TR-Game Programming NC III
TR-Game Programming NC III
REGULATIONS
Page No.
Basic Competencies 2 - 20
Common Competencies 21 - 32
Core Competencies 33 - 45
COMPETENCY MAP 55
DEFINITION OF TERMS 56 - 60
61 - 62
ACKNOWLEDGEMENT
TRAINING REGULATIONS FOR
GAME PROGRAMMING NC III
Game Programmer
Technical Game Designer
Game Tester
Tools Programmer
Game Play Scripter
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Game Programming NC III Promulgated __________________2012
SECTION 2 COMPETENCY STANDARDS
This section gives the details of the contents of the basic, common and core units
of competency required in GAME PROGRAMMING NC III.
BASIC COMPETENCIES
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.
2. Lead workplace
discussions 2.1. Response to workplace issues are sought
2.2. Response to workplace issues are provided
immediately
2.3. Constructive contributions are made to workplace
discussions on such issues as production, quality
and safety
2.4. Goals/objectives and action plan undertaken in the
workplace are communicated
3. Identify and
communicate 3.1. Issues and problems are identified as they arise
issues arising in the 3.2. Information regarding problems and issues are
workplace organized coherently to ensure clear and effective
communication
3.3. Dialogue is initiated with appropriate personnel
3.4. Communication problems and issues are raised as
they arise
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RANGE OF VARIABLES
VARIABLE RANGE
1. Methods of
communication 1.1. Non-verbal gestures
1.2. Verbal
1.3. Face to face
1.4. Two-way radio
1.5. Speaking to groups
1.6. Using telephone
1.7. Written
1.8. Internet
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RANGE OF VARIABLES
VARIABLE RANGE
1. Methods of
communication 1.1. Non-verbal gestures
1.2. Verbal
1.3. Face to face
1.4. Two-way radio
1.5. Speaking to groups
1.6. Using telephone
1.7. Written
1.8. Internet
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UNIT OF COMPETENCY: LEAD SMALL TEAMS
UNIT DESCRIPTOR : This unit covers the knowledge, skills and attitudes to lead
small teams including setting and maintaining team and
individual performance standards.
PERFORMANCE CRITERIA
ELEMENT Italicized terms are elaborated in the Range of Variables
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UNIT OF COMPETENCY: LEAD SMALL TEAMS
UNIT DESCRIPTOR : This unit covers the knowledge, skills and attitudes to lead
small teams including setting and maintaining team and
individual performance standards.
PERFORMANCE CRITERIA
ELEMENT Italicized terms are elaborated in the Range of Variables
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EVIDENCE GUIDE
UNIT DESCRIPTOR : This unit covers the skills, knowledge and attitudes
required to collect information in order to negotiate to a
desired outcome and participate in the negotiation.
PERFORMANCE CRITERIA
ELEMENT
Italicized terms are elaborated in the Range of Variables
1. Plan negotiations
1.1 Information on preparing for negotiation is
identified and included in the plan
1.2 Information on creating non verbal environments
for positive negotiating is identified and included in
the plan
1.3 Information on active listening is identified and
included in the plan
1.4 Information on different questioning techniques is
identified and included in the plan
1.5 Information is checked to ensure it is correct and up-
to- date
2. Participate in
negotiations 2.1 Criteria for successful outcome are agreed upon by
all parties
2.2 Desired outcome of all parties are considered
2.3 Appropriate language is used throughout the
negotiation
2.4 A variety of questioning techniques are used
2.5 The issues and processes are documented and
agreed upon by all parties
2.6 Possible solutions are discussed and their viability
assessed
2.7 Areas for agreement are confirmed and recorded
2.8 Follow-up action is agreed upon by all parties
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RANGE OF VARIABLES
VARIABLE RANGE
1. Preparing for 1.1 Background information on other parties to the
negotiation negotiation
1.2 Good understanding of topic to be negotiated
1.3 Clear understanding of desired outcome/s
1.4 Personal attributes
1.4.1 self awareness
1.4.2 self esteem
1.4.3 objectivity
1.4.4 empathy
1.4.5 respect for others
1.5 Interpersonal skills
1.5.1 listening/reflecting
1.5.2 non verbal communication
1.5.3 assertiveness
1.5.4 behavior labeling
1.5.5 testing understanding
1.5.6 seeking information
1.5.7 self disclosing
1.6 Analytic skills
1.6.1 observing differences between content
and process
1.6.2 identifying bargaining information
1.6.3 applying strategies to manage process
1.6.4 applying steps in negotiating process
1.6.5 strategies to manage conflict
1.6.6 steps in negotiating process
1.6.7 options within organization and
externally for resolving conflict
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EVIDENCE GUIDE
2. Required
Knowledge and 2.1 Codes of practice and guidelines for the
Attitude organization
2.2 Organizations policy and procedures for
negotiations
2.3 Decision making and conflict resolution strategies
procedures
2.4 Problem solving strategies on how to deal with
unexpected questions and attitudes during
negotiation
2.5 Flexibility
2.6 Empathy
3. Required Skills
3.1 Interpersonal skills to develop rapport with other
parties
3.2 Communication skills (verbal and listening)
3.3 Observation skills
3.1 Negotiation skills
6. Context for
Assessment 6.1 Competency to be assessed in real work
environment or in a simulated workplace setting.
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UNIT OF COMPETENCY: SOLVE PROBLEMS RELATED TO WORK
ACTIVITIES
UNIT CODE : 500311112
UNIT DESCRIPTOR : This unit of covers the knowledge, skills and attitudes
required to solve problems in the workplace including
the application of problem solving techniques and to
determine and resolve the root cause of problems.
PERFORMANCE CRITERIA
ELEMENT Italicized terms are elaborated in the Range of Variables
1. Identify the problem 1.1. Variances are identified from normal operating
parameters; and product quality
1.2. Extent, cause and nature are of the problem
are defined through observation, investigation
and analytical techniques
1.3. Problems are clearly stated and specified
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UNIT OF COMPETENCY: DEVELOP AND PRACTICE NEGOTIATION SKILLS
UNIT DESCRIPTOR : This unit covers the skills, knowledge and attitudes
required to collect information in order to negotiate to a
desired outcome and participate in the negotiation.
PERFORMANCE CRITERIA
ELEMENT
Italicized terms are elaborated in the Range of Variables
1. Plan negotiations
1.1 Information on preparing for negotiation is
identified and included in the plan
1.2 Information on creating non verbal environments
for positive negotiating is identified and included in
the plan
1.3 Information on active listening is identified and
included in the plan
1.4 Information on different questioning techniques is
identified and included in the plan
1.5 Information is checked to ensure it is correct and up-
to- date
2. Participate in
negotiations 2.1 Criteria for successful outcome are agreed upon by
all parties
2.2 Desired outcome of all parties are considered
2.3 Appropriate language is used throughout the
negotiation
2.4 A variety of questioning techniques are used
2.5 The issues and processes are documented and
agreed upon by all parties
2.6 Possible solutions are discussed and their viability
assessed
2.7 Areas for agreement are confirmed and recorded
2.8 Follow-up action is agreed upon by all parties
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EVIDENCE GUIDE
3. Required Skills
3.1. Using range of formal problem solving techniques
3.2. Identifying and clarifying the nature of the problem
3.3. Devising the best solution
3.4. Evaluating the solution
3.5. Implementation of a developed plan to rectify the
problem
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4. Resource
Implications
4.1. Assessment 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.
6. Context of
Assessment
6.1. In all workplace, it may be appropriate to assess
this unit concurrently with relevant teamwork or
operation units.
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UNIT OF COMPETENCY: USE MATHEMATICAL CONCEPTS AND
TECHNIQUES
UNIT DESCRIPTOR : This unit covers the knowledge, skills and attitudes
required in the application of mathematical concepts
and techniques.
PERFORMANCE CRITERIA
ELEMENT Italicized terms are elaborated in the Range of Variables
1. Identify mathematical 1.1 Problem areas are identified based on given
tools and techniques to condition
solve problem
1.2 Mathematical techniques are selected based
on the given problem
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UNIT OF COMPETENCY: SOLVE PROBLEMS RELATED TO WORK
ACTIVITIES
UNIT CODE : 500311112
UNIT DESCRIPTOR : This unit of covers the knowledge, skills and attitudes
required to solve problems in the workplace including
the application of problem solving techniques and to
determine and resolve the root cause of problems.
PERFORMANCE CRITERIA
ELEMENT Italicized terms are elaborated in the Range of Variables
1. Identify the problem 1.1. Variances are identified from normal operating
parameters; and product quality
1.2. Extent, cause and nature are of the problem
are defined through observation, investigation
and analytical techniques
1.3. Problems are clearly stated and specified
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EVIDENCE GUIDE
2. Required
Knowledge and 2.1 Fundamental operation (addition, subtraction,
Attitude division, multiplication)
2.2 Measurement system
2.3 Precision and accuracy
2.4 Basic measuring tools/devices
3. Required Skills
3.1 Applying mathematical computations
3.2 Using calculator
3.3 Using different measuring tools
6. Context of
Assessment 6.1 Competency may be assessed in the work place or
in a simulated work place setting
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UNIT OF COMPETENCY: USE RELEVANT TECHNOLOGIES
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.
PERFORMANCE CRITERIA
ELEMENT Italicized terms are elaborated in the Range of Variables
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RANGE OF VARIABLES
VARIABLE RANGE
1. Technology May include but are not limited to:
1.1 Office technology
1.2 Industrial technology
1.3 System technology
1.4 Information technology
1.5 Training technology
4. Manufacturer’s 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
6. Appropriate action
6.1 Implementing preventive maintenance
schedule
6.2 Coordinating with manufacturer’s technician
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4. Resource
Implications
4.1. Assessment 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.
6. Context of
Assessment
6.1. In all workplace, it may be appropriate to assess
this unit concurrently with relevant teamwork or
operation units.
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COMMON COMPETENCIES
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.
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4. Affirm generalization 4.1. Use past experiences to come up with a good
generalization.
4.2. Use appropriate samples to support generalization.
4.3. Validate the generalization with margin of errors,
variation in population and risk.
5. Arrive at a conclusion 5.1. Make rational arguments using the elements of
reasoning.
5.2. Clarify conceptual ideas using organized gathered
data and evidences
5.3. Alternatives are worked out to place argument in the
context of study.
5.4. Challenge or validate the position of the conclusion
and make counter responses to emphasize a
viewpoint.
RANGE OF VARIABLES
VARIABLE RANGE
1. Study methods May include but are not limited to:
1.1 Creating schedules
1.2 Prioritizing tasks
1.3 Researching on resources
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4.2 Fill in connecting premises
4.3 Thought organization
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EVIDENCE GUIDE
2. Required
Knowledge and 2.1 Fundamental operation (addition, subtraction,
Attitude division, multiplication)
2.2 Measurement system
2.3 Precision and accuracy
2.4 Basic measuring tools/devices
3. Required Skills
3.1 Applying mathematical computations
3.2 Using calculator
3.3 Using different measuring tools
6. Context of
Assessment 6.1 Competency may be assessed in the work place or
in a simulated work place setting
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UNIT TITLE : APPLY QUALITY STANDARDS
UNIT DESCRIPTOR : This unit covers the knowledge, skills, attitudes and values
needed to apply quality standards in the workplace. The unit
also includes the application of relevant safety procedures
and regulations, organization procedures and customer
requirements.
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RANGE OF VARIABLES
VARIABLE RANGE
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EVIDENCE GUIDE
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EVIDENCE GUIDE
2. Required
Knowledge and 2.1 Awareness on technology and its function
Attitude 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 Skills
3.1 Relevant technology application/implementation
3.2 Basic communication skills
3.3 Software applications skills
3.4 Basic troubleshooting skills
6. Context of
Assessment 6.1 Competency may be assessed in actual workplace or
simulated environment
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4. Produce output/ data 4.1. Entered data are processed using appropriate
using computer system software commands.
4.2. Data are printed out as required using computer
hardware /peripheral devices in accordance with
standard operating procedures.
4.3. Files and data are transferred between compatible
systems using computer software,
hardware/peripheral devices in accordance with
standard operating procedures.
5. Use basic functions of 5.1. Information requirements for internet search are
a www-browser to established.
locate information 5.2. Browser is launched.
5.3. Search engine is loaded.
5.4. Appropriate search criteria/or URL of site is
entered.
5.5. Relevant links are followed to locate required
information.
5.6. Useful pages are bookmarked or printed as
required.
6. Maintain computer 6.1. Procedures for ensuring security of data, including
equipment and regular back-ups and virus checks are
systems implemented in accordance with standard
operating procedures.
6.2. Basic file maintenance procedures are
implemented in line with the standards operating
procedures.
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RANGE OF VARIABLES
VARIABLE RANGE
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6. Desktop icons 6.1 Icons include the following but not limited to:
6.2 Directories/folders
6.3 Files
6.4 Network devices
6.5 Recycle bin
6.6 Program icons
7. Maintenance 7.1 Creating and managing more space in the hard disk
and other peripherals
7.2 Reviewing programs
7.3 Deleting unwanted files
7.4 Backing up files
7.5 Checking hard drive for errors
7.6 Using up to date anti-virus programs
7.7 Cleaning dust from internal and external surfaces
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4.2 Fill in connecting premises
4.3 Thought organization
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CORE COMPETENCIES
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RANGE OF VARIABLES
VARIABLE RANGE
1. Design Game design document (GDD)
documentation Technical design document (TDD)
2. Differentiation Gradients
Tangents
Normal
Stationary points
Rates of change
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EVIDENCE GUIDE
3. Required Skills 3.1 Applying the use of various design documentation tools
3.2 Conceptualizing game technical design
3.3 Designing and validating program logic and flow
3.4 Combine applicable game programming languages
3.5 Using the search engines
3.6 Understanding key terminology
3.7 Draft a mind map
3.8 Task Allocation
6. Context of
Assessment 6.1 Competency may be assessed in the workplace or in a
simulated work environment.
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RANGE OF VARIABLES
VARIABLE RANGE
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Game Programming NC III Promulgated __________________2012
RANGE OF VARIABLES
VARIABLE RANGE
1. Language May include but not limited:
Java
C++
C#
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EVIDENCE GUIDE
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Game Programming NC III Promulgated __________________2012
UNIT TITLE : APPLY PROGRAMMING SKILLS FOR IN-GAME
APPLICATION
UNIT CODE : ICT 313353
UNIT DESCRIPTOR : This unit defines the knowledge, skills and attitudes
required to undertake game-programming tasks using a
programming language. Competence includes
development environment preparation, basic language
syntax and layout application, game-related principles
application, assets integration as well as debugging and
testing techniques in support of the programming activity.
PERFORMANCE CRITERIA
ELEMENT Italicized terms are elaborated in the Range of Variables
1. Analyze TDD 1.1. Game Mechanics are obtained by analyzing the
GDD and TDD.
1.2. Technical Storyboard and its corresponding pseudo
code are derived from the GDD and TDD.
1.3. Necessary hardware/software is set up to code,
compile and run according to development
environment requirements.
1.4. Source code control is set up according to
company requirements.
2. Apply basic 2.1 Basic language syntax rules and best practices are
language syntax observed based on enterprise standards.
and layout 2.2 Language data types, operators and expressions
are optimized and used in accordance with game-
code standards.
2.3 Language syntax for sequence, selection and
iteration constructs are used and customized to
achieve robust efficient code.
3. Develop working 3.1. Game module is identified per iteration in line with
prototype enterprise policies.
3.2. Game Loop is defined and explained in line with
key concept and target platform.
3.3. Program code is created and implemented in
accordance with specifications for the game
module in the technical design document (TDD).
3.4. Mathematical concepts and techniques are used
in controlling and implementing game systems.
3.5. Style and design principles are used to solve
common game programming problems.
3.6. Data structures and algorithms are used and
customized to ensure robust and fast
implementation of game systems.
3.7. Appropriate design patterns are identified and
applied in coming up with initial prototype.
3.8. Integrate and review different assets based on the
GDD and TDD.
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4. Produce output/ data 4.1. Entered data are processed using appropriate
using computer system software commands.
4.2. Data are printed out as required using computer
hardware /peripheral devices in accordance with
standard operating procedures.
4.3. Files and data are transferred between compatible
systems using computer software,
hardware/peripheral devices in accordance with
standard operating procedures.
5. Use basic functions of 5.1. Information requirements for internet search are
a www-browser to established.
locate information 5.2. Browser is launched.
5.3. Search engine is loaded.
5.4. Appropriate search criteria/or URL of site is
entered.
5.5. Relevant links are followed to locate required
information.
5.6. Useful pages are bookmarked or printed as
required.
6. Maintain computer 6.1. Procedures for ensuring security of data, including
equipment and regular back-ups and virus checks are
systems implemented in accordance with standard
operating procedures.
6.2. Basic file maintenance procedures are
implemented in line with the standards operating
procedures.
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RANGE OF VARIABLES
VARIABLE RANGE
1. Game May include but not limited:
Mechanics Gameplay
Character behavior
Collusion Specification
Game Progression
Rules
Limitations
Options
User Interaction
Game Systems
2. Hardware
Windows PC
Mac
Linux
- Ubuntu
3. Software (IDE) This may be any of the following languages, but are not
limited:
Visual Studio
- Express
- Professional
Eclipse
Unity 3D
- Basic
- Pro
Flash
Game engines
- Unreal
- Cry Engine
4. Language This may be any of the following languages, but not limited:
C / C++
C#
Java
Python
ActionScript
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Basic trigonometry
- Angles
- Primary Trigonometric Functions
Basic Differential Calculus
- Limits
- Polynomial differentiation
- Basic integration
Basic Newtonian physics
- Projectile motion
Collision detection
Discrete math
Design patterns
- Singleton
- Observer Pattern
- Visitor Pattern
- Template Pattern
- Bridge or Strategy Pattern
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10. Design patterns May include but not limited:
Singleton
Observer Pattern
Visitor Pattern
Template Pattern
Bridge or Strategy Pattern
12. Design patterns This refers to generally accepted style and design
principles such as:
Object-oriented design patterns
Game-design patterns
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EVIDENCE GUIDE
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SECTION 3 TRAINING STANDARDS
This course is designed to develop & enhance the knowledge, skills, & attitudes of a
Game Programmer in accordance with industry standards. It covers the basic & common
competencies in addition to the core competencies such as designing game program
logic, applying object-oriented programming language skills and applying programming
skills for in-game application. The nominal duration of 800 hours training hours covers
the required core units at Game Programming NC III and an additional 300 hours
supervised-industry training (SIT). TVET providers can however, offer a longer,
ladderized course covering the NC III basic, common, and core units.
BASIC COMPETENCIES
64 hrs.
Unit of Assessment
Learning Outcomes Methodology
Competency Approach
1. Lead workplace 1.1 Communicate information Group discussion Observation
communication about workplace Role Play Interviews
processes. Brainstorming
1.2 Lead workplace
discussions.
1.3 Identify and communicate
issues arising in the
workplace
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Unit of Assessment
Learning Outcomes Methodology
Competency Approach
3. Develop and 3.1 Identify relevant Direct Written test
practice information in planning observation Practical/
negotiation negotiations Simulation/role performance
skills 3.2 Participate in negotiations playing test
3.3 Document areas for Case studies
agreement
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EVIDENCE GUIDE
3. Required Skills 3.1 Applying the use of various design documentation tools
3.2 Conceptualizing game technical design
3.3 Designing and validating program logic and flow
3.4 Combine applicable game programming languages
3.5 Using the search engines
3.6 Understanding key terminology
3.7 Draft a mind map
3.8 Task Allocation
6. Context of
Assessment 6.1 Competency may be assessed in the workplace or in a
simulated work environment.
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CORE COMPETENCIES
1,100 hrs.
Assessment
Unit of Competency Learning Outcomes Methodology
Approach
1. Design game 1.1. Analyze game Lecture/ Demonstration
program logic specifications Discussion / Practical
1.2. Analyze game physics Hands on exam
1.3. Prepare technical Exercises Presentation
game documentation Demonstration with
1.4. Validate the technical Supervised questioning
game documentation industry Portfolio of
training work samples
200 hrs
Individual
interview
2. Apply object- 2.1. Apply basic language Lecture/
oriented syntax and layout Discussion Demonstration
programming 2.2. Apply basic OO Hands on / Practical
language skills principles in the target Exercises exam
language Demonstration Presentation
2.3. Debug code Supervised with
Document activities industry questioning
2.4. Test code training Portfolio of
work samples
200 HRS
Individual
interview
3. Apply 3.1. Apply basic language Lecture/ Demonstration
programming Analyze TDD Discussion / Practical
skills for in- 3.2. Apply basic language Hands on exam
game syntax and layout Exercises Presentation
application 3.3. Develop working Demonstration with
prototype Supervised questioning
3.4. Test prototype industry Individual
3.5. Refine/Debug system training interview
Game
400 hrs
Portfolio of
work samples
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.
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3.2 TRAINING DELIVERY
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3.3 TRAINEE ENTRY REQUIREMENTS
The trainees who wish to enter the course should possess the following
requirements:
High school in level and/or holder of HS diploma or equivalent.
With Skill Functions which will be validated by an entrance exam to be
administered by the training institution using a tool devised by the
Technical Experts Panel (TEP) and participants of the National Validation
of this Training Regulation.
Knowledge of at least one (1) programming language is a preference
Has the capacity to communicate in both oral and written forms.
Physically able to manipulate a mouse, track-ball, electronic pen, etc.
Must have knowledge of video/computer games in any platform.
Recommended list of tools, equipment and materials for the conduct of training
for 10 trainees in Game Programming NC III:
The quantity of tools and equipment to be used for the conduct of training for this
qualification shall depend on the number of students, size of the class, and/or modality of
training. The most important consideration is to make sure that tools and equipment are
adequately provided to all trainees when needed. The actual list of tools, equipment,
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EVIDENCE GUIDE
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3.6 TRAINERS’ QUALIFICATIONS
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SECTION 4: NATIONAL ASSESSMENT AND CERTIFICATION ARRANGEMENTS
4.1 To attain the National Qualification of Game Programming 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.
4.3 Assessment shall focus on the core units of competency. The basic and common
units shall be integrated or assessed concurrently with the core units.
4.4 The following are qualified to apply for assessment and certification:
4.5 The guidelines on assessment and certification are discussed in detail in the
“Procedures Manual on Assessment and Certification” and “Guidelines on the
Implementation of the Philippine TVET Qualification and Certification System
(PTQCS)”.
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ANNEX A. ICT COMPETENCY MAP
BASIC COMPETENCIES
COMMON COMPETENCIES
CORE COMPETENCIES
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RANGE OF VARIABLES
VARIABLE RANGE
1. Game May include but not limited:
Mechanics Gameplay
Character behavior
Collusion Specification
Game Progression
Rules
Limitations
Options
User Interaction
Game Systems
2. Hardware
Windows PC
Mac
Linux
- Ubuntu
3. Software (IDE) This may be any of the following languages, but are not
limited:
Visual Studio
- Express
- Professional
Eclipse
Unity 3D
- Basic
- Pro
Flash
Game engines
- Unreal
- Cry Engine
4. Language This may be any of the following languages, but not limited:
C / C++
C#
Java
Python
ActionScript
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18) Range of Variables - describes the circumstances or context in which the work is to be
performed
19) Recognition of Prior Learning (RPL) - is the acknowledgement of an individual’s skills,
knowledge and attitudes gained from life and work experiences outside registered
training programs
20) 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
21) Basic Competencies - are the skills and knowledge that everyone needs for work
22) 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
23) 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
24) 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
25) 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
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5. 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.
6. Computer Terminal - any input/output device connected by telecommunications links to
a computer.
7. Data - objective measurements of the attributes (characteristics) of entities such as
people, places, things, and events.
8. Documentation - a collection of documents or information.
9. Eclipse - is an integrated development environment (IDE) written primarily in Java. The
initial codebase originated from Visual Age. In its default form it is meant for Java
developers, consisting of the Java Development Tools (JDT). Users can extend its
capabilities by installing plug-ins written for the Eclipse software framework, such as
development toolkits for other programming languages, and can write and contribute their
own plug-in modules.
10. Edit - to modify the form or format of data
11. Encryption - to scramble data or convert it, prior to transmission, to a secret code that
masks the meaning of he data to unauthorized recipients.
12. End user - anyone who uses an information system or the information it produces.
13. 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.
14. Flash - can manipulate vector and raster graphics and supports bi-directional streaming
of audio and video. It contains a scripting language called ActionScript. It is available in
most common web browsers and some mobile phones and other electronic devices
(using Flash Lite). 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.
15. Game programming - a subset of game development, is the programming of computer,
console or arcade games. Though often engaged in by professional game programmers,
many novices may program games as a hobby.
16. Game loop - the key component of any game, from a programming standpoint. The
game loop allows the game to run smoothly regardless of a user's input or lack thereof.
17. Game programmer - is a programmer who primarily develops video games or related
software (such as game development tools). Game programming has many specialized
disciplines; practitioners of any may regard themselves as "game programmers". A game
programmer should not be confused with a game designer; many designers are also
programmers, but not all are, and it is rare for one person to serve both roles in modern
professional games
18. Graphics programmer - historically, this title usually belonged to a programmer who
developed specialized blitter algorithms and clever optimizations for 2D graphics. Today,
however, it is almost exclusively applied to programmers who specialize in developing
and modifying complex 3D graphic renderers. Some 2D graphics skills have just recently
become useful again, though, for developing games for the new generation of cell
phones, PDAs and handheld game consoles. A 3D graphics programmer must have a
firm grasp on advanced mathematical concepts such as vector and matrix math,
quaternions and linear algebra.
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19. Game physics programmer - is dedicated to developing the physics a game will
employ. Typically, a game will only simulate a few aspects of real-world physics. For
example, a space game may need simulated gravity, but would not have any need for
simulating water viscosity.
20. Gameplay programmer - Though all programmers add to the content and experience
that a game provides, a gameplay programmer focuses more on a game's strategy and
the "feel" of a game. This is usually not a separate discipline, as what this programmer
does usually differs from game to game, and they will inevitably be involved with more
specialized areas of the game's development such as graphics or sound.
21. Information - data placed in a meaningful and useful context for an end user.
22. 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.
23. Integrated development environment (IDE) - is a software application that provides
comprehensive facilities to computer programmers for software development. An IDE
normally consists of a source code editor, a compiler and/or interpreter, build automation
tools, and (usually) a debugger. Typically an IDE is dedicated to a specific programming
language, so as to provide a feature set which most closely matches the programming
paradigms of the language. However, some multiple-language IDEs are in use, such as
Eclipse, ActiveState Komodo, recent versions of NetBeans, and Microsoft Visual Studio.
24. Key frame - is a single still image in an animated sequence that occurs at an important
point in that sequence; key frames are defined throughout an animated sequence, in
order to define pivotal points of motion before the frames in between are drawn or
otherwise created to "tween" the motion between the two key frames.
25. 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.
26. Microsoft DirectX - is a collection of application programming interfaces (APIs) for
handling tasks related to multimedia, especially game programming and video, on
Microsoft platforms.
27. Object code - or an object file, is the representation of code that a compiler or assembler
generates by processing a source code file. Object files contain compact code, often
called "binaries". A linker is typically used to generate an executable or library by linking
object files together. The only essential element in an object file is machine code (code
directly executed by a computer's CPU). Object files for embedded systems might contain
nothing but machine code. However, object files often also contain data for use by the
code at runtime, relocation information, program symbols (names of variables and
functions) for linking and/or debugging purposes, and other debugging information.
28. Outsourcing - turning over all or part of an organization’s information systems operation
to outside contractors, known as systems integrators or facilities management
companies.
29. Quality Assurance - methods for ensuring that information systems are free from errors
and fraud and provide information products of high quality.
30. Production. During production, programmers churn out a great deal of source code to
create the game described in the game's design document. Along the way, the design
document is modified to meet limitations or expanded to exploit new features. The design
document is very much a "living document" much of whose life is dictated by
programmer's schedules, talent and resourcefulness.
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EVIDENCE GUIDE
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ACKNOWLEDGEMENTS
GENE GACHO
SENIOR GAME PROGRAMMER
Studio of Secret 6, Incorporated
GDAP
GABBY DIZON
BUSINESS DEVELOPMENT MANAGER, Boomzap Entertainment
IGDA Manila
RANULF GOSS
DIRECTOR, Sungame, Inc.
IGDA Manila
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THE PARTICIPANTS IN THE NATIONAL VALIDATION OF THESE TRAINING
REGULATIONS
RICHARD B. LOCSIN
The Studio of Secret6 Inc.
ALVIN M. JUBAN
PRESIDENT
Game Development Association of the Philippines, Inc. (GDAP)
OPERATIONS
The Studio of Secret6, Incorporated
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