MA Game Art
MA Game Art
Course details
Location
London campus or live online
Start date
24th February 2025
Duration
1 year
Apply now
Contact time
5 days per week
Fees
London campus (UK students): £18,995
London campus (international students): £19,995
Live online: £15,995
Entry requirements
An undergraduate honours degree in a related subject or equivalent industry experience, plus a portfolio of creative work.
Degree awarded by
Course overview
Create unreal game environments
We created this degree as a response to industry demand for new creative talent. The UK consumer games market was worth a record figure of £7.16bn in 2021 (source Ukie). Games skills can also be applied to other industries, including VFX, virtual production, architecture, real-time immersive media (theme parks and entertainment) or even the medical and engineering professions. The career perspectives are endless.
This postgraduate degree packs in all the content from our popular 18-week course with hands-on tuitions. It then takes you to the next level, with two major projects that will allow you to put everything you’ve learned into practice to create a killer portfolio. A collaborative group project will get you working with other students like a real studio, and an individual final project will be your chance to further specialise, improve your skills and finesse your portfolio, under the guidance of industry professionals and tutors.
You’ll create lifelong connections and start building your network. Our studio connections, industry-trained tutors, Talent Development Team support and Aftercare programme will set you in the right direction for a successful career in video games.
See also Game Art short course
Why choose this course
Designed with industry - our advisory board of experts, from the likes of Creative Assembly and Improbable, help develop and keep this degree relevant.
Learn from expert Tutor, Christian Avigni, who has over 10 years of experience.
Get to grips with the software used in industry, including Unreal Engine, Maya and SpeedTree.
Work on industry-standard briefs and experience real-life scenarios, just like in a professional studio.
Receive feedback from industry professionals - an opportunity to level-up your work and build connections, ready to embark on your creative career. Previous studio partners for our game art course have included Creative Assembly, Climax Studios and Media Molecule.
Recognised degree - graduate with a postgraduate MA qualification awarded by Coventry University which will boost your employability around the world.
Aftercare package - we'll help you polish your portfolio and find the right job, with access to our studios and showreel clinics for 12 months.
Meet your tutor, Christian Avigni
Christian has been teaching new creative talent for more than 10 years, working worldwide at places including Alpha Channel, as well as in house training for numerous companies in the area of digital art.
Christian has a wealth of experience, creating game assets for the next generation consoles such as the racing game Pacer, and writing numerous published books about Unreal Engine including; UDK Basics, Level Design and Documentation and UDK Games scenarios integration. He is also an Unreal Authorized Instructor and currently working on two game projects using Unreal Engine 5.
Please note tutors are subject to change.
Course modules
This programme is a one-year course including 18 weeks of direct teaching time, a 12-week collaborative project and a 12-week final project.
Art direction
Introduction to modelling
Introduction to Unreal Engine 5
Modularity
Texturing and materials
Introduction to lighting
Introduction to blueprints
Introduction to digital sculpting
Advanced modelling
Advanced Unreal Engine 5
Baked and procedural textures
Advanced materials
Advanced lighting
Foliage and SpeedTree
Introduction to FX
Particles in Niagara
Blueprints
Photogrammetry
Virtual cinematography
Materials for FX
For this module, you will work on a project and create a playable level as a group, with feedback from industry professionals, to demonstrate your ability to choose correct techniques and approaches, and to apply them to a specified professional brief.
For this module, you will work on a final major project with feedback and guidance from your tutors and industry professionals. It will allow you to showcase your in-depth knowledge of your specialism area, ready for use in a portfolio.
For more details about modules, see the programme and module specifications.
More information
Minimum requirements
An undergraduate honours degree in a related subject or equivalent industry experience, plus a portfolio of creative work.
If you're not sure about your qualifications, get in touch.
International students
We welcome applications from qualified candidates all over the world.
Postgraduate applicants will need a good undergraduate degree in a relevant subject (or significant professional experience) and a postgraduate portfolio.
Head to our international hub for more information. For any questions, reach out to our Admissions Team: admissions@escapestudios.ac.uk
English language requirements
All our courses are taught in English. If your first language is not English, you may need to complete an English language test, such as a Pearson English language test (PTE Academic) or International English Language Testing System (IELTS) test, to demonstrate you have the language skills needed to complete your degree.
Qualification | Score required |
---|---|
IELTS for UKVI (Academic) | 6.0 IELTS (with a minimum of 6.0 in Reading and Writing and 5.5 in Speaking and Listening) |
PTE Academic UKVI | 62 including 60 in each subtest |
International students will be required to hold a Secure English Language Test (SELT) at B2 in order to be able to apply for a visa to study at Escape Studios on a student visa. Visit the government website for guidance
You may be exempt from proving your English level if you are from an English-speaking country listed as recognised for visa purposes or have a degree level qualification obtained in one of these countries. The latest list is available on the UK Government website.
For students who have a SELT at B2 but who do not meet our requirements, we can also consider alternative qualifications. Please contact admissions@escapestudios.ac.uk for more information.
If you’d like to discuss your circumstances before applying, contact us at admissions@escapestudios.ac.uk or +44 (0) 20 4570 5091.
We can provide remote access to our workstations during teaching time. Due to availability restrictions, we highly advise you to have your own set up at home to study in your own time.
More things you’ll need:
A strong internet connection
Cloud storage or external hard drive to back up your work, 1TB+ recommended
A three-button mouse or graphics tablet. Please note, the Wacom Intuos Pro range of tablets have the best support for our remote desktop software and provide the best experience.
A computer microphone (and optionally a webcam)
Note-taking materials.
If you have any questions about learning online or if you need help with what to buy, get in touch at hello@escapestudios.ac.uk.
To apply, complete an online application form which includes a link to submit your portfolio. Our Admissions Team will get in touch to take you through the next steps.
If you have any questions about your application, your portfolio or our entry requirements, get in touch!
Call our Admissions Team on +44 (0) 204 570 5091
Email us at admissions@escapestudios.ac.uk
As part of the application process, you will need to agree to our terms and conditions for your place on the course to be secured.
Fees
London campus:
UK students: £18,995
International students: £19,995
Live online: £15,995
Our postgraduate fees are payable within the first 18 weeks of the course, with a deposit to be paid before the start of the course. Please note, we review our fees every year.
Fees include:
Escapee Aftercare and career support, including help and advice on your CV, showreel and job applications for 12 months after the end of your course.
Free Autodesk student registration allowing access to educational versions of software such as Maya and Arnold.
18 weeks of classroom study followed by 12 weeks of remotely directed learning and a 12 to 15-week remotely directed final project. All with feedback from your lead tutor and from an industry professional.
Funding for UK students
To be eligible for funding from Student Finance England, you must be studying on an eligible course at a provider registered with the Office for Students (OfS). Escape Studios is registered with the Office for Students and our Master’s programmes are eligible for funding.
Visit www.officeforstudents.org.uk for more information.
Payment plans
We offer a range of payment plan options for all courses. Following an initial deposit at registration stage, your chosen payment plan will break down your remaining fees into up to six equal instalments, to be paid over the course length.
Contact our Admissions Team on admissions@escapestudios.ac.uk or +44 (0)204 570 5091 or visit our admissions page for any questions about fees, funding, payment plans and scholarships.
The assessment methods employed in this programme have been developed to mirror industry practice as far as possible. We balance feedback from tutors and industry experts. It is crucial that, as a student, you learn how to accept and work with feedback from your superiors and peers, as this will be the norm when you work in industry. You also need to develop a keen self-critical eye, to be able to step back from your work and see what you could improve, and to have the ability to look at yourself and your working practices and make changes where necessary.
Formative assessment
This is one of the most important aspects of your work. You will receive regular feedback from your tutor, studio assistants and peers during your modules. This will often be oral feedback on your work, sometimes on a one-to-one basis, sometimes in a group feedback session or daily. All of this should help you build on your strengths and develop your skills as you progress through the course.
Summative assessment
This will be specifically designed to measure how well you meet the learning outcomes of the module. They will usually involve a task to meet a brief set by your tutor and will allow you to demonstrate the knowledge and skills that you have learned during the module. You’ll need to decide exactly how to complete the task, choosing particular techniques and approaches, and making decisions on the aesthetics and style to meet the given requirements.
Each module will have a practical element (usually a practical project, where you make something) and a written element (usually a journal or blog, where you reflect on what you’ve made). Sometimes you will also have to give a presentation to demonstrate your work. All these elements are essential to your development, by showing that you can deliver to a required level and that you understand why you can and how you could improve.
Summative assessment breakdown
For your three pathway modules (foundation development, advanced games development, FX and technical art), you will be assessed as follows:
Practical project – 60%
Production logbook – 30%
Individual presentation – 10%
For the collaborative module, you will be assessed as follows:
Group project – 80%
Retrospective group presentation – 20%
For the production project, you will be marked as follows:
Production project – 60%
Written retrospective – 40%
For more information, see full programme specifications.
Your overall workload will be divided between teaching sessions (5 days per week) and independent learning.
During your course, you’ll be able to develop your knowledge and skills in a number of ways. Some learning time will be closely directed and supervised by your tutors, at other times you’ll be free to organise your own study with guidance. All your scheduled studio time, except for some information sessions and presentations, will be in smaller groups based on specialism.
For your team project, you’ll be working with a smaller team, collaborating to meet a shared brief. This will give you ample opportunity to get the support and assistance that you need.
The first three modules have a high contact time (180 hours for each module), as this is where you will learn the knowledge and skills associated with your chosen subject, directed and informed by your tutors’ expertise and experience. These will normally involve a large part of each day with your tutor and studio assistant, following demonstrations and working on set exercises to help you develop your craft.
The Studio Project and Production Project modules will have a lower contact time (15 hours and 30 hours respectively), with your tutors taking on the roles of supervisors or studio leads. You’ll meet with them regularly to get feedback and help you stay on the right path, but these modules are much more about you managing the learning experience to meet your objectives. You’ll be free to organise your work either as a team or an individual to best suit your project requirements.
Each module has its own area on our Online Learning Environment (OLE) where you will find information about the module and the resources that are provided to support your learning. Some of this information will be dedicated to the module, other elements may be shared across different modules and some may be external assets that can help with your further study. There may be links to videos, online journals and e-books, and you should take advantage of these to enhance your development and take it beyond the studio experience. Tutors may highlight some of these during their sessions.
Students with additional needs or disabilities are supported by our Student Services team.
Overall workload
This programme has two entry points each year. It is divided into two stages. Stage 1 comprises modules to a total of 120 credits and stage 2 comprises a 60-credit Production Project module. You must successfully complete each module in order to be awarded the specified number of credits for that module. One credit corresponds to approximately ten hours of 'learning time' (including all classes and all private study and research). Obtaining 180 credits in an academic year requires 1,800 hours of overall learning time.
The first three modules are taught in intensive blocks of six weeks each, giving a total of 18 weeks. During each of these modules, you will spend around 30 hours per week studying in tutor-led sessions or practice supported by studio assistants. The final two modules are more self-directed. The Studio Project will take around 12 weeks, during which you will have around 15 hours of feedback sessions with your tutor. Finally, you will spend around 18 weeks on the Production Project, including around 30 hours of feedback sessions with your tutor.
Each 30-credit module on the course requires you to commit 300 hours of study, with one 60-credit module which requires 600 hours of study. Some of these hours will be formally supervised in the learning environment and others will involve private study.
For more details about modules, credits and workload, see full programme specifications.
Unreal Engine 5
ZBrush
Maya
SpeedTree
Quixel Mixer
Substance Painter
Substance Designer
Substance Sampler
Reality Capture
Photoshop
DarkTable
“London is now the largest cluster for games studios in Europe. In the next three years, Games London is expected to bring in a further £45m for games businesses and create an extra 270 jobs.” (source Film London)
You’ll graduate with a degree, a mix of strong creative, technical and soft skills, include communication and teamwork, and a killer portfolio put together with advice from tutors and industry professionals. Ready to apply to your first job in the industry!
Some of the opportunities you can consider once you’ve finished your studies include:
Game Artist
Environment Artist
Prop Artist
Material Artist
FX Artist
Level Artist
Lighting Artist
Foliage Artist
Technical Artist
Visualisation Artist
Real-Time Generalist
Real-Time Generalist in Virtual Production
Real-Time FX Artist
Real-Time Cinematic Artist
Unreal Engine Artist
Producer
Our students have gone to work as both specialist and generalist artists in studios creating games and real-time graphics, including PlayStation London Studio, Rare, Rockstar, Ubisoft and Improbable. Those not only apply to video games but are also used in VFX (film and TV production, virtual production), real-time immersive media (augmented reality, theme parks, rides, entertainment), cinematics, architecture visualisation, VR visualisation, simulations for medical professions and the automotive and engineering industries. Read some of our games Escapee success stories.
Check out our Careers Guide for more information about career opportunities and progression routes.
To be a part of PlayStation and working on their next-gen games has been a thrilling experience! It feels so surreal to be working amongst such talented people, producing games that both myself and friends will love.