. 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. 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. 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. Game Design Document (GDD) - A body of writing that an be used to furnish decisive instructional and definitive information covering the over all technicalities and range of a game in order to mold and achieve a certain standard. 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. Global illumination - a global light source in the 3D space and world determining the light falling onto a surface, it maybe light which has taken a path directly from a light source (direct illumination), or light which has undergone reflection from other surfaces in the world (indirect illumination). 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. 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. Graphic Application - any software or collection of programs that enable a person to manipulate visual images on a device or media. Heightmap - is a digital gray-scale image used to store three-dimensional data. Its usually used in bump mapping, displacement mapping and for terrain mesh generation, the intensity of a pixel's color represents the height displacement of the mesh's corresponding coordinate. A white pixel represents the highest point in the map while a black pixel marks the lowest point in the map. 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 . Information - data placed in a meaningful and useful context for an end user. 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. Integrated Development Environment (IDE) - A software that provides comprehensive features and user interface for more efficient software development. Features usually include but not limited to: single input compile, execute, and debug; convenient source code display; library links for programming language reference. Inverse Kinematics Animation - Also known as IK Animation, it is the processed method in 3D Animation that consist on positioning the ending limb of an articulated chain to obtain an automatic pose or articulation of the whole chain. Inverse kinematics is based on the following principles: 1. Joints are constrained with specific positional and rotational properties. 2. Position and orientation of parent objects is determined by the position and orientation of child objects. Keyframe - 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. Line-Work - A finalized art work that is normally not colored but has been cleaned and has been readied for final rendering. 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. Microsoft DirectX - is a collection of application programming interfaces (APIs) for handling tasks related to multimedia, especially game programming and video, on Microsoft platforms. Mesh - The entire surface of a 3D model that is referred as. Normal (Surface Normal) - is a three-dimensional vector which is perpendicular to a surface. NURBS - Also known as Non-uniform rational basis spline, is a mathematical model used in 3D modeling to generate and represent curves and surfaces which allow flexibility and precision for both analytic and modeled shapes. Object code - Output files resulting from compiling the source code. These files contains the machine instructions used upon program execution. Object Library - a consolidated collection of assets developed through the timeline that will be used for production. 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. Outsourcing - is when a major business process is contracted with another company. Production - is the main stage of development, when assets and source code for the game are assembled and tested. Programmer - write codes or instructions to make the computer do specific tasks. These instructions are called programs. Prototype - an experimental model that illustrates the typical qualities of the person, animal, object or any element from which it is based on. 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. 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. 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 varyious formats. 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. Resource Asset List - a registry of resources that is being kept and completed. Rigging - is the process to prepare and create a 3D model ready for animation. Roughs/Thumbnails - A non-formal form of expressing ideas to simple easy to understand sketches for planning the main artwork or scene. 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. Shader - is a process within an application and rendering to determine the final surface properties of an object or image. This often includes arbitrarily complex descriptions of light absorption, diffusion, texture mapping, reflection, refraction, shadowing, surface displacement and post-processing effects. Simulation - the process of imitating a real phenomenon. Advanced computer programs can simulate weather conditions, chemical reactions, atomic reactions, even biological processes. Software - computer programs and procedures concerned with the operation of an information system Sound Designer - an individual that manipulates the composition of the songs, effects, voice and music that will be used in each event. Source code - a text or set system instruction used in a programming language. Spline - is a Bezier-type curve that can be shaped and manipulated with a set number of control points, called CVs. Splines are used frequently in NURBS modeling, where a three dimensional mesh can be "lofted" between two or more splines to create a smooth surface. Standards - A criteria to which results are set upon. 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. 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. System - an assembly of methods, procedures, or techniques unified by regulated interaction to form an organized whole. Texel - is a Texture element, as it is just a pixel that is part of a texture map. Texture mapping - the process of adding detail to surfaces of a 3D model. These details may be in the form of a raster image (texture) or color. Topology - Is the geometric surface characteristics of a 3D object, characterized by polygon distribution and edge-flow. 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 a software 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. UV Mapping - is a process in 3D modeling in making and flatting a 2D image representation of a 3D model, with this process it allows a texture map to be placed onto a 3D object. The letters "U" and "V" are used to describe the 2D mesh because "X", "Y" and "Z" are already used to describe the 3D object in model/3D space. 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. Vertex - a point where two lines intersect that forms an angle. Video Game - is a game that involves interaction with an electronic user interface to generate visual feedback on a video device. ACKNOWLEDGEMENTS The Technical Education and Skills Development Authority (TESDA) wishes to extend thanks and appreciation to the many representatives of business, industry, academe and government agencies who donated their time and expertise to the development and validation of these Training Regulations. THE TECHNICAL EXPERTS PANEL (TEP) ALVIN M. JUBAN president Game Development Association of the Philippines, Inc. (GDAP) Operations The Studio of Secret6, Incorporated  NIA ANA MARIE JOCELYN A. SALES, D.B.A. ACADEMIC DEVELOPMENT SPECIALIST Informatics Holdings Philippines, Incorporated DEAN, COLLEGE OF BUSINESS & ENTREPRENEURSHIP Informatics International College - Eastwood Campus  CHRISTOPHER ADAM RUIZ President and Technical Creative Director, Xelzeta Xtudios  MARIA TERESA CRISELDA C. DUMLAO, MA Arts Studies UP-ITTC 3D Animation Instructor (Asia Pacific College and De la Salle - College of St. Benilde)  RIA LU PRESIDENT Komikasi  MA. CATHERINE BUAG - RUIZ Lead Artist Xelzeta Xtudios  KYLE LABAD Artist The Studio of Secret6, Incorporated  GRACE A. DIMARANAN President Animation Council of the Philippines, Inc. (ACPI)  THE PARTICIPANTS IN THE NATIONAL VALIDATION OF THESE TRAINING REGULATIONS JOSEPH L. CUNANAN NVINIUMMARK VINCENT RODRIGUEZ The Studio of Secret6, IncorporatedRAYMUND P. LOTA Anino GamesJON MITCHEL G. QUINTON Modelworks PhilippinesLORRAINE CHARMANE A. BUAG Xelzeta XtudiosROBERTO T. BORJA Informatics International College - Eastwood campus THE TESDA BOARD - STANDARDS SETTING AND SYSTEMS DEVELOPMENT COMMITTEE THE MANAGEMENT AND STAFF OF THE TESDA SECRETARIAT Qualifications and Standards Office (QSO) Competency Standards Division Zoilo C. Galang, Supervising TESD Specialist Samuel E. Calado, Jr., Senior TESD Specialist Stephen I. Cezar, Senior TESD Specialist Venzel Concoles, TESD Specialist II Curriculum and Training Aids Division Arsenio A. Mateo, Jr., TESD Specialist II Competency Assessment and Certification Office Nelie Llovido, Supervising TESD Specialist     PAGE  _____________________________________________________________________________ PAGE 1 TR - 3D GAME ART DEVELOPMENT NC III TRAINING REGULATIONS 3D GAME ART DEVELOPMENT NC III INFORMATION AND COMMUNICATIONS TECHNOLOGY (ICT) SECTOR TECHNICAL EDUCATION AND SKILLS DEVELOPMENT AUTHORITY East Service Road, South Superhighway, Taguig City, Metro Manila    ,-7CDcdeq{|͵͑yn_nynnnSJhM5OJQJhLh 5OJQJhLh>CJOJQJaJhLh>OJQJhLh B5OJQJhLh5OJQJhLh>5OJQJ/jhLh 5CJHOJQJUmHnHu/jhLh B5CJHOJQJUmHnHuhLh>CJHOJQJhLh>CJPOJQJ/jhLh>5CJPOJQJUmHnHu  !,Dcdefg xx$Ifgdb$gd>$$  @ @ Xxx@&^ `Xa$gd> $xxa$gd>$$h@&^ha$gd>$$xx@&a$gd>$a$gd>˃gpq{yl_lO$xx$Ifa$gdb$ xx$Ifgd> xx$Ifgdb$ukd$$Ifl\,"t4 laytb$$xx$Ifa$gdb$|||l$xx$Ifa$gdM xx$Ifgdb$ukd$$Ifl\,"t4 laytb$     $ & ' ( ) * + , - . 1 2 3 7 T U V W Z [ \ ] ^ _ 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