Prerequisites
路聽聽聽聽聽聽聽聽 2-3 semesters of post-secondary Unity classwork or equivalent independent study
路聽聽聽聽聽聽聽聽 Portfolio containing a diverse range of completed Unity projects聽
路聽聽聽聽聽聽聽聽 Capable of installing and configuring Unity software
路聽聽聽聽聽聽聽聽 Understand digital art and fine art theory
路聽聽聽聽聽聽聽聽 Understand 3D modeling and associated file types
Prerequisites
路聽聽聽聽聽聽聽聽 2-3 semesters of post-secondary Unity classwork or equivalent independent study
路聽聽聽聽聽聽聽聽 Portfolio containing a diverse range of completed Unity projects聽
路聽聽聽聽聽聽聽聽 Capable of installing and configuring Unity software
路聽聽聽聽聽聽聽聽 Understand digital art and fine art theory
路聽聽聽聽聽聽聽聽 Understand 3D modeling and associated file types
Exam details
The exam is based on Unity 2019 LTS聽
The exam is based on Unity 2019 LTS聽
What鈥檚 on the exam?
You can expect to see questions covering these tasks:
You can expect to see questions covering these tasks:
Asset Management
- Import and adjust Import Settings on assets including but not limited to assets such as rigged objects, tangents, associated textures, and target/blend shapes
- Modify assets using the Inspector including but not limited to scripted Components, animation, and materials聽
- Import and configure assets from the Unity Asset Store and/or custom packages
- Utilize the Sprite Editor, Tilemaps, Unity UI, and UI Elements,聽
- Utilize Animator functions including states, parameters, transitions, and blend trees
- Utilize Level of Detail (LOD)
- Given a scenario, optimize scene art assets for different build targets including standalone, mobile and web
- Import and adjust Import Settings on assets including but not limited to assets such as rigged objects, tangents, associated textures, and target/blend shapes
- Modify assets using the Inspector including but not limited to scripted Components, animation, and materials聽
- Import and configure assets from the Unity Asset Store and/or custom packages
- Utilize the Sprite Editor, Tilemaps, Unity UI, and UI Elements,聽
- Utilize Animator functions including states, parameters, transitions, and blend trees
- Utilize Level of Detail (LOD)
- Given a scenario, optimize scene art assets for different build targets including standalone, mobile and web
Lighting, Cameras, Materials and Effects
- Create and edit materials including but not limited to different shaders such as different components of the Shader Graph
- Identify advanced lighting including but not limited to soft shadow width, bias, flares, halos, occlusion layers, and light shapes
- Given a scenario, determine the appropriate lighting techniques including global illumination, light mapping, baking, reflection probe, and light probe
- Create, modify, and optimize particles and post-processing effects
- Utilize multiple cameras including but not limited to split-screen gaming, maps, map overlays, etc.
- Given a scenario, determine the appropriate scriptable rendering pipeline that should be used including but not limited to URP and HDRP
- Create and edit materials including but not limited to different shaders such as different components of the Shader Graph
- Identify advanced lighting including but not limited to soft shadow width, bias, flares, halos, occlusion layers, and light shapes
- Given a scenario, determine the appropriate lighting techniques including global illumination, light mapping, baking, reflection probe, and light probe
- Create, modify, and optimize particles and post-processing effects
- Utilize multiple cameras including but not limited to split-screen gaming, maps, map overlays, etc.
- Given a scenario, determine the appropriate scriptable rendering pipeline that should be used including but not limited to URP and HDRP
Scene Content Design
- Create and implement assets using built-in 2D and 3D game objects as well as ProBuilder
- Create finished-level art using terrain function, finished models, and colliders
聽
- Create and implement assets using built-in 2D and 3D game objects as well as ProBuilder
- Create finished-level art using terrain function, finished models, and colliders
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