Simon Fenton, Deputy Principal at Escape Studios, has spoken about studying 3D software a decade ago vs. nowadays, discussed how the CG art industry has evolved since 2015, and talked about some of his most memorable Escape alumni.
The Story of Escape Studios
Our journey began in 2002 with a bold vision: to provide intensive, skills-focused training tailored to the VFX, games, and animation industries. From the very start, strong industry collaboration has been at the heart of what we do – it's in our DNA and continues to shape our approach today.
In 2013, we expanded our offerings beyond short courses and online training by launching our first MA in VFX. This milestone set the stage for the introduction of MA courses in Game Art and Animation, broadening our postgraduate opportunities and reinforcing our commitment to industry-led education.
Then, in 2016, we introduced "The Art of" undergraduate degree courses in VFX, Animation, and Game Art. Since then, our undergraduate portfolio has grown to include 2D Animation and, more recently, an exciting suite of BSc programmes in Technical Art, Character Creation, Game Design and Programming – all developed in collaboration with leading studios to ensure students graduate with real-world skills.
We've continued to innovate, launching new undergraduate, postgraduate, and short courses in Concept Art and Experience Design and Motion Graphics. Our strong ties to industry also extend to professional training, helping studios stay ahead of the curve with emerging tools and technologies. In fact, in 2020, we became the UK's first Unreal Authorized Training Center, a testament to our expertise in cutting-edge software.
In 2024, we proudly expanded our reach, welcoming our first international cohort and opening our doors to aspiring creatives from around the world.
Beyond our degree programmes, Escape Studios is more than just a place to learn – it's a thriving creative network we call the Escapeverse. Through award-winning students, expert tutors, top industry partners, and successful alumni, we not only prepare students for their dream careers but also foster a dynamic community that trains, supports, and inspires the next generation of talent in step with the evolving creative industries.
CG Art Industry: 2015 vs Now
The industry has matured in so many ways, from tools and processes to community and accessibility. Creating content is much easier now, thanks to streamlined workflows and the consolidation of smaller tools into major software packages. One of the most radical shifts we've seen is in texturing and baking.
A decade ago, Photoshop was the go-to for texturing, Mari was primarily for VFX, and Game Developers relied on tools like Mudbox or ZBrush. Pipelines were, to use a technical term, a bit 'gnarly'. Then Substance Painter and Designer came along and turned everything on its head. The introduction of non-destructive, PBR, and baking workflows completely transformed how the industry approaches texturing. Adobe's acquisition of Allegorithmic has continued to push this innovation forward.
Beyond texturing, access to game engines has been nothing short of transformative. At Escape Studios, we teach Unreal Engine and the advancements in real-time development have been astonishing. Just look at the evolution of lighting and geometry, ten years ago, features like Lumen and Nanite would have seemed like science fiction. That said, we still emphasise, optimised workflows and baked lighting because not every game studio adopts the latest processes immediately. Teaching best practices and efficiency is crucial for preparing our students for the industry.
Perhaps the most exciting development is the long-anticipated convergence of industries through real-time engines like Unreal. Today, animation, VFX, architecture, VR, and even automotive design all use this technology. As a result, our students are finding opportunities beyond our core disciplines in areas such as concept art, experience design, and technical art. The immersive and location-based entertainment sectors are also leveraging these tools in their design and development practices, opening even more career pathways.
Overall, the industry has always had its ups and downs, but I believe we've matured in areas like crunch culture and burnout. There's been a real push for inclusive practices and outreach, which has made a meaningful difference.
The accessibility of both hardware and software has also changed how people work. Remote work is more viable than ever, and we're seeing new business models emerge, whether it's artists creating marketplace assets, self-publishing, or building indie careers with diverse income streams.
Of course, AI-assisted tools are already making an impact, and change is inevitable. But I tend to be optimistic. The opportunities available to Artists today are greater than they were a decade ago, and I can't wait to see what new developments emerge in the next ten years.
The State of Learning 3D in the Past
When I first started learning Softimage and Alias v5 back in the last century, I had a stack of manuals as thick as telephone directories. The internet was painfully slow, and there was very little information available online.
In 2015, a handful of companies offered training and online learning, and you could buy DVDs, but they were often expensive and varied greatly in quality. Documentation was sparse, and finding reliable information online was a challenge. When I was working as an Artist at SCEE, I managed to convince my boss to let me attend a class at Escape Studios in 2006. That was my first real experience with Escape, and it was genuinely transformative. I took a week-long course in Particles, Dynamics, and MentalRay, and the difference between self-teaching and having access to a tutor was incredible. Focused training, with the ability to ask questions and receive immediate feedback, made all the difference.
At that time, online learning was available, and asynchronous courses existed, but they were costly. Fast-forward to today, and almost anything you need to know is freely accessible on YouTube, alongside paid services like Patreon, mentoring programmes, and platforms like ArtStation Learning. Many developers also offer fantastic resources on their website.
Ironically, the challenge now is navigating the sheer volume of information. With so much available, it can be difficult to curate content, structure your learning, and find a clear path through the overwhelming mix of opposing, and sometimes, incorrect, information. As professionals, we often need highly specific knowledge but are short on time, whereas beginners may struggle with knowing the right approach and staying motivated.
While there are excellent YouTube tutorials, knowing which button to press is only part of the equation. Understanding how to work in a team is just as crucial. Game Jams, for example, are a fantastic way for independent learners to gain teamwork experience. Technology is evolving at an incredible pace, and keeping up can be a challenge, but soft skills remain vital to the industry. At Escape Studios, we emphasise team projects because that's where real skill development happens. Project-based learning is essential for refining techniques, collaborating effectively, and preparing for industry demands.
Who of Your Alumni Do You Find the Most Memorable?
Oh, this is a tricky question. We've had so many incredible students who have gone on to achieve amazing things. Our prospectus highlights some of the top companies our graduates now work at, many of them in senior positions.
Industry plays a huge role in our development, from course design to mentoring and career advice. One of the most rewarding aspects of our work is seeing our Escapees (alumni) venture into the industry and then return to share their knowledge with the next generation. We're incredibly proud to have Oscar and BAFTA winners among our alumni, as well as industry leads who actively mentor and support our current students.
I have to give a special mention to two former students I had the pleasure of teaching, partly because I'm so proud of them, and partly because I'm just a little jealous of the projects they work on! Holly Pickering, now a Senior Artist at ustwo games, recently finished working on the stunning Monument Valley 3. And George O'Keeffe, one of the very first students on our Game Art MA, is now a Senior Visual Development Artist at Rockstar Games.
2015-2025 Standout Moments
Over the past decade, we've grown tremendously, fuelled by a new owner who truly understands our mission and values. One of our biggest and most challenging milestones has been moving to our stunning new campus in the Design District, North Greenwich – right next to the O2. We had just a few weeks over the summer of 2023 to kit out our new campus and move everything before students returned from holidays. It was a huge task but so worth it, this incredible new space has given us the perfect environment to push creative boundaries and continue innovating.
In 2020, we became the UK's first Unreal Engine Authorized Training Center, marking a major achievement in our commitment to cutting-edge education. We've also secured official certifications to teach industry-leading software like Houdini, Unreal Engine, and Toon Boom Harmony. On top of that, we're approved and endorsed by The Independent Game Developers Association, Animation Career Review, and The Rookies.
Our dedication to excellence has been recognised worldwide – for the second year running, The Rookies has ranked us 1st in the world for Production Excellence in Immersive Media. We're also:
- 1st in the UK for Game Design and Development
- 1st in the UK for Production Excellence in Mobile Games
- 2nd in the UK for Visual Effects
- 3rd in the UK for Animation (Animation Career Review School Rankings)
These accolades speak volumes about the talent of our students, the quality of our teaching, and our commitment to staying at the forefront of industry advancements.
Speaking of our students, we couldn't be prouder of their achievements. Their work continues to gain international recognition, with participation in major film festivals and an incredible 565+ award wins to date. The success of our alumni and the glowing feedback from studios that hire them, demonstrates just how industry-ready our graduates are. In fact, 85% of full-time undergraduate students from the 2021/22 academic year are now employed – a testament to our industry-led approach.
Our tutor teams within the School of Interactive & Real-Time and the School of Animation & VFX are exceptional, bringing a wealth of industry experience, passion, and dedication to their teaching. One of our most exciting recent developments are our BSc programmes in Character Creation, Game Design, Technical Art, and Programming – as well as our MA and BA in Concept Art and Experience Design. All our courses are created in close collaboration with industry partners. These forward-thinking degrees are designed to meet the evolving needs of the creative industries and equip students with the skills studios are looking for. This range of courses means that our team projects encapsulate cross-discipline collaboration, just as one would expect in industry, providing our students the best possible start to enter the workplace.
Looking ahead, we have exciting new courses on the horizon, including UI/UX for Games and Interactive Media, which explores the convergence of real-time technology, interactivity, and immersive experiences. Additionally, we're introducing new evening online courses to offer even more learning opportunities.
Source: Graduate Outcomes 2021/22 survey results published by the Higher Education Statistics Agency (HESA). HESA open data is published under the (CC BY 4.0) licence.
Anniversary Wishes For 80 Level
Every day on 80 Level, we see an incredible range of work that is both visually and technically stunning. The sheer volume of impressive projects seems to be growing at an exponential rate, which is both inspiring and, at times, a little intimidating for industry creatives, students, and hobbyists alike. That said, the diversity of work and insights showcased on 80 Level is always a pleasure to see, keep up the great work!
I particularly enjoy the longer-format articles, and it would be fantastic to see more exploration of immersive experiences and location-based entertainment. These areas are evolving rapidly and are becoming an exciting part of the creative industries.
For those learning and developing their skills in the entertainment sector, the key is to be kind to yourself. Mastering these disciplines takes time, and platforms like 80 Level are an invaluable resource, not just for inspiration, but for understanding where the industry is headed and how to navigate its ever-changing landscape.