School of Design and Creative Arts Degree Show 2025

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School of Design and Creative Arts Degree Show 2025

5—14 June

Film

Graphic

Industrial

Textile

Bachelor in Arts ( Honours) in

Contemporary Art

Colette Murphy

Colette Murphy is a visual artist interested in femininity, popular culture, and the maximalist aesthetic, which she explores through various mediums and vibrant colour palettes. Originally from County Mayo in the west of Ireland, Colette studied Contemporary Art at Atlantic Technology University, where she took a keen interest in painting and collage. She paints with oil while incorporating everyday objects, such as paper and clothing materials, on her canvases to question ideas of high and low culture. The results are playful expressions of her lived feminine experience.

When not in her studio, Colette has a deep love of history, reading, and animation. Her passion for storytelling is interwoven throughout her visual work.

No Title, 2025, oil paint and paper on canvas, H40cmxW50cm
No Title, 2025, oil on canvas, H90cmxW40cm

Lily Mannion

Lily Mannion is an Irish visual artist working across multiple disciplines, including ceramics, sculpture, textiles and digital media. Her work is process-driven and materiality-centred.

Currently, her work deals with areas that have been lost or are becoming lost due to processes of exploitation or extraction. She is interested in the legacies of industry and craft, as well as any intersections that may exist between the two.

In her work, she attempts to make the relationships between things somewhat legible, thereby unlocking a network of connectivity or mycelium that encompasses all things.

By referencing particular examples of ecological, scientific or philosophical theories and other various primordial figures, she tries to locate sources of cohesion to discern and convey an order that already exists, connecting us to something bigger than just ourselves.

Her work also tries to address the overwhelming feeling that things aren’t as they can or should be and tries to understand how, as an individual, you can exist in a seemingly broken world. She looks for ways of processing and categorising these immense and insurmountable feelings to begin to understand and work through them.

Maybe If detail image, 2025, resin, dust.
Soft, 2025, Irish sheep wool.

“My work is concerned with the Ocean, paying particular attention to the air water interface - the transitional point where sea and air meet. This preocccupation is informed by my regular immersion in the sea.

I would like the viewer to question their perceptions and awareness of life, all which is seen and unseen, so that they may be prompted to reflect on their own impact and interactions with the natural world, in particular the Ocean and bodies of Water.

Using a variety of media including paint, dye, video and photography I create two dimensional wall hangings, three dimensions objects and moving paintings. Purity and honesty of materials and the play of light are important aspects of my work.

I recognise the Ocean as a being in and of itself and the aim of this work is to encourage a sense of custodianship for the Ocean and our environment and the delicate balance in which we all now sit.”

Liz Moran is a Galway based artist. She holds a BA in Marine Science and is a member of Gort Arts, KAVA and the VAI.

@lizmoranart

lizmoranart@gmail.com

Liz Moran Art

Portal, 2025, Photography, 48 x 39 cm
Disperse, 2025, Dye on Cloth, 100 x 140 cm
Liz Moran

Lorraine Reynolds

“I am an artist based in the West of Ireland working primarily with photography and moving image. With an intimate and intuitive approach, I focus on themes of memory, grief and identity. Building on these themes, my current body of photographic work is connected to a recognition of the transitory nature of life, particularly those brief, fleeting moments that make up our everyday existence. In this way, my work seeks to convey the emotional and aesthetic impact of such moments, with a sensitivity to stillness and the emotional charge of everyday objects and experiences.

At the heart of my work is a quiet attentiveness that invites contemplation through the relationships between images, this approach reflects my belief in the importance of close looking. With an interest in perception and the interplay between what is seen and unseen, my work aims to suggest rather than explain, offering space for quiet engagement and inviting the viewer to pause and reflect amid a fast-paced world.”

Faint Threads, 2025, giclee print on hahnemühle paper, 29.7 x 21 cm
Passing Through, 2025, giclee print on hahnemühle paper, 29.7 x 21 cm

“My work explores human consumption and the degradation of peatland ecosystems, focusing on textile pollution. Using materials such as recycled fabrics to represent the intrusion of waste into these environments. The bog lake serves as a central symbol, representing a liminal space threatened by the “”invisible cost”” of fast fashion. Ultimately, my goal is to get consumers thinking about their choices for a sustainable future that protects these ecosystems.”

https://www.marwia.com/green_acryl

“Fabricated”, 2024, digital media, 100X150cm
“Synthetic Meadow”, 2025, metal plate 30X45cm
Mariola Wiazowska

Miriam is a Spanish artist based in Ireland, working across painting, photography, and printmaking to explore themes of identity, diversity, and the human experience. Her work investigates how cultures intersect, how traditions evolve, and how personal and collective histories shape us.

Drawing inspiration from folklore, symbolism, and the places where she has lived and travelled, Miriam blends traditional and contemporary influences. Her art is a dialogue between figuration and abstraction, using bold colours, rich textures, and intricate patterns to create multilayered compositions that reflect the complexity and fluidity of human identity.

The human form is a recurring presence in her work, expressing identity as something constantly evolving and shaped by modern, geometric, and urban influences. Her practice is informed by personal experience—particularly as a curious observer of the world. Through her visual language, Miriam connects individual narratives with wider cultural contexts, weaving traditional motifs into a contemporary aesthetic.

Untitled, 2025, screen printing and oil on canvas, 60 x 90 cm.
Untitled, 2025, mix media, 30 x 70 cm
Miriam Villacastin Sanchez

Patricia Flanagan

“My Name is Patricia Flanagan and I am a ‘mixed media’ artist. I combine my love of Cyanotype prints with other mediums which include acrylic and spray paint, expanding foam, tulle, found objects, found, wool, fabric and much more.

For my degree show I have created an artistic summer themed experience. As a sufferer of depression, I wanted to create awareness for Seasonal Affective Disorder (SAD), which is a type of depression that occurs during specific seasons, mainly winter. Symptoms of SAD usually ease off in the bright and sunny summer months. The artwork I have created has images that remind me of summer time.... flowers, the beach, warm weather, bright colors, fishing, birds and butterflies summer fruits and cocktails by the pool. It’s sort of like bringing the summer vibe indoors so that you can feel it all year round. I would hope that the viewer feels uplifted by spending time with it.”

@jitsflart

tricia.flanagan7@gmail.com

“Banana Split”, 2025, Mixed Media, H66cm x W55cm
‘Sun Capture” 2025, Mixed Media, H74cm x W46cm

Rhiannon Caffrey

Born in Galway, Rhiannon Caffrey is a fourth year 3D contemporary art student at ATU. The Galway based artist has always had a strong interest in art even at a young age. From there she always knew she would continue to develop her own creative practice and pursue a career in the art world. She mainly works with sculpted objects, photography, digital media, video projection and ceramics. Throughout her creative practice she has developed a significant interest in her family’s history with flax making in Monivea and the hidden history that is buried deep in the roots of the historical village. Over the last three years Rhiannon’s work mainly explores the connections between identity, family heritage, and preserving our cultural skills and traditions that have been fading and lost throughout generations. By using a variety of different mediums, she uses her artistic ability to visually portray the territory that holds a significance to her. This allows her to create immersive installations that allow her audience to interact and engage with their own stories and connect to her work.

rhia.nnon_art

rhiannonc2002@gmail.com

rhiannon Caffrey

Caffrey, Rhiannon (2024) “invisible string” (Sculpture, projection light, string) Co. Galway
Caffrey, Rhiannon (2025) “Woven Heritage” (Sculpture, Performance Piece, felted flax fibres) Co. Galway

Scott Nokia

“I am a visual artist based in London and the west of Ireland working with sculpture and photography, my practice stems from personal and social issues. My work explores ritual engagement and the complexities of structural power through a continuous process of analysis. I emphasize personal perspectives and self-reflection using popular culture and familiar object to encourage viewers to examine their place within them.

This exhibition is an exploration of the transient nature of human experience, the incessant quest for control and the power found within personal and collective introspection.” @scottnokia

Stickers, 2025, photograph, 30x20 cm
“Don’t leave me”, 2025, snow, 100x50 cm

Shannon Murphy

Shannon Murphy is a multidisciplinary artist from Mayo in her fourth year studying Contemporary Art in ATU Galway, who focuses as a 2D student. She mainly works with Digital Paintings, Photography, Photoshop, and Painting with mostly acrylic paints. Having always been interested in art from a young age, Murphy wanted to broaden her artist education and led her to attend art college. Shannon’s art practice is currently based on nature and landscape from a minimalistic point of view, using a limited colour palette within each composition, wanting to question what the fine point is on what can be considered a landscape. Using Acrylic paints to evoke traces of elements of nature that are not quite there within a landscape. Experimenting with creating contrast on how she sees and explores nature and landscape in comparison to how it appears in real life. Murphy’s work also looks at cosmetology and landscape using photography and photoshop to allow looking at layering the images and creating images with both elegant and with strong contrast as well. Murphy is heavily influenced by a range of artists from the impressionist era to contemporary artists by a variety of elements such as techniques, skills, and methods used to create their works.

murphyshannon19052003@gmail.com

shannon_murphy_art

https://shanmurphyart.weebly.com/

Shannon Murphy, Luminous Horizons, 2024, 29.7cm x 42cm, Inkjet Print
Shannon Murphy, Faded Trees, 2024, Digital Painting

Shauna Bligh

This installation draws inspiration from the Chinese fable of Chang’e, the lunar goddess, and her celestial companion, the Jade Rabbit. Blending mythology with imagined space exploration, the work presents a speculative museum display featuring artifacts from a fictional lunar expedition. Among the objects are an astronaut’s glove, two versions of a space rocket, and fragments of an asteroid named Yutuxing—a name combining “Yutu” (Jade Rabbit) and “xing” (star) to suggest a mystical bond between mythology and the cosmos. One asteroid fragment is embedded in resin, echoing scientific preservation and mythic reverence.

Suspended mirror sculptures of rabbits – referencing Barry Flanagan’s expressive hares – animate the space. Positioned in front of a projected video of the moon’s rotation, the mirrored forms cast shimmering reflections and shadows across the room, creating the illusion of rabbits running across the lunar surface and surrounding walls. This play of light and motion transforms the space into a dreamscape where fable and futuristic fiction collide. Yutuxing: Shadows of the Moon invites viewers to consider how ancient stories endure and evolve, even in imagined futures where the moon becomes both a memory and a museum.

s.b.artspage@gmail.com shauna.b.artspage

Lunar Project, 2025, Resin, Wood, Polystyrene, Cotton, 34cmX15cm
Yutuxing, 2025, Polystyrene, Sheet metal, 34cmX15cm

Yana Nungesser

This work revolves around questions of consciousness, interconnectivity, and the formation of an inner landscape. It evokes a subconscious environment, a place that invites and provokes introspection. What is learned, what is inherited, what is self, what is other? Colloquial Terrain is an excavation, not of these questions themselves, but rather of the blurred lines between them. Involving investigations into epigenetic inheritance, post-colonial and Catholic centred society, tradition, habit, and influence, these notions are explored with a delicate liminality; with a focus on vulnerable figurations and fragile materials, within a space that exists somewhere “in-between”.

Born County Mayo, Yana Nungesser is a contemporary artist based in the West of Ireland, specialising in sculpture and installation.

yananungesserartist.squarespace.com yananungesserart

yanalee.nungesser@gmail.com

Amorphous Globosus, 2025, wax, steel, plaster, human hair, synthetic hair, 160 x 160 cm.
Meitheal, 2025, unfired clay, dimensions variable.

Bachelor in Arts ( Honours) in Design

Adam Moran Design - Animation & Game Design

“For my final year project, I made OVERCLOCK, a third person shooter and 3d platformer with a focus on player movement. The game has you take control of a cyborg with super speed, which is represented by slowing time around the player based on how fast they are moving. This makes for an experience where every level is its own speedrun, and can be completed in a matter of in-game seconds if the player is skilled enough. This project is accompanied by an 3D animated cutscene using the shader and rendering techniques in game, as a more in depth exploration of the games unique aesthetic.

The completion of these two projects applied all that I have learned over the past three years throughout the final semester, and serves as a great exhibition of the skills I have learned during my time in this course.”

adammoran117@gmail.com

Still from OVERCLOCK Animated Cutscene, 2025, Rendered in Unity, 1795 x 1193 px
Echoes of Silence, 2024, Film photography, 1193 × 1795

Cian Yelverton

Design - Animation & Game Design

“I’m Cian, an animation artist and when given the choice to base my animation on absolutely anything, I decided to turn towards my day-to-day life for inspiration, and in doing so, I have chosen to base my animation on the relatable and frustrating daily experience of riding public transport.

The minute-long short features a visual example of a panic attack-like event for an unnamed character, shown through the visuals of the bus and surrounding highway slowly breaking away. The further she dissociates or hyperventilates, the more the surroundings distort, disappear, and break apart.

After everything has completely faded away around her and she is left only able to face herself, she decides to answer a call from a friend. Through beginning to talk everything through with them, reality slowly begins to return to a somewhat familiar state.

My goal in this short is not to demonstrate what every panic attack or dissociative episode may look like, but instead to create something vague enough that people could relate to it—regardless of whether they have any experience with this sort of thing.”

Reaching Out of Body Poster, 2025, Created in program Clip Studio Paint, 1280 x 1920

Dylan Waters Design - Animation & Game Design

“My name is Dylan, and I am a 3D artist passionate about creating game environments that are both immersive and optimised for performance. During my studies in Animation and Game Design, I have focused on developing 3D assets through modelling, texturing, and rendering. I am proficient in Blender, Substance Painter, and Unity. I enjoy the entire creative process, from early block-outs to final polish. My aim is to tell compelling stories through my environments while applying a high level of technical expertise.

My future goal is to join the games industry as an environment artist, where I can continue to develop my skills, collaborate with industry professionals, and learn from experienced and accomplished artists.”

www.dylanwaters.me dylanwaters5000@gmail.com

Lantern, 2025, Blender, 3840 x 2160
PolyWalker, 2025, Unity Game, 1641x1176

“I’m Heather, a 2D and 3D artist based in Galway. My ambition is to find meaningful, creative ways to tell emotional stories through games and animation—always aiming to connect with people in simple and heartfelt ways.

At the core of everything I create is a straightforward goal: for someone to say, “That’s really cute.” That response drives me to keep learning, improving, and exploring new ways to communicate through visuals.

My final-year animation Move In shares this aim. It follows Minnie the cat as she navigates the stress of moving house—an emotional journey told without dialogue. I wanted to explore how animals, like people, cope with overwhelming changes they don’t fully understand. By framing the experience simply, I hope the story shows how even difficult transitions can be faced one step at a time.

My game Vermin! is a quirky tower defence game where you play as a furious farmer who’s so blinded by rage he fires his own crops at invading vermin to protect his livestock. Making this game was incredibly rewarding—it captured my favourite part of being an artist: there’s always more to learn, and always someone willing to teach.”

@ohhowfruity

linkedin.com/in/heather-o-halloran heatherohalloran1@gmail.com

First Cat (Minnie) Character Idea, 2025, Procreate
Mysterious Cat, 2025, Procreate

Maeve McCormack –Mind Dungeon Design - Animation & Game Design

“My Name is Maeve McCormack; I’m a digital artist and learning animator from Galway. My art mostly consists of vibrant and stylized art of my own characters or characters from games. I first got the want to learn art during secondary school but didnt like the realistic drawing tasks, so once I finished I went on to teach myself how to draw. Picking up techniques and style ideas from several people online on social medias and videogames. Some big inspirations for my art would the anime dragon ball and the videogames Night in the Woods, Fortnite and Pizza tower.”

Milena Krahl Design - Animation & Game Design

“I’m Milli, a 2D animator and illustrator. My work focuses on using colour to convey emotion and bring visibility to the lived experience of mental health. Through animation, I aim to create thoughtful, expressive work that encourages empathy and connection.

BRIGHT is an animated short film exploring the internal experience of anxiety. While anxiety is often portrayed in media, it rarely captures the internal chaos or thought patterns that accompany it.

The story follows Daisy (19) as she navigates an anxiety attack—not from the outside, but from within. Instead of focusing on her physical reactions, the film takes viewers into her mind, where she confronts overwhelming thoughts and inner conflicts.

This short film aims to open up conversation around anxiety and offer insight to those seeking to better understand mental health.”

Portfolio: https://milenakrahl.wixstudio.com/my-site-3 https://www.instagram.com/milli3748/

BRIGHT, 2025, Procreate (digital illustration), 152mm x 101mm 300dpi
Pirate Princess, 2024, Procreate (digital illustration), 152mm x 101mm 300dpi

Olivia Galej – Carnival Mayhem Design - Animation & Game Design

Craig is a young, curious and rebellious young boy who stumbles upon an advertisement about a new carnival. His curiosity gets the best of him and he decides to go to it alone despite his mother telling him to do his chores first. He finds an out of order carnival game in which he gets locked inside, and the robot dog toys in the game begin attacking Craig. After opening the door and running away, Craig escapes. However, he left the door open, the robot dogs can escape now.

https://www.linkedin.com/in/oliwia-galeja-1b41102b9/ Oliwiagalway@gmail.com

Carnival Mayhem, 2025, Animation, 2712x 3840
Carnival Mayhem Chaos, 2025, Poster, 1920x 1080

Roan Murphy Design - Animation & Game Design

“I enjoy the silly things in life. I aim to create a comforting and familiar atmosphere within my works. I enjoy problem solving and learning new and interesting ways to better my craft. My preference is 2D animation but I am open to the adjacent fields also. Thank you for your time!”

https://roanmurphy321.wixsite.com/portfolio-of-2 https://www.linkedin.com/in/roan-murphy-97553927a/ https://www.instagram.com/roans_corner/

Worst Case Scenario Poster, 2025, Photoshop
The Herald - Game Poster, 2024, Photoshop

Sonny O’Kennedy Design - Animation & Game Design

“This year, my work has been deeply influenced by contrasts. From the unexpected pairing of a sweet old lady and her demonic dog in my animation Good Boy to the characters in my game Fainne Sidh, in which the iconography of cute dolls is placed within the theme of survival horror. Contrast is at the heart of my creative process. It’s often said that contrast is a key element of comedy, and I embrace this idea in my work with the goal of bringing joy to my viewers and players. I believe that joy is something everyone needs more of, and I want my work to offer a playful escape that leaves people smiling.

In my sketchbook, I use vibrant, contrasting colours that evoke happiness in me. In Good Boy, I expressed my deep affection for my own dog, Mouse, a chihuahua who, though very different from Angle, the hellhound in my animation, represents the unbreakable bond between an owner and their dog. While I’m certainly not an old woman, and Mouse is no demonic creature, I wanted to capture the pure, often comedic love that can exist between an owner and their pet. The contrasts in my work reflect this tension between the light-hearted and the dark, the cute and the terrifying, ultimately creating a space where imagination and joy can thrive.”

good boy poster
glo character model

Blue: An illustrated picture book

“Fear is a universal feeling amongst people, specifically the feeling of fear of the unknown. Fear of stepping out of your comfort zone and attempting to try or experience something new. The goal of this story is to shed light into how stepping out of your comfort zone is beneficial and embrace the idea of change through overcoming your fear of the unknown.

Blue is a short storybook aimed for any audience of any age, with its style aiming to be a “show, don’t tell” with having minimal dialogue and a focus for visuals and expressions. The illustrations were created with the intent of being watercolour, with shadings and colouring all having a textured look. The typography is made purely with my handwriting, aiming to evoke the feeling of an illustrated journal written by the main character. This book was designed to be a coffee table read and easily handled and read by anyone regardless of age.”

Designer Biography

Alanna is a Graphic Designer and Illustrator from Galway with a focus on digital and traditional illustration. They have a strong interest in storytelling by visual means and enjoys creating characters and narratives with their art.

alannajossocooley@gmail.com

Digital Portfolio: https://alannajc.carrd.co/

Manta Rays of the Blue, digital, 152mm x 76 mm, landscape
Whale Shark of the Blue, digital, 152 mm x 79.62 mm, landscape

Gabrielle Donoghue

Design - Graphic Design & Illustration

Luna and The Seasons

Luna and The Seasons is an illustrated children’s picture book that follows the gentle journey of a curious dog named Luna. Eager to explore the world beyond her garden gate, Luna sets off on an adventure through forests, fields, and onto the seaside, meeting a variety of animals along the way. As she travels, she experiences the wonders of each season, before eventually returning home with new stories to share.

The book aims to introduce young readers to the natural rhythms of the year, encouraging awareness of the changing world around them. The illustrations are cheerful and expressive, using an individual drawing style and bright colour palette to celebrate the uniqueness of each season. Luna and The Seasons is intended as a gentle introduction to the variety within the natural world.

Designer Biography

Gabrielle Donoghue is a graphic designer and illustrator from County Kildare, Ireland. Her work primarily focuses on digital and analog drawings, this inspired her to create an illustrated children’s book for her final year major project.

Gabdonoghue@gmail.com

Gabby Donoghue

Summer scene, 2025, digital, 152mm x 101mm
Winter scene, 2025, digital, 152mm x 101mm

Joe Quinn

Design - Graphic Design & Illustration

The CD (Creative Direction) Project

Creative processes are unique to every individual within creative fields. The CD Project is an exploration of these differing approaches and the frames of mind that shape them. When making creative decisions an individual may be inspired by many different things such as format or lack of format, the desire to appease an audience or the desire to appease themselves. The project investigates these modes of creating and how an individual can move fluidly between them.

Visual aesthetics informed by music culture and history are utilised to express these distinct viewpoints. The musical genres of vocal jazz, grunge rock and indie/alternative are employed to represent three unique perspectives of creating. Each genre influences a design of a CD jewel case package that houses the booklet, compact disc and track list of an album. The project is auto ethnographic in nature and uses photography, painting, illustration and typography to convey three defined visual styles and mindsets.

Designer Biography

Joe Quinn is a Graphic Designer and Illustrator from Mayo with a particular interest in using mixed media to create visual work.

joejosephdesign@gmail.com

@joejoseph.ie

The Wheel, 2025, Acrylic on Canvas, 15.7 X 11.8 inch
Bite The Hand, 2025, Collage, 12 X 48 cm

Josh Mulchrone

Design - Graphic Design & Illustration

Reading Between The Lines

This project is an immersive design experience that explores the struggles faced by individuals with dyslexia. Through a series of interactive displays, the project invites users to engage directly with the work, emulating the everyday challenges associated with dyslexia.

This project focuses on five main challenges that dyslexic people face: Memory; Reading and Writing; Confidence; Writing; Finding supports.

By requiring active participation, the display fosters a personal and emotional connection, encouraging empathy and deeper understanding among viewers. The aim is to create a space where the complexities of dyslexia are not only seen but truly felt, offering insight into the cognitive and emotional experiences of those living with the condition.

Designer Biography

Josh is a Graphic Designer and Illustrator passionate about creating work that is both socially impactful and emotionally resonant. With a focus on immersive and usercentered design, his practice emphasises storytelling through interaction, colour, and typography.

https://www.instagram.com/joshmulchronedesigns/?hl=en https://www.linkedin.com/in/josh-mulchrone-224aa12b4/

Maks Grzonkowski –Creative Confidence

Design - Graphic Design & Illustration

Creative Confidence

‘Creative Confidence’ is a motion graphic aimed at design students who lack belief in their abilities and often overlook the opportunities they are given to learn and improve their craft, due to feelings of intimidation, with college being a new chapter in their lives. They feel afraid of trying new methods or experimenting in their projects, in case they look foolish or fail. This project covers four main factors which hold design students back the most: the fear of being judged, the fear of the unknown, the fear of losing control, the fear of taking the first step.

The purpose of the project is to encourage students to approach and view their college experience from a positive perspective. This animation guides the viewer on a journey toward reassurance and self-confidence, aiming to foster a healthier and more constructive relationship with their creative work.

The concept stems from the designer’s struggle with self-doubt and belief in his own work and abilities.

Designer Biography

Maks is a graphic designer from County Mayo, Ireland. He has a particular interest in animation, mixed media and digital software.

Grzonkowskimaks@gmail.com

https://www.linkedin.com/in/maks-grzonkowski-bb43362b9/

2025, mixed media
2025, mixed media

Mary Kate Keane Design - Graphic Design & Illustration

The Perfect Guide to Imperfection

The Perfect Guide to Imperfection is a personal poster series that explores growth, acceptance, and the relationship between creativity and control. Created using mixed media the project reflects the journey of a lifelong perfectionist who has come to understand that perfectionism can limit creative freedom and suppress authenticity.

Inspired by the Japanese philosophy of wabi-sabi, which celebrates the beauty in imperfection, and the art of kintsugi, the practice of mending broken pottery with gold, highlighting imperfections as part of the object’s history, this project is both a visual exploration and a personal exercise in releasing my own rigid expectations, selfcriticism, and the fear of being “wrong.”

This project is a reminder that true creativity isn’t about perfection but about embracing vulnerability, authenticity, and growth. The project celebrates the idea that the most meaningful work often comes from what we first see as imperfections. Ultimately, it’s progress, not perfection, that makes work truly meaningful.

Designer Biography

Mary Kate Keane is a graphic designer and mixed media artist from County Clare, Ireland. She enjoys working with tactile materials, expressive typography, and handson processes. Her work combines analogue processes with graphic design to create expressive visuals.

marykatedesign24@gmail.com mary.kate_design portfolio- marykate9512.myportfolio.com

Design - Graphic Design & Illustration

School 6 Days A Week

Told through the eyes of a little girl balancing her Polish background with her everyday experiences, “School 6 Days A Week” is a children’s book that explores themes of cultural identity, language and belonging. The story follows Kasia as she navigates the struggle between wanting to stay and play with her friends and honouring her Polish heritage by attending Saturday language school. With a gentle, natural storytelling approach, the book’s watercolour illustrations convey small emotional moments, such as waking up on a sunny morning, watching her friends play, or learning new letters. The visual style is warm and inviting, designed to feel personal and relatable to young readers. The book aims to celebrate bilingualism and the idea that learning about your culture can be an exciting and inspiring experience.

Designer Biography

Natalia Sikorska is a graphic designer and illustrator who has a strong interest in storytelling, poster making and branding. She enjoys working with traditional media like watercolour, often combining it with digital tools to create warm, approachable visuals.

https://nataliavsikorska.wixsite.com/portfolio natalia.v.sikorska@gmail.com

Girl Looking Out The Window, 2025, Watercolour, 152mm x 101mm
Book Cover, 2025, Watercolour and Digital Illustration, 152mm x 101mm

Rory Brennan Design - Graphic Design & Illustration

One of Two

One of Two is a project that reflects upon the relationship between individuality and identity through the lens of twinhood. Rooted in personal memory and nostalgia, the work is informed by tactile aesthetics, using handcrafted paper-cut visuals and traditional stop motion techniques to follow the emotional story of two twins as they navigate conflict, contrast, and ultimately connection through closeness.

Through colour-coded symbolism and familiar object-based storytelling, the animation relives scenarios of everyday life as a young twin and the often unspoken dynamics between them. Using voiceover blended with curated audio, the video aims to articulate the feeling of being both separate and deeply entangled. The outcome is a project that speaks to anyone navigating the tension between connection and selfhood, and ultimately the feeling of belonging.

Designer Biography

Rory Brennan is a graphic designer and illustrator from Mayo whose work blends analogue and digital techniques, creating a visual style in graphics that are equally playful and accessible. His practice focuses on using handcrafted, often imperfect visuals such as uneven lines, textured paper cutouts and hand-drawn illustrations. His work embraces imperfection as an expressive tool, allowing humour, warmth, and honesty to emerge within his projects.

rorybrennan.myportfolio.com

rorybdesign@gmail.com

@rorbdesign

https://www.youtube.com/@RoryBDesign

Still from One of Two, 2025, video, 152 x 101mm
Still from One of Two, 2025, video, 101 x 152mm

Design - Graphic Design & Illustration

FeelZine

‘FeelZine’ is an auto ethnographic zine collection that explores a personal experience with mental illness. The reflective and exploratory approach aims to create an atmosphere of emotional vulnerability and foster connection between the viewer and creator. The project’s objective is to help reduce the stigma surrounding mental illness and encourage others to be open about their own personal experiences through the art of zine making. Each zine reflects a different aspect of the creators experience, from physical and emotional expressions, to navigating the challenges of a mental illness.

The concept of the project stemmed from research into the use of zine making as an outlet for those with mental illness and the benefits of using a creative practice to navigate challenging subject matter. Incorporating photography, mixed media, illustration and typography, ‘FeelZine’ offers a glimpse into the creators personal experience with depression and anxiety, as well as their own perception of their illness.

Designer Biography

Tara Coyne is a graphic designer and illustrator from County Mayo, Ireland. Her work focuses on social issues and inclusive design. She has a keen interest in using mixed media and printing techniques.

taracoyne26@gmail.com @tarac.designs

Aaron Doherty DesignIndustrial Design

Prosthetic Finger with Haptic Feedback This project focuses on creating an affordable, 3D-printed prosthetic finger with built-in haptic feedback. Designed for people with partial hand loss and may not have access to expensive prosthetic options.

The finger which also helps the user grip objects by moving their wrist, also uses pressure sensors and small vibration motors to give feedback when gripping or touching objects. This helps users feel more connected to what they’re doing offering a sense of touch that’s often missing in low-cost devices.

This product is not just functional, but useful in real life. It’s printed using common materials like TPU and PLA, and the design is modular so parts can be replaced or upgraded easily.

The goal is to make a product that is practical, repairable, accessible and that could really make a difference in someone’s life. This is design combines, engineering, and empathy to solve a real-world problem.

https://www.linkedin.com/in/aaron-doherty-ba2040260/ https://www.instagram.com/aarondesignlab/

Title: Haptic Prosthetic Finger Year: 2025 Medium: 3D printed TPU and PLA, embedded electronics Dimensions: Approx. 12cm × 3cm × 3cm
Title: Haptic Prosthetic Finger – Detail View Year: 2025 Medium: 3D printed PLA and TPU, embedded electronics, elastic cord Dimensions: Approx. 12cm × 3cm × 3cm

Dessie Gillen DesignIndustrial Design

Ardú is an innovative adjustable bed rail designed to support elderly individuals who experience difficulty getting out of bed due to mobility issues. Merging functionality with thoughtful design, Ardú provides both physical support and peace of mind. Its sleek, ergonomic frame fits discreetly alongside any standard bed, offering sturdy assistance when transitioning from lying to sitting or standing.

What sets Ardú apart is its multifunctional, detachable cane conveniently housed within the rail itself. This cleverly integrated aid transforms into a stable walking cane or a practical grabber, helping users retrieve items without bending or straining. Whether reaching for a morning newspaper or safely stepping away from the bed, Ardú adapts seamlessly to the user’s needs.

Ardú emphasises comfort, safety, and independent living, with a discreet yet essential companion that empowers elderly users to start each day with confidence and ease. Designed with dignity in mind, Ardú isn’t just a mobility aid, it’s a lifestyle upgrade.

desmondgillen@hotmail.com linkedin.com/desmondgillen

Ardú Prototype
Ardú Cane/Grabber

Guillan Borja DesignIndustrial Design

This project focuses on redesigning hair diffusers, a well-known hairdryer attachment for people with curly and textured hair. During the drying process of the hair, many experience neck, wrist and arm strain. This is caused by drying your hair at an awkward angle with the addition of the weight of the hairdryer itself. Other solutions may deal with heat damage and frizz, but of the versions currently on the market, most hair diffusers lack advanced features. This redesign aims to address these ergonomic and haircare concerns.

This diffuser is designed to be universal and adjustable to different angles, to ensure user comfort. It is integrated with Negative Ion Technology. A feature that helps reduce frizz, speed up drying time and protects the hair from heat damage. It additionally features heat redirection through prongs, which allows airflow to be directed towards the roots of the hair. To ensure even drying and enhancing volume.

With these improvements, the process of diffusing hair becomes more comfortable, effective and time efficient.

guillanb@gmail.com

Ergonomic Ionic Hair Diffuser Attachment, 2025, PLA, 110x160mm
Tilting Diffuser Bowl, 2025, PLA, 124x151mm

Kyra Murphy DesignIndustrial Design

“This product is to aid the symptoms of migraine, including headache, temperature issues and light sensitivity. Utilising the 3D modelling software Fusion360 to design and 3D printers to print PLA massage and pressure components to fit into pockets of the cap. Made of neoprene for a snug yet breathable fit.

Features include a hard neck grip PLA component and a soft TPU Forehead Plate for relief of the tension, massage mechanism component on the temples, elastic for extra pressure over the crown of the head, cooling gel components in the pockets and an eye mask to block out light for light sensitivity. Ideally you would be able to go to bed for the day while experiencing migraine but for people with chronic migraines the eye mask can be flipped up so that it is possible to do housework while trying to ease the pain of migraine.

Having personally struggled with migraines for 10+ years, this design was done with a passion to help other migraine sufferers.

Textures and sensations were prioritised in this very functional design to help migraine sufferers gain relief from the pain and suffering.”

Kyra
Migraine Relief Cap
Migraine Relief Cap

Malgorzata Cwiak DesignIndustrial Design

FlowNest - a quiet companion that illuminates and gives audible alerts for the safe filling of a cup with boiling water for people with visual impairments. Making tea or coffee should be a comforting and social ritual, not a safety risk. Yet for individuals with vision impairment, pouring boiling water can pose a danger, not due to a lack of ability, but because tools are rarely designed with their needs in mind. Aligning a kettle with a mug and avoiding overfilling requires focus and caution to prevent scalding.

FlowNest is a smart tea and coffee companion that brings safety and reassurance to this daily task. It lights up when a mug is placed, helping users with preserved light perception align the kettle correctly. Tactile buttons allow users to select reset, half-cup, or full-cup modes. As boiling water is poured, FlowNest emits a soft beep when the desired volume is reached - eliminating guesswork and reducing risk.

Aligned with UN Sustainable Development Goal 3: Good Health and Wellbeing, FlowNest promotes safe, independent living for people with visual impairments. Inclusively designed, it prioritises user safety while preserving independence and dignity - transforming a risky daily task into a confident and calming ritual.

maggiekmc212@gmail.com

FlowNest in the Jason Briscoe Kitchen on Unsplash.com, 2025, Digital - created in Fusion 360, rendered in Adobe Dimension, edited in Photoshop , 151.98 mmx 67.31mm
Glass FlowNest, 2025, Digital - created in Fusion 360, rendered in Adobe Dimension, edited in Photoshop , 99.99mm x 148.67 mm

Renars Sternfelds DesignIndustrial Design

The Capo-Metronome is a small device designed to help people who are learning the guitar to keep time, stay in tune, and improve their playing habits — all in one. It combines three tools often used separately: a capo (which clips onto the guitar to change the pitch), a metronome (which helps keep a steady beat), and a tuner (to tune your instrument up to a specific pitch).

Many beginners and even experienced guitar players struggle to consistently practice with a metronome, even though teachers widely recommend it. This tool is designed to make that process easier and more natural by building the metronome right into something players already use—the capo. It gives visual and sound cues to follow the beat without needing extra gear or setup.

Surveys show that while over 80% of learners know what a metronome is and why it’s useful, less than 30% use one regularly. Interviews with players and teachers suggest that a simple, human-focused design like this can remove that barrier and help learners progress more confidently.

The Capo-Metronome supports practice at all levels and encourages better habits through a tool that’s always ready to use.

www.linkedin.com/in/renars-sternfelds-0b51202ba

Exploded View of Metro-Capo, 2025, EOS Canon Camera, 152 × 101 (mm)
Staged Front Elevation of Metro-Capo, 2025, EOS Canon Camera, 101 × 152 (mm)

Ronan O’Neill Design -

Industrial Design

Boccia is a Paralympic sport highlighting the skills of accuracy and precision like that of lawn bowls. It has been adapted to allow athletes with severe mobility issues such as cerebral palsy or any other restricted motor skills to participate. It was introduced into the Paralympics in 1984 and has grown worldwide in popularity. Many care centers around Ireland such as the IWA (Irish Wheelchair Association) have introduced the sport as an inclusive activity since athletes with or without mobility restrictions can participate in the game. Boccia Ireland is also involved in its growth.

One category of players known as BC3 needs the assistance of a ramp to launch the boccia balls into the court and with the help of an assistant to adjust the height and direction of the ball. This project was designed to allow the player to control the ramp using a tablet to make slight adjustments to these parameters without needing the help of another person. It gives the players a sense of independence and more engagement in the match. It was also designed with affordability in mind to allow more players to be introduced to this game.

ronan.o@protonmail.com

Boccia Ramp Side View
Boccia Ramp Front View

Samuel Madden

Design -

Industrial Design

LiftEase is an assistive device designed to help semi-wheelchair and wheelchair users transition from sitting to standing with ease independently. Integrating a mechanical lift system into a foam cushion, LiftEase provides optimal support while ensuring comfort throughout the movement. The design prioritises simplicity, affordability, and user-friendly operation, addressing common challenges faced by semi-wheelchair and wheelchair users, such as improving posture, increasing mobility, and enhancing social participation.

LiftEase is particularly beneficial in various settings, such as at home, in care facilities, or during outdoor activities, providing users with a practical solution to reduce reliance on others for standing assistance. The device’s lightweight and portable design make it easy to transport and use in different environments, promoting greater autonomy and confidence.

The mechanical lift system works by gradually raising the user to a standing position with minimal effort, offering a smoother and more controlled transition compared to traditional methods. LiftEase enables users to maintain their independence, making it a reliable, accessible, and comfortable means of support, ultimately improving the overall quality of life for its users.

Samuel Madden - Industrial Designer
LiftEase
LiftEase

Shania Taite DesignIndustrial Design

Saorla – A Wearable and App Designed with Irish Women in Mind

As part of this final-year Industrial Design project, Saorla was developed as a modular wearable and companion app designed to empower Irish women aged 15–55 to better understand their bodies, mental health, and hormonal wellbeing. Rooted in usercentred design, the project was inspired by real experiences navigating women’s health – and the clear need for more supportive, stylish, and holistic tools.

The name Saorla means “free woman” in Irish, reflecting the product’s mission: to give women the freedom to know their bodies and advocate for their own health. The wearable takes inspiration from Pandora and Nomination-style jewellery, with interchangeable links that users can customise to track what matters to them – such as sleep, movement, stress, or cycle phases. The minimalist design complements any outfit, unlike bulky fitness trackers on the market.

Alongside the physical bracelet, the app offers gentle, personalised insights, mood tracking, expert-led education, and cycle-aware recommendations – all designed with kindness and flexibility in mind. User research was conducted, exploring wearable tech integration, and focused on both form and function. This project embodies the values of Industrial Design—solving real problems through empathy, creativity, and meaningful design.

https://www.linkedin.com/in/shania-taite-1504771a1/

Cathal Masterson Design - Textiles & Fashion Design

“My final collection titled “Born into the Grave”, is an examination of the finite lifecycles of forms, both natural & synthetic.

All the fabric in this collection is upcycled from discarded suits found in charity shops. It is a mix of different polyester blends in pinstripe. In some ways they are of the past in terms of aesthetics, but the beauty is present in both the look & feel of these fabrics.

The overall silhouette is inspired by my parent’s hard-work and relentless drive to succeed from an early age. All the while looking unstoppable in pin-stripe suits with prominent shoulder pads. This collection can be considered a corporate satire of sorts, taking the memorable 80’s power suit and bringing it to the contemporary audience with abstracted design details & heavily patch-worked garments that contain stories from decades past.

The textile prints collection complements the fashion and features on the garments. It was created using collage, mark making, and photography taken of objects that are often deemed ugly but with immense beauty. The prints are heavily abstracted and warped to create a sense of surrealism, so the onlooker must really comprehend what is hidden within.”

@altforjesus cathalm96@gmail.com

Corporate casual, 2025, Upcycled pinstripe polyester
Anatomy inspires form, 2025, Upcycled pinstripe polyester

Clodagh Williams Design - Textiles & Fashion Design

“‘Woven in Wire’ is a collection of woven textiles and fashion statements inspired by the delicate entanglement between the natural and the industrial. It explores what happens when nature pushes back against human boundaries, reclaiming space, memory and identity. I draw inspiration from overgrown spaces, cracked paths threaded with moss, rusted fences entwined with plant life growing through them: the essence of wild things adapting to new surroundings. This collection does not present nature and manmade worlds as opposites but as cohabitants - sometimes in tension, sometimes in harmony, ever evolving.

Each piece is an invitation to see the beauty in what is often overlooked: the persistence of roots beneath ground, the poetry of a leaf caught in wire, the wildness that survives our structures. This collection weaves together themes of ecology, transformation, and natural adaptation as they unfold within the built environment. It reflects a profound appreciation for the tension between fragility and strength, offering a study of coexistence in a landscape shaped by wilderness and wire.”

Emily Abberton Design - Textiles & Fashion Design

‘Beyond The Shoreline’ is a fashion collection that explores the significance of life along the shoreline and within the ocean while addressing the damaging effects of pollution. It draws attention to the fragile beauty of marine ecosystems and the urgent need for their protection. The bold, vibrant colours and striking motifs convey a powerful message, helping to communicate the collection’s environmental focus and appeal to a conscious, forward-thinking audience. Silhouettes within the collection combine soft, flowing shapes with strong, structured forms, allowing the body to be revealed and defined, symbolizing the tension between vulnerability and strength in nature.

The accompanying print collection reinforces these themes through intricate line work and scaled illustrations inspired by marine life and shoreline textures. These elements add depth and detail, further emphasizing the connection between design, environment, and message.

‘Beyond The Shoreline’ aims to merge fashion with purpose, encouraging reflection, sparking dialogue, and inspiring change through visual storytelling and thoughtful design.

EmsLilStudio

www.linkedin.com/in/emily-abberton-714076305 abbertonemily@gmail.com

Outfit, 2025, photograph, 152mm x 101mm (4560x3030pixels), landscape, 300dpi
prints, 2025, photograph, 152x101mm, landscape, 300dpi

Grace Laffey Design - Textiles & Fashion Design

“My collection, ‘Lines and Lures’ is a meditation on the act of fishing, and the story that goes along with it. Storytelling plays a big role in how we engage with others and how we interact with the world around us. The story told here is one of a mindful act, learned at a young age. As it is in most stories there are lessons to be learned such as patience and skill. These are carried through my life and are evident in my creative practice.

The tactile nature of my practice allows exploration a variety of materials that help me to understand the nature of fishing at a creative level.

The materials found in this collection take inspiration from my sources and objects such as fishing wire, jagged rocks, the unpredictable ocean, and light reflecting from the skin of the fish; PVC, gabardine, crinkle silk and taffeta mimic these aspects and qualities.

Within my weave sampling blues and greens of a whipping sea form a base with colourful neon yarns and fishing line running through. My collection is one that tell a story of connection and belonging and is dedicated to all those who are in my story.”

Kachia Kai Corry Design - Textiles & Fashion Design

“My collection titled “The Place That Knows Me” is an homage to the comfort and nostalgia that surrounds my childhood and the essence of belonging. It unfolds warm memories framed by my everlasting love and appreciation for my roots. The collection celebrates the comfort of home, not as a structure but as an emotional pillar that forms me into the person I have grown to become. Moments captured through a lens and a precious assortment of trinkets inspired my textile collection, featuring elements of illustrative, joyful motifs and abstract snippets of memories of personal meaning.

My colour pallet balances the vibrancy and excitement of growing up between the calmness and peace associated with the familiar. Cocooned by warmth and comfort, “The Place That Knows Me” is a playful depiction of my imagination. It captures the texture of memory and material, using soft and embracing fabrics including brushed cotton, crystal organza and chiffon.

It is a tribute to femininity, nostalgia and the landscape that surrounds my home.”

kachiakai@icloud.com

KachiaKC_Textiles

Kar Mun Wan Design - Textiles & Fashion Design

“The title of my final year collection is ‘Scaffolded Aesthetic’, inspired by the theme of architecture. The inspiration emerged as I walked through the city of Galway, photographing interesting buildings in the local area. I was fascinated by the contrast between ageing structures and modern architecture. Witnessing the transformation of what was once ancient into contemporary designs reflects the evolution of our modern society. By collaging photographs of buildings and enhancing them digitally, I aimed to highlight bold colours, intricate details, and realism. The patterns in my collection are enlarged in scale to emphasise the architecture’s delicate elements and unique characteristics.

My work is also influenced by street style fashion, which captures vibrant colours and abstract motifs. Additionally, I incorporated a formal aesthetic, blending it with elements of street art to create a distinctive fusion for my fashion collection.”

carmenwan830@gmail.com

Pic 1, 2025, smocked sleeve, (h) 152mm x (w) 101mm
pic 2, 2025, pleated skirt, (h) 152mm x (w) 101mm

Bachelor in Arts ( Honours) in Film

& Documentary

No Console for Old Men

When a heated argument leads to a ridiculous bet, a young gamer must recruit her warveteran Grandfather to face off against her former teammate in an online video game.

When Max, a young gamer, clashes with her arrogant online teammate, she makes a bold wager: She bets that her grandfather Hank, a cranky old war veteran with zero gaming experience, can beat her teammate at their favourite online war game. The stakes? The loser deletes the game forever.

Desperate to prove herself, Max ropes Hank into the virtual battlefield. At first, he’s a disaster. But just as all hope seems lost, Hank begins to draw on his real-world combat skills, transforming their struggling into a well-oiled machine. As the match intensifies, old-school tactics collide with modern gaming in a climactic battle.

In a final showdown that puts their teamwork and quick thinking to the test, Hank takes the winning shot. They finish the game victorious, but what’s truly won is a bond between generations and a reminder that playing together beats playing to win.

Boots on the ground, hands on controllers.

Producer: Eszter Maroti

Director: Barry Rowland

Script Writer: Barry Rowland

1st AD: Eszter Maroti

DoP: Daniel Donegan

Gaffer: Zac Cork

Production Design: Sarah Kelly, Harry Crowe Brennan

Audio: Patrick Murphy McCaffrey

Boom: Niall Shanagher

Script Supervisor: Sarah Kelly

Editor: Zac Cork

Editor Assistant: Sarah Kelly, Nathan Fogarty

Post Audio: Niall Shanagher

VFX: Barry Rowland

House of Hibernia

Short documentary

Duration: 6'46"

As Ireland’s nightlife faces extinction from gentrification and over commercialisation, the House Of Hibernia collective offers an unexpected alternative. Once considered just a series of guerilla style music events, it has grown into a cultural movement platforming local artists by bringing abandoned and derelict spaces back to life with live music.

This visually arresting documentary follows House Of Hibernia as it breathes new life into forgotten corners of the city. Unapologetically raw, immersive, and driven by a deep passion for Ireland’s rich musical undercurrent, House Of Hibernia is redefining how and where culture thrives.

Director: Cassie Clarke

Producer: Greta Thornton

Cinematography: Alex McKinley

Assistant camera: Aaron Rawlinson

Audio: Naoise Hatton

Editors: Connor Francis and Labhras Hession

Assistant Editor: Cassie Clarke

The Time You Felt Like Your Parents Died

Short documentary Duration: 11'11"

A storm becomes a catalyst for an investigation into the psychological space created by the sudden or imagined absence of a parent.

Weaving intimate contributions and haunting imagery, The Time You Felt Like Your Parents Died explores complex parental relationships affected by loss, regret, guilt, grief and trauma. The ordinary domestic house is transformed into a dream-like vessel conveying powerful emotional responses.

Director: Jamie Costello

Assistant Director: Eoin Molloy

Producer: Conor Mullins

Cinematography: Labhrás Hession

Audio: Jamie Costello and Niall Shanager

Editors: Jamie Costello, Cassie Clarke, Nathan Fogarty

Valhalla Can Wait

When an awkward Viking gets mistakenly resurrected in the modern day by an amateur cult, he must come to terms with his uncertain future, all while making an unlikely bond with the one who brought him back.

After Magnus (an outcast and awkward Viking) dies unexpectedly, he is resurrected in the present day as part of an occult ritual that goes awry. Soon after Magnus gets tossed out on the street along with Joseph (the occult member who messed up the ritual). Feeling responsible for Magnus, Joseph offers him a place to stay. But as Magnus’ body begins to decay, they realize Magnus will soon die again. Joseph offers to give Magnus a happy send-off with the completion of a “bucket list” of experiences Magus should have before his brief time on earth is over. Through their adventures, they become the friends neither of them knew they needed until the sun sets and it is time to say a final farewell.

Death is never permanent.

Producer: Harry Crowe Brennan

Director: Leon Delaney

Script Writer: Leon Delaney

1st AD: Harry Crowe Brennan

DOP: Gregory Lavelle

Gaffer: Brandon Keeley

Production Design: Brian McDonagh

Audio: Connor Francis

Boom: Patrick Murphy-McCaffrey

Editor: Alejandra Hernandez Diaz

Editor Assistant: Connor Francis and Patrick Murphy-McCaffrey

Post Audio: Connor Francis

Corner After Corner

Short documentary Duration: 6'14"

Junior rally champion Ben McFall takes the huge step up to the premier class of Irish rallying. With countless racing titles to his name, and with the backing of his family who are steeped in motorsport heritage, nineteen-year-old Ben takes on some of the top racing drivers in the country for a chance at glory.

Corner After Corner gives a humble, down-to-earth insight into his journey in one of Ireland’s most dangerous sports, all while promoting mental health activism through his family’s organisation, Steering Positive Minds. This personal, family-driven narrative contrasts the competitive and dangerous world of rallying with the story of a young man driven by his passion to help others.

Director: Aaron Rawlinson

Producer: Alex McKinley

Cinematography: Joseph O’Donoghue

Audio: Adam Grennan

Editors: Niall Shanager and Brandon Keely

Assistant Editor: Zachary Cork

Men Talking

Short documentary Duration: 9'44"

The bravest thing to do is talk. Men Talking is an intimate documentary, following two friends as they navigate conversations around men’s mental health, vulnerability, and the quiet strength of connection. Against the backdrop of nature—where fallen trees echo internal struggles and ocean waves signal resilience—they share personal stories shaped by silence, support, and the healing power of truly being heard. Through sea swims, woodland walks, and open dialogue, this reflective film offers a moving exploration of what it means to be a man.

Director: Lee McGinley

Producer: Greta Thornton

Cinematography: Joe O’Donoghue

Audio: Adam Grennan

Assistant camera: Italo Pedone

Editors: Jamie Costello and Patrick McCaffrey

Under The Influence

A socially invisible teen finds the spotlight by stealing someone else’s online identity— but as the clicks rise, so does the cost of losing himself.

A socially awkward teen obsessed with internet fame spirals out of control when he begins impersonating his favourite YouTube idol. What was originally meant to be a lifelong dream becomes a nightmare when his mimicry turns into a twisted game of identity theft and deceit, he must decide how far he’s willing to go for digital immortality. A darkly satirical look at obsession, ego and the unfortunate lengths people will take for recognition.

Obsession is the deadliest follower.

Director: Dylan Shoer

Producer: Cathal Crowley

Cinematographer: Brandon Keeley

Gaffer: Nathan Fogarty

Production Design: Brian McDonagh

Audio: David Doran

Boom Op: Connor Francis

Scriptwriter: Greg Lavelle

Script Sup: Alexandra Hernandez Diaz

Editor: Cathal Crowley

Assistant Editor: Brandon and Alexandra

Post Sound: David Doran

Holy Flush

When the local church is being investigated by the authorities due to the priest holding underground poker nights, one choir boy must use the power of song to protect his church and deliver the priest from evil. Amen.

Holy Flush is a musical comedy about an underground casino being held below the local church. Sean a young altar boy who works at the underground casino receives a divine intervention from God telling him that he must stop the gambling in the church, or he will be sentenced to hell. This proves to be a harder job than he thought as Micheal (the money hungry priest) doesn’t want to stop the casino. Through the power of song, Sean attempts to convince the parish to change their ways... and soon discovers that piety isn’t particularly popular.

Would you gamble your place in heaven?

Producer: Daniel Donegan

Director: Zachary Cork

Writer: Max Campbell

1st AD: Daniel Donegan

DoP: Barry Rowland

Gaffer: Nathan Fogarty

Script Supervisor: Cathal Fitzgearald Crowley

Field Mixer: Niall Shanagher

Boom (Audio): Max Campbell

Post Audio: Max Campbell

Production Designer: Sarah Kelly

Production Designer: Eszter Maroti

Editor: Sarah Kelly

Assistant Editor: Cathal Fitzgearald Crowley

Assistant Editor: Niall Shanagher

Music Score: Eoin Delaney

Runner/Electrician: Damon Reynolds

Stunt Double: Niall Shanagher

VFX : Barry Rowland

Bachelor in Arts ( Honours) in Animation & Game Design

Alan Speares

“A golden key asset made for my final game design project used to open the final door of the game. Modeled in blender and textured in substance painter.”

ArtStation - https://alanspeares.artstation.com/

Golden Door Key, 2025, 3D, 4560px X 3030px
Stone Pedestal, 2025, 3D, 4560px X 3030px

Alex Keogh

“I’m Alex Keogh, a final-year Game Design student. I have spent the last 3 years developing my skills here at ATU and have found great enjoyment in 3D modelling and game design. I aspire to have a long career in games, creating enjoyable experiences for others.

For my final-year game, I created Father Lucius: God’s Detective, which taught me an abundance of skills ranging from scriptwriting and voice acting to, of course, game design. Father Lucius: God’s Detective is an immersive top-down RPG where you play as the renowned Father Lucius. You are invited to the grand opening of the Riverton Hotel, where you will quickly learn that something sinister lurks beneath the celebration. Can you uncover the truth, or will God’s Detective fail?

In this project, I focused on story and scriptwriting, directing two voice actors to bring life to my characters. This project allowed me to bring everything I have learned over the years into one cohesive experience. I am proud of what I’ve done and look forward to taking my next steps into my game design career.”

https://alexkeogh5.wixsite.com/my-site-2 alexkeogh5@gmail.com

Father Lucius God’s Detective, 2025, Game Design, 1920 x 1080
Father Lucius God’s Detective, 2025, Game Design, 1920 x 1080

David Heery / Rat Trap

David Heery is an artist based in Galway, specialising in animation.

His work primarily features anthropomorphic cartoon characters, with a style strongly inspired by classic cartoons from the 1980s and 1990s.

This project was developed from his experience of people-watching during college, and he hopes to expand it into a full web series in the future.

His show, Rat Trap, centres around a character named Maisy, loosely based on David’s partner, as well as his own experiences and challenges in adjusting to adult life.

Maisy : 2024 : digital
Stone Pedestal, 2025, 3D, 4560px X 3030px

David Hughes

“Hello! My name is David Hughes, and I’m a final year Animation student here at ATU!

I have always loved art and animation, and growing up in the boom of internet artists on websites like YouTube and Newgrounds sparked a passion in me to pursue it as a craft.

I also love Japanese anime and manga, being introduced to it when I was teenager. I love the styles of works like Neon Genesis Evangelion, Fooly Cooly and Ghost in the Shell, seeing the details in subtle movements contrasted with the high-energy of action scenes really intrigued me and made me want to learn more about the process how movement can be played with and portrayed on screen.

I’m very excited to showcase some of the work I have made while in my studies! With my 2d animated short “Dust & Echo” acting as the cornerstone of everything I’ve learnt over the past 3 years.”

You can find me on most platforms under the username DeeDot

deedot.neocities.org

Newgrounds: deedotng.newgrounds.com

Bluesky: bsky.app/profile/deedotng.newgrounds.com

Power!, 2025, Digital (Clip Studio Paint), 2480 x 3508px Portrait
DEEDOT, 2025, Digital (Clip Studio Paint), 940 x 600px Landscape

“I am a 3rd year Animation student based in Galway, Ireland. This final year is a 3D animation inspired by low poly animations with blocky textures as well as having a bright contrast. This animation is called “Road Rage in Ancient China” and tells the story of a young boy who tries to get back home after a hard day of physical training. On his journey, he encounters a horse who challenges the young character. The theme portrays peace after conflict. It’s not all about hatred or violence, but finding a purpose, showing respect for one another, and creating a humbling personality for both characters as well, even if they win or lose. Each character has their unique talents and abilities to deal with a tough obstacle ahead of them. This story is set in Ancient China, which is inspired by my heritage, and references to the visual landscape style reflect ancient Chinese paintings and sculpture. The reason behind this was because of the number of ideas and characters that can be made with the inspiration behind Chinese mythology.”

https://www.youtube.com/@ZhangAnimations

Portfolio: https://eddie202zhang.wixsite.com/portfolio

Poster (March 2025)
Preview (April 2025)
Edward Zhang

Faelan Mekitarian is a graduate of animation with a strong creative focus on 2D animated horror. Over the past three years, they have honed their skills in storytelling, design, and animation, specialising in atmospheric and emotionally driven horror.

Faelan’s passion for the genre began at an early age after watching Coraline, sparking a lifelong interest in eerie, imaginative worlds. Their most recent short film explores psychological horror, while also incorporating elements of gore and body horror.

Looking ahead, Fae plans to expand this universe into a full-length animated horror series for young adult audiences, combining dystopian themes with chilling visuals to both spook and captivate.

faelanmekitarian@gmail.com

Sid 2025 sketchbook app, 2720×3220 pixels
The Shop 2025, digital sketchbook, 3120x 4320 pixels
Faelan Mekitarian / dead end

Hanna Gielarowska

“Hi, I’m Hanna, a Polish illustrator and animator based in Co. Sligo. My short film Eurydice is a reimagining of the original Greek myth from the perspective of Eurydice herself, as she journeys through a dreamlike forest. On her journey she uncovers memories of her life, her lover Orpheus, and ultimately - her own death.

I have been drawing and creating since I could hold a pencil. My work focuses on nature, women and a bit of magic. Now, at the end of the Animation and Game Design course, I feel more inspired than ever to continue developing my creative process and collaborate with others in bringing ideas to life.”

@_kajagiel

https://hannagielarowskaportfolio.carrd.co/ @hannakaja.art@gmail.com

Opening shot of Eurydice, 2025
Eurydice Poster, 2025

James McDonagh

“I’m James McDonagh a final year student for Games and Animation. My degree focused on the animation pathway. Although I enjoy both 2D and 3D my goal was to complete and short animation film in 2D.

That came about in the form of “Night of the Púca”, my final year project. An original tale inspired on ancient Irish Folklore.

As an old and tired Irish warrior returns home from battle he is confronted by a mischievous spirit, the Púca, in a dark wood. To overcome the spirit, he must overcome his own fears.”

https://www.instagram.com/jamesmcanimation/

“Hi, my name is Kayla, and I am a graduate in Game and Animation. I have always had a passion for animation since I was younger, as I have wanted to develop my own designs into animations that I would enjoy and that I hope others would enjoy too.

This year, I worked on a 2D animated film called “Here First”, which is about a young cat and his owner. The story explores the owner’s new relationship, which the cat does not approve of, and the feeling of being prioritised less as a result, all from the cat’s point of view. This animation explores themes such as a lack of patience and jealousy.

For my game, I designed a third-person shooter called “Eclipse Lab”, which is about a security guard hired at an abandoned lab that has been taken over by a rare species of monsters that the scientists who worked there had previously experimented on. Your job is to survive and travel through the lab until you reach the final exit and escape.”

https://kaylamoloney28.wixsite.com/my-site

Kayla Moloney

“I’m Vitor Ferreira Enthusiastic final-year student pursuing a Bachelor of Arts (Honours) in Animation and Game Design at Atlantic Technological University. Proven skills in 3D modelling, game design, and animation using industry-standard tools such as Unity, Unreal Engine, Maya, and Blender. Passionate about creating engaging and educational gaming experiences, demonstrated through diverse projects aimed at promoting learning and creativity. Seeking to leverage academic knowledge and practical experience in a dynamic game design role.

Street of Shadows is a first-person shooter game where players enter a low-poly environment on the brink of chaos as they embody Zane Rust. An inventor with robotic arms who battles the menacing CyberRobots following a tragic loss in his family.

Zane relies on weapons and his swift reactions to navigate destroyed areas while unravelling the mysteries surrounding the rebellion of robots. The frantic battles and pursuit of justice fuel his mission to protect the remaining fragments of humanity through a blend of action-packed combat and resourceful crafting.”

https://www.gamedesignstudiohf.com/ game_design_studio

Game Development
Blender_3D
Vitor Ferreira / Street of Shadows

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