Key information

  1. Status: Approved for delivery (available for starts)
  2. Reference: ST0953
  3. Version: 1.2
  4. Level: 7
  5. Options: Game software programmer, Game technology programmer
  6. Typical duration to gateway: 24 months
  7. Typical EPA period: 6 months
  8. Maximum funding: £19000
  9. Route: Digital
  10. Date updated: 22/02/2023
  11. Approved for delivery: 3 August 2021
  12. Lars code: 650
  13. EQA provider: Ofqual
  14. Review: this apprenticeship will be reviewed in accordance with our change request policy.

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Apprenticeship summary

Overview of the role

Program reliable and efficient software.

Occupation summary

This occupation is found in the games and interactive entertainment industries where programmers create software designed for entertainment. This includes organisations which develop games for games consoles, desktop computers, mobile devices, websites and TVs. This is a core and options apprenticeship standard, which means that apprentices must complete the core, and one option out of Game software programmer or Game technology programmer. Companies which employ Game software programmers range from large, international studios employing hundreds of staff, to small indie studios made up of a few developers. Game technology programmers are often employed by hardware developers (e.g. console manufacturers), middleware providers (e.g. game engine developers) as well as large game studios, and would include specialists like server programmers in mobile game development companies.

The broad purpose of the occupation is to program reliable and efficient software within the  constraints of real-time graphical environments running on contemporary gaming platforms. Such programmers lead the development of technical systems which feed directly or indirectly into the player experience of a game. These technical systems could range from gameplay mechanics (e.g. programming a system of different attack moves and their effect on enemies) to asset pipelines (e.g. engineering tools which process geometry data in order to support a character customisation system) and custom technologies (e.g. a new graphics rendering system for displaying realistic-looking dragon scales). They collaboratively plan and coordinate the delivery of their work within a larger team and provide technical insight to a broad spectrum of creative disciplines. They create and maintain appropriate technical standards and stay informed of the latest technical requirements for gaming platforms, exploring new technologies and their potential application within the business. They diagnose and fix problems in complex systems that involve many interacting factors, initiating changes to software architectures to support an evolving design. Game software programmers work on a specific gaming title and their audience are the consumers of that product (gamers). Game programmers select and apply game engines and tools to realise a game design. They are responsible for the development of bespoke asset pipelines and work collaboratively with other developers to maximise the collaborative value of the team’s effort to the player experience. Game technology programmers work on the technologies that underpin videogames and their audience are other game developers. Game technology programmers design and create libraries, engines and tools which target specific hardware architectures or gaming platforms. They initiate and lead the development of standardised technologies and work collaboratively with a wide user-base to inform and improve their design and documentation.

In their daily work, an employee in this occupation interacts with a diverse creative community of developers, providing technical authority and insight to Game programmers, Designers, Producers, Artists, Animators, Audio engineers, Quality Assurance (QA) staff and Project managers. They may also interact with external stakeholders, such as publishers, platform holders and external QA. They work independently and collaboratively as required, reporting to Development directors, Technical directors, Producers, and senior staff. This applies to both options.

An employee in this occupation will be responsible for leading the design and development of bespoke technical systems which affect the allocation of significant project resources. They are responsible for planning and coordinating the delivery of work for themselves and junior programmers and provide technical insight and leadership to a range of creative disciplines within a larger team. They create and maintain technical standards across the organisation and its clients. This includes technical requirements needed to submit titles to console platforms. They lead research into new technologies, identifying potential opportunities for their application. They work under limited direct supervision, responsible for the quality and accuracy of their own work and sometimes the work of others. They ensure work is completed within agreed timescales and within budgets. As their work includes communicating with external stakeholders, they must present a professional image of their employer and themselves. This applies to both options.

Typical job titles include:

Developer relations engineer Game programmer Game server programmer Gameplay engineer Gameplay programmer Mobile game developer Rendering / graphics engineer Software development engineer

Duties

  • Duty 1 Lead the development of technical systems governed by the principles and constraints of real-time graphical environments for contemporary gaming platforms (e.g. games consoles, desktop computers, tablets and phones).
  • Duty 2 Engineer robust, performance-driven software using programming languages, game engines and frameworks appropriate to the requirements of the projects being developed (for example C++, C#). Conceptualise and address performance bottlenecks and optimize complex software systems and resource pipelines.
  • Duty 3 Diagnose and fix errors in complex technical systems that involve many interacting factors, making use of automated testing systems to optimise workflows.
  • Duty 4 Lead the development of technical systems which feed directly or indirectly into the player experience, working iteratively to continuously adjust and refine their work. Initiate and implement modifications to software architectures to support future changes in design.
  • Duty 5 Plan and co-ordinate the delivery of work for themselves and junior programmers within a larger team, using appropriate version control and project management tools to manage software changes and track progress within the context of a wider development methodology.
  • Duty 6 Provide technical insight to a broad spectrum of creative disciplines from Game Programmers, Designers, Producers, Artists, Animators, Audio Engineers, QA staff, Project Managers, Analysts, Community Managers and Marketing to communicate technical constraints and opportunities.
  • Duty 7 Create and maintain technical standards across the project, organisation and its clients and stay informed of the latest technical requirements for gaming platforms. Undertake reviews of code, documentation, testing processes and methodologies to maintain good technical practice across the business.
  • Duty 8 Lead research into new technologies and identify opportunities for their potential application within the business.
  • Duty 9 Practice continuous self-learning to keep up to date with latest industry developments, and support their effective communication within the organisation.
  • Duty 10 (Game software programmer) Select and apply industry-standard game engines and tools to realise game design, employing industry-standard tools to accelerate the development process and avoid unnecessary replication of effort and resources.
  • Duty 11 (Game software programmer) Initiate and lead the development of bespoke asset pipelines, which affect the allocation of significant project resources, beyond the extent of their own tasks.
  • Duty 12 (Game software programmer) Work collaboratively with other developers to maximise the combined value of the team’s effort to the player experience.
  • Duty 13 (Game technology programmer) Design and create libraries, engines and tools which target specific hardware architectures or gaming platforms, applying both high and low-level approaches to their development and optimisation.
  • Duty 14 (Game technology programmer) Initiate and lead the development of standardised core technologies, software systems and workflows which affect the allocation of significant resources for the users of those technologies.
  • Duty 15 (Game technology programmer) Work collaboratively with a wide user-base to support their use of technologies and inform and improve their design and documentation.

End-point assessment summary

ST0953, game programmer level 7

This is a summary of the key things that you – the apprentice and your employer need to know about your end-point assessment (EPA). You and your employer should read the EPA plan for the full details. It has information on assessment method requirements, roles and responsibilities, and re-sits and re-takes.

What is an end-point assessment and why it happens

An EPA is an assessment at the end of your apprenticeship. It will assess you against the knowledge, skills, and behaviours (KSBs) in the occupational standard. Your training will cover the KSBs. The EPA is your opportunity to show an independent assessor how well you can carry out the occupation you have been trained for.

Your employer will choose an end-point assessment organisation (EPAO) to deliver the EPA. Your employer and training provider should tell you what to expect and how to prepare for your EPA.

The length of the training for this apprenticeship is typically 24 months. The EPA period is typically 6 months.

The overall grades available for this apprenticeship are:

  • fail
  • pass
  • merit
  • distinction

When you pass the EPA, you will be awarded your apprenticeship certificate.

EPA gateway

The EPA gateway is when the EPAO checks and confirms that you have met any requirements required before you start the EPA. You will only enter the gateway when your employer says you are ready.

The gateway requirements for your EPA are:

  • achieved English and mathematics qualifications in line with the apprenticeship funding rules
  • for the project with presentation and questions, the project's title and scope must be agreed with the EPAO and a project summary submitted

  • for the professional discussion (underpinned by portfolio), you must submit a portfolio of evidence

  • passed any other qualifications listed in the occupational standard

For the game programmer, the qualification required is:

Assessment methods


A project with a software artefact

You will be asked to complete a software artefact. The title and scope will be agreed with the EPAO at the gateway. As part of the project, you need to write a software artefact and submit this to the EPAO. The software artefact should be a maximum of 5000 (with a 10% tolerance).

You will have 12 weeks to complete the project and submit the software artefact to the EPAO.

You need to prepare and give a presentation to an independent assessor. Your presentation slides and any supporting materials should be submitted at the same time as the project output. The presentation with questions will last at least 90 minutes. The independent assessor will ask at least 5 questions about the project and presentation.


Professional discussion underpinned by a portfolio of evidence

You will have a professional professional discussion with an independent assessor. It will last 105 minutes. They will ask you at least 10 questions. The questions will be about certain aspects of your occupation. You need to compile a portfolio of evidence before the EPA gateway. You can use it to help answer the questions.

The EPAO will confirm where and when each assessment method will take place.

Who to contact for help or more information

You should speak to your employer if you have a query that relates to your job.

You should speak to your training provider if you have any questions about your training or EPA before it starts.

You should receive detailed information and support from the EPAO before the EPA starts. You should speak to them if you have any questions about your EPA once it has started.


Reasonable adjustments

If you have a disability, a physical or mental health condition or other special considerations, you may be able to have a reasonable adjustment that takes this into account. You should speak to your employer, training provider and EPAO and ask them what support you can get. The EPAO will decide if an adjustment is appropriate.

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Employers involved in creating the standard: Sumo Digital Group PLC, Rare (Microsoft), PlayStation London Studio (Sony), Red Kite Games, Co-operative Innovations, The Chinese Room, Hutch Games, nDreams, Aardvark Swift

Version log

Version Change detail Earliest start date Latest start date
1.2 End-point assessment plan revised. 13/02/2023 Not set
1.1 End-point assessment plan revised 26/01/2023 12/02/2023
1.0 Approved for delivery 03/08/2021 25/01/2023

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