Most people wait to feel ready before they start. The students below didn't. They started unsure, some with no experience at all, and built their confidence the way professionals do: through feedback from a mentor who has done the work.
Here are ten CG Spectrum Institute students, from short courses through to bachelor degrees, in their own words.
Start where you are
Do you need experience to start?
Usually not. Most CG Spectrum Institute accredited diplomas and bachelor degrees list no prior experience required, and non-accredited Essentials short courses are built for beginners. A few art-based programs recommend basic drawing skills and ask for a portfolio. What matters more is being willing to take feedback.
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“I had never even opened a game engine before beginning my studies, and the fear and overwhelming anxiety I felt about taking that leap was quickly quelled.”
“I was guided through my studies by Jason Barlow, a phenomenal mentor who worked incredibly hard to ensure that my cohort and I were given the materials, information, and support necessary to grow and learn.”
Stjohn B | Game Design
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“I was a bit unsure when I signed up for the concept art course because I had no prior experience, but it changed my life.”
“I had a great mentor, Brandon, who would always push me to do better and I learned valuable things in each class.”
Erika H | Concept Art
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“Although being a beginner in animation, I wasn't treated like a baby at all, I was taken seriously.”
“This course is really good for people that want genuine feedback and motivation from very qualified professionals…”
Rosé | 2D Animation
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“…going into 3D Modelling with no experience, I can say that Ehsan's mentoring has indeed given me confidence and encouragement… to keep going.”
“I haven't encountered this level of care and focus from other educators in my past.”
Solana G | 3D Modeling
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“I started with no previous programming experience and I am already coding my own games from scratch.”
“Firas is an incredible mentor who has encouraged me to stay curious and think outside the box.”
Diego D | Game Programming
Learn from the people who do it
What difference does a mentor make?
A tutorial can show you a technique. An industry professional mentor reviews your own work.
Your mentor critiques your files, tells you what's holding them back, and shows you how to fix it. The mentors below have credits on titles including Rogue One, Red Dead Redemption 2 and Klaus. That feedback is what these students say built their confidence.

Brandon Reimchen
Brandon brings almost 20 years of experience as a video game concept artist with a long client list that includes EA, Activision, Capcom, Gree, and Disney Interactive.
Known for Resident Evil

Ehsan Ebrahimzadeh
Ehsan has built environments for games since 2009, on titles including Shadow Blade: Reload, Redfall, and Indiana Jones and the Great Circle. He is currently a Senior Artist at Bethesda Game Studios.
Known for Indiana Jones and the Great Circle

Firas Hosn
While at Ubisoft, AAA programmer Firas released almost a game a year including Far Cry 3, 4, 5, Assassin's Creed 3, Your Shape, Splinter Cell: Blacklist and Watchdogs 2 and 3.
Known for Assassin's Creed 3

Anton Tenitsky
Anton Tenitsky dreamed of working in the CG field from the age of 15 and went on to realise that vision after graduating from Massey University in New Zealand. Following his graduation, he built an industry career by working as a texture artist for Nickelodeon's Penguins of Madagascar and various other cartoon series, later transitioning into the casual gaming market as a 2D/3D artist for industry giant Gameloft. Most recently, he worked as a 3D concept designer on the AAA game Marvel Rivals. Today, he channels this extensive studio background into his role as a CG Spectrum mentor, where he guides aspiring artists through industry-standard workflows, providing the personalised feedback and practical skills needed to break into the professional gaming and animation sectors.
Known for Marvel Rivals

Jason Barlow
Jason Barlow is Course Director for CGSI Game Design, drawing on 16 years across game design education and production. He shapes the program around the design thinking, prototyping, and shipping discipline that studios actually hire for.
Known for Unreal Authorized Instructor

Kinman Chan
Kinman Chan has spent 22 years designing for film and games at Lucasfilm, ILM, Disney ImageMovers, Insomniac Games, and Disney Interactive. His credits include Rogue One: A Star Wars Story, Strange Magic, A Christmas Carol, Curious George, and The Fox and the Hound 2. He mentors CGSI Concept Art students on the design thinking and visual storytelling that move a project from brief to screen.
Known for Rogue One: A Star Wars Story

Rachel Blackthorn
Rachel is a Concept Artist and Illustrator specializing in visual storytelling and creature design. She currently works at Flix Interactive and is a Women in Games Ambassador.
Known for Sea of Thieves

Rodrigo Costa
Rodrigo Costa has spent 14 years animating across film, games, and stylised feature work. Five years in London VFX at Framestore, ILM, MPC, and DNEG, then Fortiche on Arcane, and eight years at Polyarc shaping the performances in Moss. He mentors CGSI 3D Animation students on the acting, weight, and shot polish that production studios expect.
Known for Arcane

Amita Sahgal
Amita has worked as an Animator and Animation Supervisor for two decades. She is also an experienced mentor, teaching at Mages Institute of Excellence and Supinfocom International Animation School.
Known for Ted

Alfredo Cassano
Alfredo is a 2D animator and storyboard artist who has worked on feature films like Klaus (Lead Animator on Jesper), Song of the Sea, The Secret of Kells, and several TV shows.
Known for Klaus

Kate Xagoraris
Kate is a VFX artist in the motion picture industry. She primarily works with Houdini, and in her spare time runs a blog based on incorporating scientific ideas in VFX, and general Houdini tips.
Known for The Boys

Sean Amlaner
Sean's worked at Walt Disney Animation, Technicolor VFX, and Sony on 100+ films and TV projects. Credits: Star Trek: Picard, Star Wars: The Rise of Skywalker, Avengers: Infinity War.
Known for Thor: Ragnarok

Addison DeBolt
Addison DeBolt has spent 14 years working on AAA shooters and real-time pipelines at EA, Sledgehammer, Infinity Ward, Activision, Niantic, and Fox VFX. Her credits run from Call of Duty: Modern Warfare 3, Ghosts, and Infinite Warfare to Dead Space, Avowed, and Assassin's Creed Nexus. She mentors CGSI Real-time 3D students with the production rigour that comes from shipping at scale.
Known for Call of Duty: Infinite Warfare

Bobby Rice
Bobby Rice has spent 21 years building game environments and assets at Rockstar, Pandemic Studios, Ready at Dawn, and Activision's Elsewhere Entertainment. His credits include Red Dead Redemption 2, Grand Theft Auto V, Grand Theft Auto VI, and The Order: 1886. He mentors CGSI 3D Modeling students at the standards expected on some of the most demanding open-world pipelines in the industry.
Known for Red Dead Redemption II

Mathieu Bissonnette
Mathieu Bissonnette has spent 20 years designing games at Ubisoft, Eidos, Ninja Theory, and Cirque du Soleil, with credits including Senua's Saga: Hellblade II, Shadow of the Tomb Raider, Stories: The Path of Destinies, and Season: A Letter to the Future. He mentors CGSI Game Design students through the rare combination of cinematic storytelling and live-experience design his career has shaped.
Known for Shadow of the Tomb Raider
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“I progressed in just 9 months from being a complete beginner to creating work I am actually proud of showing.”
“My mentors showed interest in my progress and I received honesty and kindness in their critique that pushed me to become better.”
Lydia L | Game Art & Animation
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“Having a direct line to an industry veteran as my mentor has been an invaluable resource and has taken my rate of learning to the next level.”
“I was blown away by the level of personal interaction the 1-on-1 mentorship provides.”
Kristian K | Houdini FX
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“The mentors are a major highlight, learning from people with decades in the industry meant I gained real studio insight as well as solid technical skills.”
“…also helped me build confidence in my own creative projects, including producing short films.”
Ebony S | 3D Animation
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“His critiques were honest and constructive, which pushed me to improve consistently.”
“A standout part of my learning was working with my mentor, Anton Tenitsky.”
Jelena D | 3D Modeling
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“Here, your mentors open your file and give a video critique showing different approaches and ways to improve your workflow, making sure you fully understand the lesson.”
“You can't ask a book a question.”
Chris E | Animation
Your next step
How do you know if you're ready?
Confidence comes after the feedback, not before it. So the better test is practical: can you set aside regular time each week, and are you open to having your work critiqued? If so, you're ready to start. What's left is choosing a level, from non-accredited Essentials short courses to accredited diplomas and bachelor degrees.
Not sure which fits? A Career Advisor can look at where you are now and suggest a starting course.
Where are you starting from?
15 minutes with a Career Advisor. Talk through where you're starting from.
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CG Spectrum Institute is a TEQSA-registered Australian higher education provider (PRV12023), teaching students online in more than 100 countries.
We teach specialized games, animation and digital art, from accredited bachelors and diplomas to non-accredited focused courses and 1:1 mentorship.
Wherever you start, you make industry connections from day one and train under mentors who pull your work apart, correct it, and push until it meets a professional standard.
This is where you close the gap.