Arrange facilities to demonstrate games and interactive media project outputs

URN: SKSIM28
Business Sectors (Suites): Games and Interactive Media
Developed by: ScreenSkills
Approved on: 30 Mar 2021

Overview

​This standard is about arranging facilities to demonstrate games or interactive media project outputs. This includes selecting appropriate venues and equipment, making sure there is enough equipment for attendees and that it is working as it should. Demonstration can take place either at prototype stage, key stages during development or upon completion of games or interactive media projects. 

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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, 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).


Performance criteria

You must be able to:

  1. ​use information from reliable sources to identify expectations and requirements for demonstrations
  2. arrange venues of appropriate size, layout and environment for the game or interactive media being demonstrated
  3. arrange for equipment that is appropriate for the game or interactive media being demonstrated
  4. make sure there is sufficient equipment for all audience members to be able to access project outputs when required
  5. make sure any special requirements from audience members relating to experiencing project outputs are taken into account
  6. check with appropriate colleagues that environment, equipment and other arrangements are suitable for the project outputs being demonstrated
  7. make sure that facilities are arranged in compliance with relevant legislation
  8. make sure all key people who need to attend demonstrations are available
  9. communicate information about demonstrations to relevant people at appropriate times
  10. make sure that equipment will work for the duration of demonstrations

Knowledge and Understanding

You need to know and understand:

  1. sources of information about client and colleague requirements and expectations for demonstrations
  2. differences required for the demonstration of prototypes or end products
  3. demonstration requirements for games or interactive media project outputs
  4. the environment, space and layout required to demonstrate different immersive technologies
  5. relevant standards, conventions and guidelines including guidelines and best practice for user comfort and quality of experience
  6. usability, accessibility and effects on users
  7. the equipment needed for demonstrations and where to get it
  8. how to check that equipment is working, including checking battery life
  9. relevant legislations, standards, conventions and guidelines for demonstrating, viewing and experiencing project outputs involving immersive technology including cleaning equipment between uses, ensuring a clear space for movement and cordoning off demonstrators
  10. clients and other audience members involved in demonstrations and how to contact them
  11. colleagues involved in marketing, creative, development and quality assurance processes and how and when they need to be involved with demonstrations
  12. who can assist with technical set up, operation and maintenance of equipment required for demonstrations

Scope/range


Scope Performance


Scope Knowledge


Values


Behaviours


Skills


Glossary


Links To Other NOS


External Links


Version Number

2

Indicative Review Date

30 Mar 2026

Validity

Current

Status

Original

Originating Organisation

ScreenSkills

Original URN

SKSIMT9

Relevant Occupations

Arts, Media and Publishing, Crafts, Creative Arts and Design, Media and Communication, VFX Technician, Animation Professionals, AR/VR Technician, Interactive Media Professionals, Games Professionals

SOC Code

2142

Keywords

interactive media; games; gaming; websites, applications; online marketing; AR/VR; 360; immersive technology; mixed reality; augmented reality; end user; multi-platform; multi-channel; product; prototypes