MA Visual Effects Production (3D)
MA Visual Effects Production (3D)
Course details
Location
London campus or live online
Start date
24th February 2025
Duration
1 year
Apply now
Contact time
5 days per week
Entry requirements
An undergraduate honours degree in a related subject or equivalent industry experience, plus a portfolio of creative work
Fees
London campus (UK students): £18,995
London campus (international students): £19,995
Live online: £15,995
Degree awarded by
Course overview
Master the art of illusion and take your VFX skills to the highest level.
Technology innovation and the increase in digital entertainment consumption have made the visual effects industry one of the fastest growing, with the UK’s sector generating an impressive £1.6bn in 2021 (source BFI).
In your first 18 weeks, our industry-active tutors will teach you 3D skills through hands-on intensive training, exploring techniques such as particle movement, hair and fluids. You’ll then work on two large projects, one collaborative to get you used to working in a studio team, the other individual to allow you to add to your portfolio and master your skills. You’ll get feedback on your work from industry pros and regular support from your tutors. They’ve worked on the likes of Fantastic Beasts, Gladiator, Kingsman and Guardians of the Galaxy Vol.2.
Based in London, you’ll have plenty of opportunities to start building your network. Regular talks from guest speakers, our Talent Development Team and Aftercare programme will get you on track to land your dream job.
See also 3D for Visual Effects short course
Why choose this course
Designed with industry - our advisory board of experts from the likes of DNEG and MPC help develop and keep this degree relevant.
Learn from expert Tutor, Daniel Shutt, who has over 20 years experience in a wide variety of 3D fields, from feature film effects and games graphics, to TV commercials and architectural rendering.
Get to grips with the software used in industry, including Maya, Houdini and Nuke.
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 3D VFX course have included Goodbye Kansas (September 2024 intake), Framestore, DNEG, Rise, BlueBolt and Black Kite.
Recognised degree - graduate with a postgraduate MA qualification awarded Coventry University which will boost your employability around the world.
Aftercare package - we'll help you polish your showreel and find the right job, with access to our studios and showreel clinics for 12 months.
Meet your Tutor, Daniel Shutt
Daniel is one of our 3D Tutors and joined the team in 2009. He has over 23 years’ experience in a wide variety of 3D fields, from feature film effects and games graphics, to TV commercials and architectural rendering; and 14 years teaching in higher education.
Daniel’s early work in architecture included rendering the Sega World amusement attraction in Piccadilly Circus, before moving on to roles within the games industry, with tenures at Sierra and Divide By Zero. From there, Daniel worked in post-production for Lost in Space, on projects for 4:2:2, BBC, Discovery Channel, National Geographic, Channel 4 and ITV. He also contributed to the award-winning Honda, Hate promo and the Pink Panther film. He has worked with the Head of 3D to revise the curriculum for all of our 3D short courses.
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.
Introduction to Maya
The user interface
Introduction to modelling
Introduction to textures
Introduction to lighting, shading and rendering
Modelling
NURBS curves and surfaces
NURBS surfaces to polygons
Polygonal modelling
Topological rules
Modelling continued
Polygonal modelling continued
Organic modelling
Non-linear modelling
UV mapping techniques (organic and hard surface)
Colour and lighting
Lighting, traditional cinematographic and photographic techniques
Colour theory, three-point lighting
Natural lighting
Indirect lighting techniques
Image-based lighting
Matching lighting
Advanced lighting
Basic texturing
Hypershade
Texturing masterclass
Image manipulation with Photoshop
Texture distressing with Photoshop
Non-destructive texturing workflows
Camera projection mapping
Shading and rendering
Displacement mapping
Maya nodes
Ray tracing (reflections, refractions and shadows)
Shaders
Material properties and case studies (MIA shaders)
Tracking and integration
Introduction to cameras
Camera tracking with 3DEqualizer
Manual tracking techniques
Advanced matchmoving techniques
Lens distortion
Camera lineup
Digital sculpting and 3D painting
Texturing
Sculpting and detailing
Import and export workflow
Advanced shading and lighting
Ai standard surface material
Advanced Arnold nodes
Advanced lighting theory
Lighting effects
Render layers and compositing
Render layers and passes
Introduction to compositing
Compositing with Nuke (CG layers)
Rotoscoping and keying with Nuke
Animation and rigging
Keyframe animation
Path animation
Constraints and rigging
Project week
Presentation
Particles and expressions
Maya rigid bodies
Constraints
Introduction to particles
Rendering particles
Emitters
Emission properties
Fields
Bullet dynamics
Expressions and particle expressions
Basic MEL scripting
Houdini fundamentals
Introduction
Procedural modelling
Digital assets
Mantra
Dynamics
Shading
Fur and hair
Fur basics, grooming, lighting and rendering
Hair basics, simulation and styling
Different uses of hair
Dynamic fur
Fluids
2D and 3D containers
Fluid contents and simulations
Texturing and rendering fluids
Fluid caches
Bifröst
Cloth
Overview of Nucleus
Introduction to NCloth
NCloth solving and collisions
NParticle overview
Constraints
Caching Nucleus solvers
Project week
Presentation
For this module, you will work on a project as a group, 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.
To apply for one of our postgraduate masters programmes, you can complete an online application form, found on the relevant course page on our website. If your application is accepted, we'll ask you to submit a creative portfolio of work. Check out our creative portfolio guide for guidance on what we expect to see.
There isn't a formal application deadline for most of our postgraduate courses, but you may need to apply by a certain date to be eligible for our postgraduate scholarships or discounts.
If we make you an offer for a place on one of our programmes, 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.
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.
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 pathway modules (3D foundation, visual effects, advanced 3D for visual effects), 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.
Maya
Photoshop
ZBrush
3D Equalizer
Nuke
Houdini
Arnold
Unreal Engine
“Consumers who are increasingly looking for high-definition (HD) VFX experiences will have huge business opportunities in the VFX market in the next few years.” (source Expert Market Research)
You’ll graduate with a postgraduate qualification and a killer portfolio put together with advice from tutors and industry professionals. Ready to apply to start your career in the industry!
Some of the opportunities you can consider once you’ve finished your studies include:
Runner
Texture/Modelling/CFX Artist
Previs Artist
Roto/Prep Artist
Layout Artist
Production Assistant
Production Coordinator
3D Artists often start out in junior roles to then rise to mid-level and senior roles such as 3D Generalists and Technical Directors, opening the path to becoming a VFX Supervisor.
Our students have gone to work as both specialist and generalist artists in creative studios, across TV shows, films and commercials, at companies including Framestore, DNEG, MPC and Jellyfish Pictures. Read some of our VFX Escapee success stories.
Check out our Careers Guide for more information about career opportunities and progression routes.
Escape Studios always produces some of the finest VFX graduates in the country. Their training, both technical and soft skills, stands them in great stead in the industry.