A small collection of some of the work our students have created this year. Make sure to check out each program's individual page for more great work!
Graphic Design
Project 01
Spice that Hits Different – Magazine Ad
Student: Caiden Chan Course: Illustration 2 – Real Ideal Magazine Advertising Description: A bold editorial advertisement that combines custom typography, illustration, and product photography to capture attention in print. Using the concept “Spice That Hits Different,” the design turns flavour into a playful visual metaphor full of energy.
Project 02
Here and Queer - Campaign
Student: Zach McClelland Course/project: Campaign – Social Campaign Description: A comprehensive campaign for Pride Winnipeg including event branding for billboards, transit shelter, vehicle wrap and mobile. In a time when the rights of 2SLGBTQ+ people around the world are regressing, and public support for the queer community slips, the return to a more protest centred theme for pride aligns well with the current situation facing queer folks.
Project 03
Across the Board - Branding
Student: Kevin Duong Course: Design – Branding Description: Logo redesign for Across the Board Game Cafe. The redesign brings a fresh modern take to the logo while still maintaining the original board game aesthetic.
Student: Vanessa Bardet Description: For their self-directed term long project in Community Design 2, students are to reach out to a local nonprofit and engage in a project which addresses the NPO’s design and/or communication needs.
These are samples of Vanessa Bardet’s project with MAWA, for which she designed a series of graphics to be used in MAWA’s upcoming podcast Ensemble (a series of five to six podcasts dedicated to the five statues located in the garden).
Project 02
Motion Titles: The Last of Us
Student: Jaeden Fuller Description: Students must design and animate their own opening title treatment for a TV series or movie of their choice (fictional or real). Jaeden combined their mastery of graphic design principals and motion to make this eerie and unsettling fungus fueled animation.
Students: Franzine Vallejo, Ngoc Thanh Truc Nguyen, and Shaw Jacob Description: StyleLab is a fashion-forward social network by Interaction Design and Development students Franzine, Ngoc, and Shaw. Share your outfits, tag your vibe, and watch your style evolve— StyleLab's killer feature is a DNA helix which breaks down your fashion sense using your favourite hashtags. Done across two classes, students conceptualize, brand, design, and develop a social network.
Project 02
Bloomly
Student: Maria Esteban Mantilla Description: Bloomly is a habit-tracking app focused on emotional wellness that uses plant growth as a metaphor for personal progress. It aims to:
offer a space for growth using visuals that make progress feel meaningful, human, and emotionally safe
support habits often ignored by productivity apps
help avoid guilt, comparison, and self- sabotage
Project 03
Elysian
Student: Kate Rudnyk Description: Rooted in classical mythology, Elysian is a monospaced display typeface crafted for high visual-impact in high-end and esoteric projects. The typeface beautifully demonstrates that not all monospaced typefaces need to mimic a typewriter or code.
Student: Naeun Yun Description: Students are to design and animate their own lineup launch video for a festival of their choice. Naeun Yun masterfully brought the Seoul Jazz Festivallineup to life with their playful interpretation of classic jazz design aesthetics.
Project 02
Studio Project: Notion 3D Motion Design Ad
Student: Dania Barakat Description: For their term-long project, Dania Barakat chose to create a short, ultra-high-quality 3D animated promo for the note-taking app Notion. Using expert art direction, animation and rendering, they executed a truly professional-looking final product.
Project 03
Promo Video: Butter Tart Lady
Students: Carson Tucker and Andrew Klyne Description: Students were tasked with finding a local individual or business to feature in a short, documentary-style promotional video. Working in groups of 2 or 3, they developed proposals, conducted pre-interviews, created production schedules, and captured all b-roll, along with professionally lit two camera interview setups. Carson and Andrews final piece is a beautifully shot, charming look into how “The Butter Tart Lady” came to be.
IronRise was a collaborative effort of all the Game Development students from both the Programming and 3D art streams. While everyone contributed in countless ways, individual programmers took on a core focused topic for the semester.
For the Player, Cate focused on combat and mechanics and Santiago handled the movement and settings. For the NPC’s, John handled the boss character, Spike did the Elite and Rat enemies, and Conor did the Grunt enemy. For the levels and overall game systems, Russell focused on the camera and hazards, Marlena on the UI and HUD, Aiden the audio and build systems, Alex made the gallery and Cole focused on telemetry for playtesting.
This is just a snapshot of the work that took place however, as many people contributed to different, wide-ranging systems, and supported each other with endless bug fixes, discussions and sharing of technical knowledge between programmers and artists alike.
Carley Hendry spearheaded the creation of the Ironrise Boss, taking the character all the way from early concept sketches to final in-engine textures. She worked through numerous iterations to capture that specific blend of menacing presence and "retro-tech" grit, all while ensuring the character remained instantly recognizable at a distance.
She prioritized a clean block-in model that gave rigging and animation a solid base to work from. Visual clarity was further refined through a disciplined 60-30-10 color palette, balancing primary, secondary, and tertiary tones. Carley also collaborated with Tiffany Yu, who was responsible for the modeling and texturing of the character's saw-blade arm props.
Carley rigged the quadruped robot and created some of the final animations used on the character. The boss needed a variety of animations ranging from jumping, idling, attacking, stomping in anger, and a death animation. Particles by Vince Cardenas helped sell the actions by creating a layer of stylized effects that add to the intensity and mood of the climactic moments in the game.
For more examples of their work, visit their ArtStation pages: