Develop technical specifications to build games and interactive media project outputs
Overview
This standard is about specifying the technical approach that should be taken to achieve outputs for games or interactive media projects. This can apply to prototypes or end products and includes specifying approaches, technologies, online services, scripting, programming language and quality standards and testing approaches through research or the use of prototypes.
This standard can apply to games or interactive media. Interactive media can involve any type of interactive media content, products or services including, but not restricted to, games, websites, applications, or online marketing campaigns.
Games and interactive media projects can be for multi-platform or multi-channel use and can also involve the use of immersive technology which can include, but is not restricted to, Augmented Reality (AR), Virtual Reality (VR) and Mixed Reality (MR).
This standard is for anyone involved in developing technical specifications to build games or interactive media project outputs.
Performance criteria
You must be able to:
- obtain relevant product and business model information, and designs and specifications from reliable sources
- clarify ambiguous or missing information with relevant people
- specify approaches, technologies and online services which best meet technical and revenue stream requirements and parameters
- specify authoring tools, mark-up, scripting and programming languages which are most appropriate to the work
- specify quality standards or guidelines which are appropriate to the work
- produce technical specifications in approved organisational formats
- test ideas, approaches, technologies and tools through valid research and prototypes
- check with appropriate people that technical specifications are workable
- obtain approval for specifications and decisions from relevant people
Knowledge and Understanding
You need to know and understand:
- the overall purpose, intended use, and requirements, especially in relation to integration with other systems and future modification and maintenance
- how to interpret and follow specifications and briefs
- who to communicate with, and how, including when clarifying ambiguous or missing information, when making sure technical specifications are workable and when getting approval and decisions
- sources of information on projects, designs and specifications including project parameters and constraints
- the purpose and structure of prototypes in relation to the specified technology and the differences required for the development of prototypes and end products
- relevant standards, conventions and guidelines including guidelines and best practice for diversity, inclusivity, accessibility, ethics, emotional intelligence, behavioural psychology user comfort and quality of experience
relevant business models and associated revenue streams including retail, free-to-play, in-app purchases, downloadable content, incentivised advertising, product placement and subscription
current relevant technologies, services, languages, tools and best practice including those related to real-time animation
- mark-up, scripting and programming languages, authoring tools, game engines, development environments and coding tools appropriate for your work
- target platforms, their capabilities and technical parameters, including processing power, memory, bandwidth, screen size, resolution, colour depth and physical user interface
- the current technology base of the organisation you are working for
- the resources, capabilities and skills available to the project
- how to optimise and prepare products for delivery to different platforms and the technical and logistical issues related to cross-platform delivery
- approved formats for specifications