Student stands in front of her animation project at the visual arts and technology capstone exhibition.

Visual Arts & Technology Bachelor's Degree

Program Details

Degree

Bachelor of Arts

Available

On campus

Contact

Office of Undegraduate Admissions1.201.216.8348admissions@stevens.edu
Apply Now

Push artistic boundaries and embrace emerging technologies to shape the future of creative expression and design.

Offered through the School of Humanities, Arts, and Social Sciences, the visual arts and technology program emphasizes interdisciplinary exploration and project-based learning. Courses foster creativity, technical prowess and critical thinking, encouraging students to push the boundaries of their chosen medium.

Students can specialize in one of four concentrations: creative computation, design, game design, or moving image. Graduates thrive in creative and technology-driven industries, bringing a collaborative mindset and forward-thinking approach to their work.


Catalyze Career Success

Professional Outcomes

Our curriculum equips students with the technical expertise and creative problem-solving skills needed to excel in diverse roles, positioning them as key contributors to innovation in their fields.

  • Digital Technician and Editor, ABC

  • Broadcast Engineer, CNBC

  • Senior UX Designer, Comcast

  • Junior Designer, Guinness World Records

  • Visual Designer, IBM

  • Software Engineer, Nokia Bell Labs

  • Stewart Weitzman, Visual Merchandiser

  • Production Assistant, Live Nation

  • Emmy-Winning CEO, RUX Media

Internships

Stevens’ location in Hoboken, just minutes from New York City, offers students exceptional access to internships and professional opportunities. Through these real-world experiences, students build industry connections and gain a competitive edge at the start of their careers.

  • IBM in content design

  • Antrhopologie

  • Kate Spade

  • SNL, NBC Universal

Graduate Schools

With a strong foundation in both creative practice and technical expertise, visual arts and technology graduates are well-prepared for advanced study. Many go on to join prestigious graduate programs, further honing their skills and expanding their career prospects.

  • MFA, Parson

  • MFA, Emerson College


Tech-Powered Curriculum

Student stands in front of his holographic art work.

Immerse yourself in a community that thrives on collaboration and innovation. Visual arts and technology students work with the tools of tomorrow, developing interactive installations and building projects limited only by their creativity. Hands-on practice is central to the curriculum, with studio-based lessons emphasizing both artistic theory and practical application.

What does the four-year study plan entail?

Over the semesters, the visual arts and technology program refines students' skills, helping them evolve into accomplished and creative artists. The extensive curriculum covers artistic theory, history, design, creative software, and modern media techniques. For a detailed semester-by-semester outline of the visual arts and technology bachelor's degree, refer to Stevens' academic catalog.

What are concentrations?

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. Each concentration provides specialized knowledge and skills tailored to the specific artistic and technological aspects of that field.

Creative Computation

  • The creative computation concentration merges code, art, and design, enabling students to create new visual experiences beyond traditional tools.

  • Students learn programming in various languages, develop interactive projects, and build custom electronic circuits, exploring software as a creative medium.

  • Career opportunities include games and app development, interactive design, data visualizations, and roles as "creative technologists" across diverse fields.

Design

  • The design concentration focuses on visual communication, typography, creative problem-solving, and idea communication.

  • Design students create posters, design fonts, lay out books, and prototype apps.

  • Career options include graphic and web design, with opportunities to work on interactive projects like apps and games. Graduates can also join teams in advertising and marketing or work as creative directors.

Game Design

  • The game design concentration teaches students to build 2D and 3D games using their own artwork, code, and story.

  • This concentration critically examines the current state of game design, from large-scale studios to small independent art projects.

  • By exploring the entire scope of game design, students learn to create thought-provoking projects using games as a medium.

Moving Image

  • The moving image concentration focuses on technical, theoretical, and aesthetic approaches to making moving-image-based artworks, including video, animation, virtual reality, augmented reality, interactive design, and motion graphics.

  • Creative output is informed by the history of time-based media and spans various disciplines.

  • Through research-based projects, students explore the entire production process, from pre- to post-production, to turn initial concepts into fully realized moving image works


Space to Create

Student sits in grass and draws NYC skyline.

The visual arts and technology program provide facilities designed to enhance students' creative processes and technical skills. These spaces offer a dynamic environment for students to explore and refine their artistic talents.

  • Visual Arts & Technology Studio: Equipped with saws, air compressors, nail guns, and various woodworking tools, this studio invites students to experiment and create with hands-on projects.

  • Virtual Arts Lab: This lab boasts top-tier computers, enabling students to brainstorm, prototype, and critique digital artworks, pushing the boundaries of computer-powered art.

  • FabLab: Here, students elevate their projects using equipment such as 3D printers, laser cutters, large format printers, and carving tools, turning their digital designs into tangible creations.

  • Art Library: With over 300 titles, this growing collection includes books on art, archaeology, criticism, design, and history, offering a wealth of resources for research and inspiration.


Capstone Projects

The capstone project is the pinnacle of a student's academic and creative journey. Under the guidance of a faculty advisor, students create original work, showcasing their creativity and innovation.

Visual arts and technology present their work at the annual student-developed exhibition, traditionally held at Mana Contemporary in Jersey City. A handful of past capstone projects can be found below.


Application Process

Prospective students are encouraged to visit the Undergraduate Admissions website to learn more about the application process. Here, you can learn how to apply, see an admissions timeline, and schedule campus visit.

We believe in every applicant deserves the opportunity to showcase their talents and skills. For this reason, we strongly encourage applicants to the music and technology program to submit a portfolio. We've answered all the frequently asked questions about our portfolio submission and review process so you can know what to expect.


Meet the Faculty

Christopher Manzione (cmanzion)

Christopher Manzione

Associate Professor

Nancy Nowacek (nnowacek)

Nancy Nowacek

Associate Professor

Jeff Thompson

Jeff Thompson

Associate Professor

Jonah King (jking8)

Jonah King

Assistant Professor

Diana Bush (dbush)

Diana Bush

Teaching Associate Professor

Allyson Packer (apacker)

Allyson Packer

Teaching Assistant Professor