
Banana
"Banana is a series of animations that explores Asian-Americans as their own cultural group and identity while incorporating topics such as the model minority stereotypes and racialized assimilation."…
Founded in interdisciplinary and hands-on learning, Stevens' visual arts and technology program empowers students to grow into technological experts and passionate artists.
By combining their imagination with the rigor of a Stevens education, students launch themselves into early career success. It's the breadth and depth of the visual arts and technology program that helps graduates land positions in a wide range of creative fields, and today, our alumni work as software engineers, video game developers, UI/UX designers, creative directors and more.
Students pursuing their bachelor's degree choose between four concentrations: creative computation, design, game design, and moving image.Students throughout Stevens are also invited to earn a minor in visual arts and technology. Each academic pathway provides students an opportunity to integrate creativity, technology and thought, and this year, Animation Career Review named Stevens as the best game design program in New Jersey.
Featured photo by: Jacob Stillman '19
"Banana is a series of animations that explores Asian-Americans as their own cultural group and identity while incorporating topics such as the model minority stereotypes and racialized assimilation."…
The art piece aimed to direct people's attention to the plights of our bug-sized brethren, who face a steady decline from climate change and environmental toxins.
"Overlooked Moments is a series of embroideries that allow the viewer to reflect on points in time that usually fade into the background."
"The installation consists of 3D sculptures paired with audio clips of people recounting stories of their deceased loved ones."
"I wanted to explore the ways we could reverse the detrimental effects of consumerism by taking back fabric waste and turning it into something useful."
"The Inconvenience Store is a collection of fictional products designed to show what the world may look like if industrial designers did not exist."
"This game takes the player through some of the symptoms that come with sleep deprivation. It simulates memory issues, involuntary movement, distorted vision, increased heart rate, and weight gain."
"For those who have been able to overcome fears, insecurities, or scars, I want them to be able to take a moment for self-gratitude."
"Impostor Syndrome [is] phenomenon that occurs when people are unable to accept their success. In their mind, their success comes from their luck rather than their skill."
"What this project offers is possible coping methods portrayed in a digestible manner that a younger audience can comprehend."
"Despite seeming like an incredibly dangerous and expensive hobby to get into, motorsports is easily accessible and incredibly addictive."
"Revived Goods is a furniture collection made to create joy into one’s living space, by bringing some of nature indoors."
"[Wander] is a short 3D animation that explores the struggle of trying to maintain a growth mindset whilst surrounded by hustle culture."
"Quilts carry with them the history of the person who made them, as do the fabrics and techniques used in the process."
"The art of reupholstery has a therapeutic response to the person and can help create harmony and balance within emotions that have previously been broken."
The project is based in a series of portraits that "exemplify the delicacy and complexity of black men," and is grounded in lessons from psychology and history.
"Nostalgia Boy is a multimedia digital experience in the form of a concept brand and net art website," says Bardsley.
"Algorithms are shaping our societal culture and changing it in many ways that aren’t easily seen," says Barry.
The Pigeonhole is "an exploration of identity struggle in mixed-race people due to pressure placed upon them by societal stereotypes."
"[Mortal Limbo] grapples with theories of the ineffable, the sublime & the emotional responses that come from experiencing the inexplicable," says Touch-Phong.
"Becoming Plastic is a nonlinear storytelling interactive experience on plastic pollution," says Fallone.
An electrical engineering graduate, McEldoon presented Made, with Love Everyday: Without You Feels Like a Lifetime at the Line of Site exhibition.
"I Can’t Remember What Outside Feels Like is an exploration of intersectional identity through a lens of internal conflict and anxious isolation."
"The Window is a project that describes the ebb and flow of peace and instability that exists within our minds," says Marconi.
The Tactility of Words was inspired by dyslexia and explores the process of learning in both auditory and dimensional ways.
"Every quiet individual deserves to have a chance to express what everyone else finds so easy to put out there," says Anastasia Wingate-Piccolomini.
Here are some examples of where recent Visual Arts & Technology majors started their careers:
Digital Technician and Editor, ABC
Broadcast Engineer, CNBC
Senior UX Designer, Comcast
Junior Designer, Guinness World Records
Visual Designer, IBM
Software Engineer, Nokia Bell Labs
Stewart Weitzman, Visual Merchandiser
Production Assistant, Live Nation
Wondering where a degree in visual arts and technology can lead you? Get to know our recent alumni and their artistic work by checking out these stories.
A software engineer for Buzzfeed, Amaba got her start by earning a B.S. in computer science and a B.A. in visual arts & technology at Stevens.
Now a visual designer at IBM, McGowan mixes technology and tradition in pursuing her creative passions.
Before landing a job as a graphic designer, Stillman made a big impression at Mana Contemporary in Jersey City.
With a visual arts and technology major and two minors under her belt, Haas has gone on to work with some of the biggest musical acts in the world.
After loving her animation and 3D modeling lessons, Landegem combined her fashion interests and technical skills to land a job at Tapestry's Kate Spade…
Hands-on learning is the cornerstone of the visual arts and technology program, and our facilities create an environment where students can explore and create. Here, you'll build the strong portfolios and technical skills needed for early career success.
Explore this immersive space that specializes in virtual reality, spatial audio, and 3D mapping.
With saws, air compressors, nail guns, woodworking tools and more, the Studio empowers students to play and create.
Packed with the best computers, the Lab helps students brainstorm, prototype, develop and critique virtual art.
Push your art further using these 3D printers, laser cutters, large format printers, carving tools, and more.
With over 300 titles, students have access to a growing collection of books on art, archeology, criticism, design, and history.
As a Visual Arts & Technology major at Stevens, you'll leave with not only a strong art portfolio, but a portfolio of technical skills. Here are some examples of recent student work.
This video uses a still image and camera mapping to composite 3D into scene.
This book of photographs takes viewers on an architectural exploration of Hoboken using 3D modeling and augmented reality, with help of a downloadable app. Julia Guignard, Class of 2016
Motion Graphics Sketches by Billie Haas, Class of 2018
Students hone their craft with foundational drawing courses
2D Design students put themselves in their project
"Noor", a video game designed by Jack Farzan & Joshua Phillips, '17
The Last Survey, a narrative visual novel created by assistant professor Nicholas O'Brien, is now available on Nintendo Switch.
"We set out to discover the shared ways artists are thinking about and experiencing water around the world," wrote Nancy Nowacek, on her Works on Water project.
Jeff Thompson recently opened his latest exhibition, Universal Approximator, online with the support of SPACES, a resource and public forum for artists.
Alumnus Dujaun Kirk '20 shared what it's like to earn a college degree and how he's keeping optimism alive.
In an online panel discussion at LudoNarraCon, Nicholas O'Brien discussed essay games with fellow designers David Cribb, Nathalie Lawhead, and Angela Washko.
Designing her curriculum to combat ageism, assistant professor Nancy Nowacek helped introduce students to older generations and reduce their fear of aging.
Assistant professor Christopher Manzione's NukemapVR let users virtually detonate a nuclear weapon in New York City and then watch.
As a Kickstarter Creator-in-Residence, assistant professor Nicholas O’Brien is developing The Last Survey, the story of a geologist averting a catastrophe.
The small community allows faculty to help students individually with coursework or finding internships and jobs. The fact that it’s small allows faculty and students to forge strong relationships.
In this program you build a portfolio of skills and are regularly encouraged to critically explore various creative programs and areas of design, a practice not often emphasized in other art schools.
I don't think I would have studied art at all if I hadn't learned about this program at Stevens. It's not about making art for the sake of art, but using art as a tool and applying it to various fields…