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Description
Start your career as a Unity artist
Showcase your mastery of core Unity skills and concepts to obtain your first professional role as a Unity 2D and 3D artist.
Highlight to employers that you’re ready to start a job as a Junior Developer, Junior Artist, Lighting and Technical Artist, Content Designer, or Quality Assurance Tester.
Prerequisites
- 2-3 semesters of post-secondary Unity classwork or equivalent independent study
- Portfolio containing a diverse range of completed Unity projects
- Capable of installing and configuring Unity software
- Understand digital art and fine art theory
- Understand 3D modeling and associated file types
Exam details
The exam is based on Unity 2019 LTS and is available in the following languages:
- English
- Japanese
- Korean
- Chinese - Simplified & Traditional
What’s on the exam?
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
- Import and configure assets from the Unity Asset Store and/or custom packages
- Utilize the Sprite Editor, Tilemaps, Unity UI, and UI Elements,
- 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
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