Powering the
Creative Industries
The Creative Industries Cluster Programme: Unleashing the potential of the UK’s creative sector through high-impact research and innovation

Introduction
The creative industries are key to the UK’s prosperity, wellbeing and resilience. They provide high-quality employment, drive innovation, and help address some of society’s most-pressing challenges.
Research and innovation (R&I) are crucial for such a fast-growing and important sector, and over the past five years an unprecedented investment has been made through the UKRI-funded Creative Industries Clusters Programme (CICP) led by the Arts and Humanities Research Council (AHRC).
Launched in 2018, the programme’s aim was to catalyse R&D led growth and innovation across the UK’s creative industries. The £55 million investment supported nine creative industries clusters that brought together creatives in fashion, film and television, informatics, design, computer games, performance and immersive technology with the brightest academic minds. It also launched the Creative Industries Policy and Evidence Centre to help develop policies for UK creative industries.
Together, they have redefined the way in which industry and researchers can collaborate to develop new products and experiences across the creative sector and beyond. In a sector that contributed £115 billion to the economy in 2019 – more than the aerospace, life sciences, automotive and oil and gas industries combined – the programme has exceeded all expectations, with returns 600 per cent higher than expected.
From game design technology that addresses obesity to robot avatars that can help in disaster zones, from immersive experiences that bring to life 16th century art to virtual reality reducing pain in childbirth, the programme has pioneered ground-breaking technology, products and services, as well as the talent to deliver them.
Above all, CICP has demonstrated the power and value of R&I in unlocking the enormous potential of the UK’s creative industries. It has provided the foundations from which we can continue to build the creative economy and society we need.

Professor Christopher Smith, Executive Chair, Arts and Humanities Research Council
Professor Christopher Smith, Executive Chair, Arts and Humanities Research Council

Meet the Clusters
Bristol + Bath Creative R&D Supporting screen and performance industries in the Bristol and Bath region by helping them adapt to emerging technologies.
Business of Fashion, Textiles and Technology Delivering innovation within the entire fashion and textile creative production and supply chain.
Clwstwr Sustaining and growing media production in the Cardiff city area and across Wales. Creates platforms for independent companies, SMEs, micro-businesses and freelancers to compete with global media companies.
Creative Industries Policy and Evidence Centre Involving a UK-wide consortium of universities, this research centre provides independent research and advice that aid the development of policies for the UK’s creative industries.
Creative Informatics Supporting Edinburgh’s creative industries by increasing the number of businesses and creative entrepreneurs who can confidently innovate with data.
Future Fashion Factory Combining new digital and textile technologies within the fashion design process. This is transforming the UK fashion industry’s capacity for new product innovation and reduces lead times and waste.

Future Screens NI Delivering expert technical skills, opportunity and growth across film, broadcast and animation.
InGAME Establishing a dedicated creative research and development centre within Dundee’s games cluster with the aim to drive product, service, and experience innovation across the industry.
StoryFutures Providing a research and development base for screen industries building on innovations in immersive technologies, data-driven personalisation, smart devices and AI.
XR Stories Using the latest digital technologies to develop innovative and commercially viable models for the next generation of screen storytelling.
Supporting business and economic growth

The UK’s creative industries play a key role in UK prosperity. Worth more than £115 billion to the UK economy before the pandemic, they make up as many as one in eight businesses across the country. Between 2011 and 2019, job growth in the creative industries was three times that in the UK overall. By combining technology and creativity, the CICP has fostered growth in this dynamic sector.
Sustained, strategic investment in regional ‘hubs’ has not just strengthened local and regional ecosystems across the UK, but also helped cement the UK’s leading position in creative industries. InGAME, for example, is harnessing Dundee’s talent pool in videogaming to provide a model for the wider UK games industry.
Many of the CICP projects have demonstrated how a relatively small but targetted amount of investment with the right timing can stimulate new opportunities. Importantly, they have also shown the value of partnering micro businesses and small to medium sized enterprises (SMEs) with large multinationals and universities. Projects such as XR Stories-funded Grains of Recollection, an innovative virtual-reality experience, highlight how such collaborations can fast-track the development of exciting new concepts and intellectual property.
Fast-tracking development in XR technologies
Support and investment from XR Stories is helping a Sheffield-based interactive content studio push the boundaries of creativity in virtual and augmented reality, and drive innovation across this fast-growing sector.
XR technologies – augmented, virtual and mixed realities – allow the world to be experienced in new ways. The UK is at the forefront of these fast-developing technologies, which offer huge opportunities for the screen industries and wider cultural landscape.
Sheffield-based Megaverse is an interactive content studio pushing the creative potential of XR technologies by merging digital innovation with theatre, film, gaming and the visual arts. With the support of XR Stories, the start-up has been able to develop new technology and grow the business, doubling in size each year since launch in 2018.
Through the XR Stories-funded project Block, Megaverse developed an app that enables theatre practitioners to visualise and edit 3D set designs using augmented reality. In Flood, the company worked with XR Stories to create an innovative adaptation of British playwright Rory Mullarkey’s production, which combined theatre with virtual reality, where live actors used motion capture technology to drive the narrative and the audience was able to participate in real time.
“The project enabled us to create a high-quality demonstrator for Flood that proved the technical pipeline and the creative side,” explains Ben Carlin, Director of Megaverse. This led on to the award-winning experience Surge, which premiered at Sage Gateshead and featured in the Adelaide Fringe Festival, Australia.
“Immersive technology is still in its infancy and changing rapidly all the time,” says Ben. “Having the funding and support of projects like these not only legitimises our work to investors, but also helps drive innovation across the industry.”

Flood combined XR technologies with immersive storytelling to engage audiences in new ways. Credit: Helen Murray
Flood combined XR technologies with immersive storytelling to engage audiences in new ways. Credit: Helen Murray

The BFTT supported Iinouiio in the development of high-value recycled yarns made from textile waste. Credit: Alys Tomlinson
The BFTT supported Iinouiio in the development of high-value recycled yarns made from textile waste. Credit: Alys Tomlinson

The project combined heritage skills with the latest technology. Credit: Alys Tomlinson
The project combined heritage skills with the latest technology. Credit: Alys Tomlinson

The wider UK textile industry will benefit from wool recycling opportunities. Credit: Alys Tomlinson
The wider UK textile industry will benefit from wool recycling opportunities. Credit: Alys Tomlinson
A new spin on a heritage industry
There is growing demand for good quality recycled fabrics. With support from the Business of Fashion, Textiles & Technology, a Yorkshire-based textiles recycling company is combining old and new technology with big business support to rejuvenate the heritage ‘shoddy’ industry, transforming textile waste into new fabrics.
Two hundred years ago, the skill of turning textile waste – or ‘shoddy’, as it was known – into new yarns was an important part of the UK textile industry. Now, growing demand from eco-conscious consumers for recycled materials has led Yorkshire-based Iinouiio to revive this heritage industry with the help of the latest technology.
The Business of Fashion, Textiles & Technology (BFTT) provided academic support informing research and development (R&D) and funding for Iinouiio’s initiative to develop commercially viable, high-value yarns from recycled fibres and fabrics. The successful yarn and material prototypes have led to commercial deals with luxury fashion and textiles companies.
Crucially, BFTT also facilitated a strategic partnership with leading UK fabric manufacturer Camira. As well as the benefit of Camira’s global network of customers, the collaboration will see a state-of-the-art wool textile reprocessing machinery – the first of its kind in the UK for more than 20 years – installed at Camira’s dedicated yarn-spinning facility in Huddersfield, Yorkshire.
The machinery will enable the development and production of new products addressing sustainability and circularity objectives for Iinouiio and Camira. It will also help drive circular practices and commercial sustainability across the wider UK textile industry, spanning apparel to furnishings, by providing wool-recycling opportunities for retailers and other textile manufacturers.
“The partnership with Camira is perfect for Iinouiio: two like-minded companies who share a passion for textiles and sustainability, combining the invaluable skills of past knowledge with future technology, who together can take textile circularity to another level,” says Iinouiio founder Dr John Parkinson.
Giving robots a sense of touch
With the support of Creative Informatics, a robotics start-up is exploring how cutting-edge sensing technology can be relayed to human operators, enabling people to ‘feel’ what a robot touches.
One of the biggest barriers in robotics is a robot’s inability to feel the world around it. Edinburgh-based start-up Touchlab is changing this with the development of electronic ‘skin’ that gives robots a human-like sense of touch. When combined with teleoperated robot avatars, the technology has the potential to transport a person’s senses, actions and presence to another location – such as a medical setting or disaster zone – in real time.
Support and funding from Creative Informatics (CI) has played a key role in driving innovation at Touchlab. An initial small grant enabled the team to focus full time on the technology, and work with virtual reality (VR) and augmented reality (AR) experts to develop the user experience of controlling a robot avatar.
“Alongside the sensor technology, the project allowed us to develop integration methods and explore how the human can feel what the robot feels in real time – how data from the sensors can be processed and interpreted creatively,” explains Touchlab co-founder Laura Garcia-Caberol. “It’s bringing human-centered design into real-time data and robotics.”
The company has grown from two to seven employees, secured more than £3.5 million in investment, and is also a finalist in the prestigious XPrize Avatar Competition in California. “CI has been important to Touchlab, connecting us with creatives and innovators in Edinburgh, Scotland and beyond,” says Laura. “It shows how R&D from the creative industries is important to other sectors; that creative people and human-centered design can be at the forefront of innovation.”

Touchlab’s robot avatar with electronic skin has the potential to transport a person’s presence to another setting. Credit: Touchlab
Touchlab’s robot avatar with electronic skin has the potential to transport a person’s presence to another setting. Credit: Touchlab

Support from Creative Informatics has enabled the Touchlab team (pictured) to explore how a human operator can ‘feel’ what a robot touches. Credit: Touchlab Limited and The National Robotarium, Heriot-Watt University
Support from Creative Informatics has enabled the Touchlab team (pictured) to explore how a human operator can ‘feel’ what a robot touches. Credit: Touchlab Limited and The National Robotarium, Heriot-Watt University
Driving innovation in the creative industries and beyond

The CICP’s collaborative research approach has encouraged the UK’s creative technology companies to work together to accelerate innovation. As a direct result of the programme, hundreds of new products, services and experiences have been developed.
In particular, the so-called extended reality (XR) technologies – augmented, virtual and mixed realities – are rapidly changing the way in which the creative industries work. Innovation in this sphere supports thriving creative industries, such as Future Screens NI’s work in the film, broadcast and animation sector.
Technology traditionally associated with creative industries is also broadening its applications and increasingly being applied to other industries. Clwstwr, for example, explored the use of immersive technology to deliver training to the healthcare sector, and InGAME, demonstrated how game technology can be used to improve animal welfare in the dairy industry.
Bringing art history to life with virtual reality
StoryFutures co-created The National Gallery’s first virtual reality experience. Virtual Veronese enabled visitors to step back in time and experience a Renaissance masterpiece in its original 16th century setting – and demonstrated how the UK can position itself at the forefront of immersive storytelling innovation.
Many of The National Gallery’s paintings once hung in spaces that are very different to the gallery setting they are in today. Using the latest in virtual reality (VR) technology, Virtual Veronese enabled visitors to experience a Renaissance masterpiece as it would have originally been seen, gaining new insight into the context and meaning behind artwork.
Paolo Veronese’s ‘The Consecration of Saint Nicholas’ was commissioned in 1561 as an altarpiece in the church of San Benedetto al Po, Italy. At a time when the inquisition was at the height of its powers, the painting was a powerful act of loyalty to Rome.
In a first-of-its-kind R&D prototype, Virtual Veronese was developed by StoryFutures, creative technology company Focal Point VR and The National Gallery. It used virtual reality headsets and a digital reconstruction of the church, allowing visitors to ‘see’ the painting in its original 16th century setting. A choice of audio guide – story-led, told by the monks of San Benedetto al Po; or curator-led, told by curator Dr Rebecca Gill – provided a creative exploration of its political and religious significance.
The success of the prototype led the gallery to commission further development of Virtual Veronese by Focal Point VR, and then roll out a public exhibition in Spring 2022.
“We wanted visitors to connect this amazing painting on the gallery wall with the dramatic developments in European history that it symbolises from 400 years and 2000 miles away,” explains Focal Point VR’s Ian Baverstock. “VR is a great way to make that connection in a short, intense experience.”

The success of the virtual reality experience led The National Gallery to roll out a public exhibition in Spring 2022. Credit: StoryFutures Virtual Veronese
The success of the virtual reality experience led The National Gallery to roll out a public exhibition in Spring 2022. Credit: StoryFutures Virtual Veronese

VR headsets allowed visitors to ‘see’ the painting in its original setting as an altarpiece in a 16th century church. Credit: StoryFutures Virtual Veronese
VR headsets allowed visitors to ‘see’ the painting in its original setting as an altarpiece in a 16th century church. Credit: StoryFutures Virtual Veronese

Virtual reality technologies could help reduce pain and anxiety in healthcare settings, such as labour wards. Credit: Rescape
Virtual reality technologies could help reduce pain and anxiety in healthcare settings, such as labour wards. Credit: Rescape
Using VR to transform the experience of childbirth
The benefits of virtual reality are moving beyond gaming and into other sectors, including healthcare. A Clwstwr-funded project demonstrated how immersive technology can be used to help reduce pain and anxiety on the labour ward.
Studies show that virtual reality (VR) can help reduce pain-related activity in the brain. Content creation company Rescape Innovation is using VR’s perception-altering abilities to transform the experience of childbirth.
The Cardiff-based business began turning its immersive content expertise towards the medical sector with a collaboration with Velindre Cancer Centre, where it developed VR to help reduce anxiety and discomfort in patients using MRI scanners. Following the launch of DR.VR technology, Rescape Innovation used funding and support from Clwstwr to address the need for drug-free alternatives for women in labour.
The technology enabled patients to experience a choice of three different calming VR experiences through a headset: a peaceful visual of flying with flocking starlings; a visualisation of a waterfall; and a set of landscapes. Biofeedback sensors determined how relaxed they were and altered the VR environment accordingly to help the user become more at ease.
Prototypes were trialled at University Hospital of Wales, Cardiff, and Rescape Innovation is continuing to develop maternity VR products. It has also secured funding to unlock new possibilities with further R&D in biofeedback.
“Something like mindfulness can take six months before you see a benefit, but VR is like a short circuit into the brain; it enables us to teach people different coping techniques quickly,” says Kevin Moss, Chief Technology Officer at Rescape Innovation. “Our aim is to be an industry leader in this field, developing products where they are most needed and showing how VR can have a hugely positive effect in hospitals.”
Exploring the benefits of micro factories for UK fashion
The ability to manufacture garments in house and on a small scale could revolutionise the UK fashion industry. Future Fashion Factory worked with an industrial cutting-machine specialist to investigate how machinery and technology from automotive and aerospace industries could be adapted for SMEs.
With high-tech automated processes and miniaturised production equipment, micro factories use less space, energy, material and labour. The micro-factory model has the potential to transform the UK fashion industry, particularly for small to medium-sized enterprises (SMEs), who could benefit from the increased agility offered by small-scale, in-house manufacturing.
Future Fashion Factory (FFF) collaborated with Assyst Bullmer, the UK’s foremost provider of Computer Aided Design (CAD) software and Computer Numerical Control (CNC) cutting machines, to explore how the latest technological innovations from the automotive and aerospace sectors could be applied in UK fashion manufacturing.
The machinery and technology used in large-scale industries is out of reach for most fashion SMEs – both financially and in terms of space. Working alongside micro-fashion designer/fabricator business Roberts|Wood, the FFF project investigated the scaling down of robotics and machinery – particularly in-house cutting equipment – and the transfer of digital technologies for use by UK fashion designers.
“There is move in UK fashion SMEs towards on-demand manufacturing, and the project revealed the potential for innovation when small-scale, accessible cutting solutions are embedded within design studios,” explains Susan Postlethwaite, Professor of Fashion Technologies at Manchester Fashion Institute.
The study suggests that the development of affordable and accessible tooling could act as a first step to enabling micro factory networks in the UK. The model also offers potential benefits to other micro-industries that would profit from increased agility.

The micro-factory model has the potential to transform the UK fashion industry. Credit: Getty Images
The micro-factory model has the potential to transform the UK fashion industry. Credit: Getty Images
Tackling the big issues facing society and the planet

From COVID-19 to the climate crisis, social inequality to poor public health, we face a growing list of complex challenges. With powerful tools to connect people, ideas and places, the creative industries are well placed to help tackle many of our most-pressing social and environmental problems.
Creative sector businesses are addressing sustainability challenges by driving innovation in concept design and material sciences. Business of Fashion, Textiles & Technology projects, for example, showcased how fashion can be more sustainable through the development of innovative textiles and recycling processes, while StoryFutures demonstrated the power of animation to change behaviour, encouraging people to recycle coffee cups.
Systemic societal issues require a cross-disciplinary approach and can benefit enormously from the human-centred R&I brought by creative industries. For example, Bristol + Bath Creative R&D’s Digital Placemaking looked at how technology and creativity can work together to enhance the way people experience place, and Future Screens NI Rewriting the Narrative addressed social isolation through connection with artists and makers.
Developing a plant-based alternative to leather
The innovation of new materials is helping the fashion industry address sustainability challenges. Future Fashion Factory worked with bio-designers to explore commercial production of a leather alternative made from mushrooms.
There is a fast-growing market for vegan clothing but many commercial alternatives to leather use oil-based synthetic materials, making them difficult to recycle or biodegrade and contributing to global oil demand. Eco-design company Osmose Studio has developed a sustainable alternative made from the ‘roots’ of mushrooms, mycelium.
“Growing mycelium uses less water than many other materials on the market, and because we grow it on an organic substrate – hemp sourced in nearby Yorkshire – it’s completely renewable,” explains Osmose Studio co-founder Aurélie Fontan.
An R&D project funded by Future Fashion Factory explored the potential for scaling production of the plant-based innovation, called Mykkö, to make it commercially accessible to global markets. The team investigated the development a full production line for Mykkö, including a prototype machine that can ensure the consistency demanded by the fashion industry across high volumes of material.
Future Fashion Factory also helped the company identify new routes to market, and Osmose Studio is growing relationships with materials science and footwear companies. “The project enabled the kind of R&D that start-ups don’t normally have, and it’s prepared us to work with bigger industry partners,” says Aurélie. “High-tech bio-fabrication like this can help re-shore the textiles and fashion industry in the UK, as well as reduce the environmental impact of these industries.”

Mykkö is a leather alternative made from the ‘roots’ of mushrooms. Credit: Osmose Studio
Mykkö is a leather alternative made from the ‘roots’ of mushrooms. Credit: Osmose Studio

Future Fashion Factory helped Osmose Studio explore new routes to market for its mushroom-based leather. Credit: Osmose Studio
Future Fashion Factory helped Osmose Studio explore new routes to market for its mushroom-based leather. Credit: Osmose Studio

An innovative digital platform is helping to encourage activity in children. Credit: Getty images
An innovative digital platform is helping to encourage activity in children. Credit: Getty images
Encouraging kids to get active
Can tech get children moving? A project funded by Future Screens NI developed an innovative wellbeing platform that combines wearable fitness trackers and artificial intelligence to capture, analyse and incentivise healthy habits.
Guidelines from the Chief Medical Officer recommend that children and young people should engage in at least 60 minutes of physical activity a day, of which 30 minutes should be in school – but many are missing this target.
With funding from Future Screens NI, community and social interest company Healthy Habits has developed a digital platform to help track, analyse and, crucially, encourage children’s activity.
Key to the success of the platform was its ability to integrate with existing technology used by children, schools and organisations. Healthy Habits worked with the Connected Health Innovation Centre at Ulster University to develop an artificial intelligence (AI) algorithm for a connected platform that could capture and analyse data from wearable fitness bands, health apps, mobiles and tablets.
Schools and sports clubs, for example, can utilise the technology to record and assess the quantity and quality of their activity provisions, such as PE lessons. Data from individuals can also be connected to provide a detailed view of a child’s activity levels and analysed by AI to deliver a personalised message to encourage them to meet daily movement targets.
The platform is being rolled out in many schools, sporting and youth clubs in Northern Ireland, and Healthy Habits is continuing to develop the technology, working with partners including Garmin.
“Through the collection of population level data, we can help address health inequalities at point of need,” says founder of Healthy Habits Kevin Creery. “It empowers everyone to achieve their best possible state of health and wellbeing.”
Unlocking the social potential of Scotland’s videogame sector
InGAME is harnessing the skills and creativity of Scotland’s world-leading games industry to help tackle the UK’s obesity epidemic.
Like many of society’s most-pressing challenges, the UK’s obesity crisis is a complex, systemic problem. A collaboration between InGAME and Nesta – the UK’s innovation agency for social good – is applying game design and technologies to explore how virtual simulations can help find new solutions.
The Nesta Virtual Healthy Neighbourhood Challenge asked game-makers in Scotland to develop a ‘PlayBox’ where radical solutions can be imagined, played with and tested in a virtual environment.
Five teams won £5000 to pitch their vision for the Nesta PlayBox, of which two – Dundee-based Konglomerate Games and Biome Collective – were awarded £45,000 each to develop a proof of concept. Both companies applied elements of popular simulation and resource-management games, such as Minecraft and SimCity, and challenged players to design or redesign neighbourhoods to improve health outcomes for a range of virtual citizens.
Nesta has invested follow-on funding for Konglomerate Games to create a prototype Playbox. Aimed at policymakers and relevant stakeholders, the tool will enable a better understanding of food environments and demonstrate the benefits of improved access to healthy and affordable food.
“The power of a game engine is that it can simulate systemic problems at multiple layers. It de-risks policy decisions because ideas can be tested and played out, avoiding unintended negative consequences,” explains Dr Chris Lowthorpe, InGAME Senior Fellow for Collaborative R&D.
“Scotland has a rich heritage in game design, such as the pioneering Lemmings back in the 1980s, but this project shows how we can harness our skills, talent and creativity to tackle real-world problems, too.”

Applying game design and technology to systemic problems, such as obesity, may offer new insights and solutions. Credit: InGame Abertay
Applying game design and technology to systemic problems, such as obesity, may offer new insights and solutions. Credit: InGame Abertay

InGAME is harnessing skills and creativity from Scotland’s world-leading games sector. Credit: InGame Abertay
InGAME is harnessing skills and creativity from Scotland’s world-leading games sector. Credit: InGame Abertay
Nurturing the pipeline of future talent

While the outlook for the Creative Industries is bright, the sector faces a number of pressing challenges relating to talent and diversity that, if unaddressed, threaten to undermine future success.
The UK needs to ensure it keeps pace with talent in high-growth industries, yet there are massive skills gaps: the Creative Industries Policy and Evidence Centre estimates 21 million people need to upskill digitally by 2030 as technological adoption grows.
The investment in CICP has helped to address some of these challenges by upskilling existing workforces and creating a skilled workforce of the future. Creative Informatics’ Creative Bridge, for example, helped creatives learn best practice in digital product business, and StoryFutures Academy established two immersive labs as spaces to run a range of activities where creative industry professionals could learn new skills in immersive technologies.
A legacy of CICP lives in new industry-focussed elements at a number of universities. XR Stories brought two new degree programmes online, Future Fashion Factory paved the way for the establishment of Leeds Institute of Textiles and Colour, and the work of Business of Fashion, Textiles & Technology led to the creation of the pioneering UAL Fashion, Textiles and Technology Institute.
Upskilling the UK screen industries in virtual production
Virtual production is transforming the screen industries but there is currently a shortage of creatives trained in these technologies within the UK. StoryFutures and Future Screens NI are addressing the skills gap with VP Futures, a ground-breaking training and development programme designed to meet the need for highly creative and technical artists, driving innovation across the sector.
Virtual production (VP) is a game-changing development for the UK screen industries. Using the latest technologies – including augmented and virtual reality, game engine software and motion capture – it fuses the digital with the physical world in real-time, offering greater flexibility and creativity for film, television and media productions.
“To maintain the UK games and screen sector’s position at the forefront of innovation and creative excellence, it is vital to have a cutting-edge VP infrastructure as well as people with the ability to use it,” explains Peter Richardson, Head of Virtual Production, StoryFutures. “However, our 2021 VP Skills Report revealed a significant skills shortage, with demand for talent and training in VP far outstripping supply.”
To address the skills gap, StoryFutures and Future Screens NI created VP Futures. The UK-wide programme delivered a package of targeted virtual production training, development and production support for SMEs, with support from industry experts at Industrial Light & Magic and Epic Games.
Eight SMEs from across the UK took part in an intensive two-month programme, which provided them access and hands-on training with the latest virtual technologies to develop skills and new intellectual property. Of those, two were shortlisted to go into production on a VP shoot in Northern Ireland and London.
“VP will soon become mainstream across film, television, broadcast and advertising. If we don’t train and develop people in this space, there’s a real risk the UK screen industries will be left behind,” says Professor Paul Moore, Director, Future Screens NI. “VP Futures is sowing the seeds for industry; a new generation of artists, designers, filmmakers highly-skilled in the mechanisms that go into VP.”

Virtual production is set to transform screen industries but there is a significant skills shortage in this fast-growing sector. Credit: Liminal Stage Productions
Virtual production is set to transform screen industries but there is a significant skills shortage in this fast-growing sector. Credit: Liminal Stage Productions

VP Futures delivered targeted virtual production training, development and production support. Credit: Sunnyside Productions
VP Futures delivered targeted virtual production training, development and production support. Credit: Sunnyside Productions

An Inclusion Framework developed by Bristol+Bath Creative R+D aims to embed inclusive change to projects and programmes in the creative sector. Credit: Jon Aitken
An Inclusion Framework developed by Bristol+Bath Creative R+D aims to embed inclusive change to projects and programmes in the creative sector. Credit: Jon Aitken

The framework encourages people to identify what capacity, power and resource they have – or need – to make change happen. Credit: Bath+Bristol Creative R+D
The framework encourages people to identify what capacity, power and resource they have – or need – to make change happen. Credit: Bath+Bristol Creative R+D

The framework brings together learnings from several Inclusion Action research projects. Credit: Bath+Bristol Creative R+D
The framework brings together learnings from several Inclusion Action research projects. Credit: Bath+Bristol Creative R+D
Embedding inclusivity into the creative sector
Bristol+Bath Creative R+D has developed a framework to help creative technology communities develop more inclusive spaces to think, make and do.
For a vibrant and thriving creative sector, inclusivity needs to be firmly rooted within its communities, spaces and governance.
Bristol+Bath Creative R+D (BBCRD) has developed an Inclusion Framework, an open access tool that can help those working in the creative sector – from researchers to creative technology businesses – embed inclusive change in any project, programme or work plan.
The framework enables users to locate where, when and how they can increase equity in a project or business, and brings together learnings from several Bristol+Bath Creative R+D Inclusion Action research projects.
Researchers investigated areas such as how to make recruitment practices more accessible – from the wording of job advertisements or research callouts to interview processes and recruitment panels – and offer opportunities to those who may otherwise be excluded.
They looked at creating more inclusive spaces in meetings, workshops and events, and also addresses issues of community, such as the balance between nurturing existing communities and the opportunity to engage with others.
“Inclusion is so often seen as something extra to be considered, but the framework encourages people to identify all the ‘touchpoints’ for inclusion in every aspect of their work or stage of a process,” says Tony Bhajam, Inclusion Producer at Bristol+Bath Creative R+D. “There can be barriers, but the framework focusses on what can be done rather than what can’t. It encourages people to consider the needs of others and how they might be met. For me, that’s what inclusion means.”
Where next?
The CICP has helped secure long-term growth for the UK’s vibrant creative industries by redefining the way in which researchers and industry collaborate.
A legacy of the programme exists in its creative networks, new courses and institutes, and public and private investment. There are also major new funding opportunities, including £95.6 million in CoSTAR, a research and innovation infrastructure to create new products, experiences and markets for the screen and performance industries.
The Creative Industries Policy and Evidence Centre continues to underpin the sector with sharp, independent and impactful analysis, which is already being used extensively to support the Department for Digital, Culture, Media and Sport Creative Industries Sector Vision.
The UK is widely regarded as a leader in the creative sector, both in terms of economic potential and global cultural influence. But with rising global competition and rapid technological development, this success cannot be taken for granted. Now is the time to build on the momentum created by the success of the CICP and invest in R&I in the creative industries.