Teriu Lemon Head of School Creative Technologies



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The Wellington Institute of Technology s three year Bachelor of Creative Technologies degree concludes in a graduation exhibition which showcases the best of student work, from a range of creative technology discipline areas. The current group of seven mid-year graduate s will display a lively and refreshing collection that includes Film, Animation, Illustration and Graphic Design. These seven new talents are equipped to enter the art and design industry after spending three years honing their skills. As Head of School I am very proud to support the work of these seven Bachelor of Creative Technologies students and their future achievements. Teriu Lemon Head of School Creative Technologies

Time Alone Moving image JORAM ADAMS joram.adams@gmail.com This short moving image is a collection of video portraits illustrating aspects of teenage experience. It focuses around the misperceptions made from judging someone s outward appearance and the feeling of being alone. It is common to see someone and assume they have it all together and this video is a glimpse into the window of those suffering in silence using imagery and sound to tell the story and capture the mood. My work in cinematography uses a lot of passive light and low key environments to create a dark and ambivalent aesthetic.

Luna Interactive VICTORIA CROAD victoriacroad@gmail.com I have created a game concept with a female character in a role traditionally filled by a male, a mechanic. The idea I came up with was a team of a girl called Luna and a robot called MARB13 (Marble) who together would be fighting against a virus that threatens to infect all the technology of the universe. My final work is a short original story of the two characters first meeting as well as their home planet, an asteroid created to be fully explorable and made from a combination of original and sourced assets. On this asteroid is a junkyard where anyone in the galaxy is free to dump any unwanted old technology, and Luna s workshop where she creates all of her inventions including MARB13 itself.

Karma Graphic Novel QINGYI LI CGHEAVEN@hotmail.com I have a desire to tell a story and as a concept artist, telling by drawing is the best way to do this, especially through comic art. comic by Photoshop except for the two oil paintings which are the climax in the story. My story is set in the fictional City called Ark. A city rebuilt after nuclear war where the main character wakes up in a sinister street with no memory of how he got there or even his name. The only clue he has is the word Oasis written on a disk in his pocket. My drawings depict how he discovers his identity and what has happened to him. I chose a gloomy and realistic style to indicate the miserable destiny of my hero, and painted the whole

Grug Interactive IAN MACFARLANE ianmacran@gmail.com The character Grug began as an absent minded doodle in my high school work books. Since learning and developing my skills as a 3D modeler and animator Grug has become the titular character in a video game concept influenced by industry giants such as Crash Bandicoot, Mario and Rayman. Through Grug players will experience unique ways of interacting with an environment and explore a post apocalyptic world filled with zany mutations that parodies and raises awareness of social issues.

The Travellers Tableaux Illustration FRANCESCA SCOTT pascale.ches@gmail.com My work is an amalgamation of ink pen drawings which I have then enhanced using graphic design software. This is my interpretation of the Blues Clues notebook. It is my sketchbook path to adulthood. The final images I have chosen are photos I have seen and taken during my travels, they are screenshots of my life thus far. My aim is to portray the journey of a young girl transitioning into an adult world by combining interesting landscapes with expressive and exaggerated emotions found on the confused upside down faces.

The Bamboo Cutter s Daughter Illustrated Book SHIHO TAKIGUCHI llong00@hotmail.com The design and story for my picture book The Bamboo Cutter s Daughter is based on one of the oldest Japanese tales Taketori Monogatari. Taketori Monogatari tells of a mysterious woman who was found as a baby in a glowing bamboo patch. I have integrated the same themes into my own abridged version. For the The Bamboo Cutter s Daughter I use simple colours and other pages are illustrated with pop-up style. The traditional style of painting was abandoned in the hope that the book will resonate with today s children. I am also working on a digital version to combine new technology with this timeless story. I have been interested in book illustrations since I was a little child. I spent many hours in a studio drawing and painting in my younger days. The passion for book illustration led me to want to design books as well as create illustrations. Children deserve to be given the best quality, and all my work is founded on this ideal. I wish to create things that provide children with warmth and peace, while they are engaged with these books and toys. I also hope to provide children with opportunities to explore a different culture through my work. I consider designing books, printing materials and educational resources my life s work.

Quiver Interactive App BRAEDEN THOMAS braedenthomas@msn.com Quiver is an interactive surf forecasting application concept that uses graphic design to exploit user interfaces in the desire of achieving harmonious interaction. The relationship between a user and the information it seeks can be enhanced through interactive interface design; Quiver offers users informative real-time surf forecasting in a dynamic contemporary manor that makes the information they seek so much more desirable. As a Graphic Designer I believe this project showcases my most valued and labored skills such as colour design, contemporary minimalism, print and digital design, alongside my matured ability see exciting possibilities in trending and progressive design fields.