Postgraduate portfolio guide
Once you've applied for a postgraduate course, you'll need to provide an online portfolio of creative work to be reviewed by our tutors. Read on for advice on what we look for.
What is a portfolio?
Your creative portfolio is an artistic expression of who you are and what you enjoy doing. This can take many different forms, including painting, digital art, photography, sketches, models, showreels... anything that showcases your creative or technical skills!
Regardless of the output, your portfolio should be a reflection on your creative interests and passions, and demonstrate a clear interest in your desired discipline.
Your portfolio should be in an online format our tutors can easily access through a link, such as on ArtStation, Google Drive/One Drive, or your own website.
*Are you looking for our undergraduate portfolio guide instead?
General portfolio tips
Start with your best work and remember quality is more important than quantity!
Demonstrate progress and development of your work where you can, from initial ideas to the final rendered product.
Show any influential material you use from film, characters you like, real-life environments etc. Ensure your final product is original and if you worked in a team, be clear about your specific contributions.
At postgraduate level, the pace of the course can require some technical know-how. Have a go at some free software and include this in your portfolio.
You can still apply if you didn’t study an art-related subject, as long as you can express your creativity through your portfolio.
Course-specific advice
What should I include?
Try your hand at free software like Blender, or other 2D drawing tools. You can even do some stop-frame on your phone. We're happy to see all kinds of animation experimentation in any medium. You’re not required to have CG work, but it may be beneficial to try doing it. Have a go at a simple online tutorial using the free Maya software trial, even if it's just to make a sphere move across the screen.
What if I don’t have any 3D Animation or digital artwork?
That’s fine but ideally try and show evidence of being both artistic/creative and technically competent. You might have a strong knowledge of a at least a single piece of creative software, or know your way around a range of applications.
Student examples
Sunny Asadi studied our MA 3D Animation. Check out their ArtStation.
A word of advice from Lee Caller, Animation Tutor at Escape Studios:
“A creative portfolio doesn’t have to tick every possible box, but ideally shows a variety of creative styles (in whatever format you choose) backed up by technical and artistic skills - and above all demonstrate passion and personality.”
What should I include?
We look for a keen and specific interest in characters and creatures. Perhaps you enjoy life drawing. Maybe you have watched YouTube tutorials and already know your way around programmes such as Maya and Blender, this is great too, but not essential.
What if I don’t have any character or digital artwork?
As mentioned before, life-drawing, or studies of anatomy are practical and don't take a lot of time. It would help if something that you have created has a character or creature vibe to it.
A word of advice from Michael Davies, Head of Creative Technology at Escape Studios:
“Start collecting ideas and references of the kinds of characters or creatures that you would like to be able to create. Starting the course with a plan of what to create is a great motivator but is also an amazing feeling when you achieve it!”
What should I include?
You can include basically anything art related such as photographs, drawings, sketches, etc. but most importantly, any 3D work and Unreal Engine projects. It can be screenshots as well short videos! Perhaps try a still life drawing in traditional media then draw it using Photoshop. If you've made a game, make sure you send us something we can view and navigate easily, not just a project file.
What if I don’t have any games or digital artwork?
If your portfolio had good observational drawing, then that would be just as good as if it was something done in Photoshop.
Student examples
Will Brosch studied our MA Game Art. Take a peek at their ArtStation profile.
A word of advice from Christian Avigni, Game Art Tutor at Escape Studios:
“A good portfolio should include examples of technical and creative skills. And if you really want to stand out, anything created in Unreal Engine is a huge bonus!”
When reviewing your portfolio, our tutors are really looking out for evidence of your passion for game design. Does your portfolio scream "I want to make games!"?
Don't worry if you have zero experience making games - you could be a great fit for the course if you have the passion for it. We want to see that you've had a go, got some original ideas, and can show evidence of idea development.
Some desirable elements for Game Design portfolios
Playable examples of games you have made or contributed to. If you can also provide evidence of non-playable materials like systems or content you have designed, we'd like to see this. Remember to include clear explanations of these materials.
Design documents / game treatments (essentially an elevator pitch) for games you have designed, or would like to make.
Analysis of games such as reviews, tear downs, or critique that demonstrate critical thinking. What would you do differently to improve a game?
Examples of any work you have done with game engines such as Unreal Engine, Unity, or Godot.
Technical Artists are the bridge between code and art. They are the people who innovate solutions, write scripts, use code and maths in software packages and game engines that enable artists to make great graphics or effects simulations.
Our tutors are looking for portfolio work that showcases both technical proficiency and artistic creativity.
Some ideas for your Technical Art portfolio
Artistic work
This could include 3D modelling, digital paintings, concept art, sketches, or any traditional artwork, though digital work should be the focus of your portfolio.Technical work
Technical projects that demonstrate any problem-solving or mathematical skills. This could include examples of coding, software development, optimisation techniques or hardware-based projects. Show the development of these projects - how you got from initial idea to final product.Games, films or animations you may have created, whether individually or in a group. But be clear about your role and contributions.
Demonstrate a clear interest in working in the field of Technical Art and an understanding of what's involved.
Software work suggestions
You can use Unreal Engine, Maya, Blender, Houdini, Python, C++ or Javascript to design elements for games or VFX.
Create, render and texture a model in Blender
Create a scene or short animation using self-made assets in Unreal Engine, Blender or Maya
Program a simple game or tool using Python
Develop a small game in Unreal Engine
What should I include?
We recommend you are somewhat familiar with software used on the course such as Autodesk Maya. You can download a free trial of Maya on their website. An idea usually starts with a drawing, which can be in the form of life, landscape or technical, don’t forget to include scribbles, notes and influences. If you have a showreel, keep it short and sweet, around two minutes max.
What if I don’t have any 3D VFX work?
It doesn't need to be 3D work; just some good artwork you've done over the last few years. Make sure you bring supporting work as well as your finished work as we are very much interested in your process of how you got there.
A word of advice from Jonathan McFall, 3D Tutor at Escape Studios:
"Your showreel is going to be the first impression you give someone, so it’s important to only show your best work."
What should I include?
We are looking for pieces of artwork that show an understanding of frame composition and colour balance. This could be drawings, photography and sketches. It's important to include at least one digital piece to demonstrate your technical skills as well. We are looking for relevant technical experience in compositing software such as Adobe After Effects. A background in creating CG elements is always a plus.
What if I don’t have any current compositing work?
Not to worry. Portfolios that don't contain digital compositing work will still be considered. We start from scratch teaching you Nuke, but given the intense nature of the course, we want to be sure you can follow. As mentioned, artistic skills such as colour theory or understanding of basic CG concepts are all pertinent to the MA course.
Student examples
Stefano Ferron studied our MA Compositing for Visual Effects. Check out their application showreel.
A word of advice from Sokratis Synitos, Compositing Tutor at Escape Studios:
"The role of a Compositor needs a balanced use of technical and artistic skills. Your portfolio should include a sample of your best work, demonstrating those skills, which will be developed further through the course. "
Ideally your portfolio would show examples of the following:
Sketches demonstrating your thought process when developing your concepts. These can be annotated if it helps to understand your process. We are more interested in your journey to get there than the final result.
Original character, vehicle, prop, architecture, environment or similar designs which demonstrate your understanding of how they are typically used in the Concept Art field
Evidence of your ability to take an idea and develop it into a fleshed out solution (creative problem solving)
Drawing skills (understanding of gesture, form, shape design etc) - These could be studies from life or drawings / sketches of your own designs
Research and use of reference materials
Supporting skills such as 3D, digital painting, photo-bashing / matte painting, model making, photography, graphic design, industrial design or any other relevant skills / experience.
Work that expresses your interest in entertainment design and related fields.
We are looking for a good sense of design and visual composition.
You don't need to have produced motion design before, but you should demonstrate a knowledge or interest in the subject. Knowledge of or interest in storytelling, narrative, filmmaking, branding, marketing or audio design is also a plus.
Computer skills
Most of the work will be produced on a computer, so it's essential that you can demonstrate familiarity with computers and software. Motion Graphics is a blend of art and technology.
Art skills
The strongest Motion Designers have skills adjacent to design, such as drawing or painting. These skills feed into motion graphics and will elevate your work. Designers find it useful to create small rough drawings or "thumbnail sketches" to plan their work.
Motion Graphics software
The principal software we use for Motion Graphics is Adobe After Effects and - for 3D work - Cinema 4D. Both offer free trial periods - try doing a few simple tutorials to see how you get on.