Visual Arts & Technology Bachelor's Degree
DegreeBachelor of Arts
ContactOffice of Undegraduate Admissions22.214.171.12448[email protected]
Stevens' visual arts and technology program challenges students to grow into passionate artists with next-generation expertise.
Housed in the College of Arts and Letters, these classes cultivate projects that transcend disciplinary boundaries. Lessons, grounded in studio-based learning, invite students to develop curiosity and tech fluency.
The curriculum features four concentrations: creative computation, design, game design, and moving image. Graduates enter creative and technological industries with collaborative spirits and bold ideas.
Careers of Tomorrow
Our alumni's boundary-defying careers create an inspired list of job titles: visual designer, software engineer, visual merchandiser, broadcast engineer, digital technician, UX designer, and production assistant.
Companies—such as IBM, Nokia Bell Labs, Live Nation, ABC, CNBC, Comcast, Guinness World Records, and Stewart Weitzman—hire our future-focused graduates.
Each of the program's concentrations—creative computation, design, game design, and moving image—infuse artistic theory, history, and practice. Students complement their imaginative pursuits with the future-focused rigor synonymous with a Stevens' education.
See the details and requirements of the visual arts and technology bachelor’s degree in Stevens' academic catalog.
Every student pursuing a Bachelor of Arts in Stevens' visual arts and technology program chooses one of four concentrations: creative computation, design, game design, or moving image.
The creative computation concentration merges code, art and design, letting students create new visual experiences that would be impossible with more traditional tools. Students learn how to write their own software in a variety of languages, how to create interactive projects and how to build custom electronic circuits, all with the goal of exploring software as a creative medium. Additionally, courses in this concentration address the critical issues around software like the open source movement and learn about the rich history of code in the arts. Students electing this concentration can go on to work in games and app development, interactive design, working on data visualizations, or as a “creative technologist” solving challenges across a wide range of fields.
Students in the design concentration learn about visual communication and typography, but most of all how to creatively solve problems and communicate ideas. Students will make posters, design fonts, lay out books, and prototype apps. Career options include graphic and web design, but could also lead to working on interactive projects like apps and games, part of a team in advertising and marketing, or working as a creative director.
Games have been called the definitive medium of the 21st century, and yet there is still so much to learn and discover. The game design concentration is focused on teaching students how to build 2D and 3D games using their own artwork, code, and story. This concentration also critically looks at the current state of game design--from large scale studio, to small independent art projects. By seeing the entire scope of what games can do, students will explore a range of possibilities of using games to create thought provoking projects.
This concentration focuses on technical, theoretical, and aesthetic approaches to making moving-image based artworks. Creative output includes video, animation, virtual reality, augmented reality, interactive design, motion graphics, and work of other disciplines that are informed by the history of time-based media. Through research-based projects, students will look at the entire production method, including pre- and post-production, in order to turn their initial concepts into fully realized moving image works.
With saws, air compressors, nail guns, woodworking tools and more, the Visual Arts & Technology Studio invites students to play and create.
The Sensory Computation, Experimental Narrative Environments Lab—better known as the SCENE Lab—immerses students in virtual reality, spatial audio, and 3D mapping.
The Virtual Arts Lab is packed with the best computers, and here, students brainstorm, prototype, and critique computer-powered art.
Students advance their projects by employing the FabLab's 3D printers, laser cutters, large format printers, and carving tools.
With over 300 titles, the Art Library is a growing collection of books on art, archeology, criticism, design, and history.
Modern Art: History & Theory
Color & Composition
Form & Space
History of Art
Moving Image: On Screen & In Space
Director of Visual Arts & Technology and Assistant Professor
Teaching Assistant Professor
Do I have to submit a portfolio?
If you are applying to our visual arts & technology program you are strongly encouraged to submit a portfolio, but it is not required.
How do I submit my portfolio?
All portfolio materials must be uploaded through your student portal which you’ll receive access to once you have submitted your application. The automated process of receiving student portal credentials can take up to 48 hours after your application has been received.
What are some examples of creative work?
Examples of creative work can include, but are not limited to the following:
Paintings and drawings
Sculpture and ceramics
Photography and collage
Game design/world building
Graphic and web design
Anything you think is creative
How many pieces should I submit?
We require five examples of creative work for the visual arts and technology portfolio.
Can I submit more than the required number of pieces?
The system will let you upload more than the required number of pieces; however, we cannot guarantee that all of them will be reviewed. Please try your best to only submit your strongest work. We prefer quality over quantity.
Will I have the opportunity to describe the pieces I am uploading?
Yes! You can provide a description of every piece that you upload and we strongly recommend that you do so. The more context that you provide for your submission, the easier it is for our faculty to review your contribution to the work. Make sure you include information describing what the piece is, how it was created, and why you chose to submit it.
What should I include in my resume?
Your resume can include any relevant jobs or internships that you’ve had, performances/exhibitions that you’ve participated in, competitions you’ve entered, and volunteer work that you’ve performed. You can also include a list of technical skills and relevant coursework.
For drawings and paintings, how should I go about submitting these pieces?
Feel free to submit digital images of your paintings, drawings, and traditional media. Take the best quality photos that you can (borrow a good camera if you can). If you don't have access to a camera, or if your images are highly detailed, consider scanning any appropriate material using a flatbed scanner at a local copy-shop or public library. If you don’t have access to studio lighting, shoot your images outside on a cloudy day for good even, light. Please avoid casual or low-quality images!
Would you recommend submitting samples of different types of work? For example, some photography, some painting, some computer-based artwork?
We recommend submitting your best work. Including drawings just for the sake of including traditional materials doesn't improve the quality of a portfolio. Make sure that whatever you are submitting, it shows the best of your creative output – that is the top priority. You are encouraged to submit non-traditional work and if you feel that you're accomplished in many mediums, please feel free to include a variety of pieces. Keep in mind that the evaluation is based on depth, not breadth.
What kind of files do you accept and is there a maximum file size?
Although we technically support media files as large as 5 GB, please be advised that larger files will take longer to upload from your Internet connection and may stall if you are on a wireless connection or one that cannot sustain a connection for the necessary period of time. Uploaded documents may contain no more than 75 pages. We support the following file formats:
Video: .avi, .flv, .m1v, .m2v, .m4v, .mkv, .mov, .mpeg, .mpg, .mp4, .webm, .wmv
Audio: .aac, .aif, .aiff, .iff, .fla, .m4a, .mpa, .mp3, .ra, .wav, .wma
Slide: .bmp, .gif, .jpg, .jpeg, .png, .tif, .tiff
Document: .doc, .docx, .odg, .odp, .odt, .pdf, .ppt, .pptx, .rtf, .wpd