AVENUE: Recommendations for the Future of European Creative Talents

A European project presents its initial findings on skills development in the visual creative industries.

Generic image representing visual creative industries with digital and artistic tools.
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Generic image representing visual creative industries with digital and artistic tools.

The European project AVENUE, focused on training in visual creative industries, unveiled its first recommendations at Game Conf 2026.

A selection of resources, tools, guides, and analyses dedicated to students, professionals, and structures in the creative sector has been presented. These contents aim to inform about the evolutions and best practices in the visual creative industries, offering ideas and tools to support projects.
On the occasion of Game Conf 2026, the European project AVENUE, involving notably CNAM-ENJMIN and Magelis within the Erasmus+ – Centres of Vocational Excellence (CoVE) program, shared the initial results of its work. This first study analyzes five European ecosystems: video games, animation, visual storytelling, XR, and virtual production, by cross-referencing perspectives from training, research, and industry stakeholders.
The main finding is that in the face of rapid transformations in professions, technologies, and uses, it is essential to evolve skills, training, and the links between schools and companies together. The first AVENUE report formulates recommendations for training organizations, students, young professionals, companies, and decision-makers, addressing key topics such as skills hybridization, continuous learning, artificial intelligence, collaboration, and the bridging of training and industry.
This initiative marks a first step in the European reflection on the future of talents and skills within the visual creation industries.
Based on information from the official source: Magelis – Pôle image (syndicat mixte) (02/11/2026)