The title of this exhibition, Ag Eirí, emerged through a collective process of reflection among the students. Ag Eirí, meaning "rising" or "emerging" in Irish, reflects the energy, ambition, and momentum of a new generation of creative voices. As a conceptual frame, it speaks to the energy and momentum that defines this moment in our practice: a generation of makers finding their voice, their edge, and their place in the world.

For us, Ag Eirí is not simply about emergence as a theme but about emergence as a method. Our work does not arrive fully formed. It rises through experimentation, through failure, through the restless drive to push past the expected.

As students, we are united not by a singular aesthetic but by a shared refusal to be timid. The work gathered here is fearless in its ambition and honest in its energy. It reflects a new generation that is unafraid to be seen, unafraid to take up space, and fully aware that the most interesting work happens at the edges where the familiar starts to rise into something new.

 

1. AMY LEHANE, BA (HONS) CREATIVE DIGITAL MEDIA

'"Before The Tape Ends" is a motion comic, a hybrid medium that combines elements of both static illustration and animation in the form of a digital comic book. This project explores how motion comics can be used to communicate complex emotional narratives through the use of both still and moving imagery. The narrative follows a character who's consumed by their obsession with nostalgia.

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2. AISLING MACKEY, BA (HONS) VISUAL COMMUNICATIONS

The Rat Project is a 2D animation about a rat civilisation experiment. The story starts after the rat civilisation has already collapsed. The story follows one of the few remaining rats, struggling to survive now that all the resources have been drained. While seraching for scraps of food, the rat makes a discovery that forces it to face the grim reality of its own situation.

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3. NADIA FASUJI, BA (HONS) VISUAL COMMUNICATIONS

MISPRINT is a community-based brand made to help young adults in Ireland approach self-improvement in a sustainable way. It encourages people to question the seemingly self- deprecating nuances of Irish culture. Through signing up to it's membership program, MISPRINT's website operates as a central location for sourcing existing relevant content, and through social nights, members can socialise with like-minded people.

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4. JANE KELLEHER, BA (HONS) VISUAL COMMUNICATIONS

Trace is a three-book visual exploration of handwriting through loss, love, and war. Combining archival material, portraiture, and contemporary editorial design, the project examines handwriting as more than communication a physical trace of memory, identity, and human presence. It asks what we lose as handwriting fades, and why handwritten marks still keep people near.

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5. LUCA KRIÁLY, BA (HONS) VISUAL COMMUNICATIONS

"Isn't it strange to create something that hates you?" Machines cannot replace humans, and humans can't become machines either. Not without consequences The project examines the relationship between machines and humans, and the destruction they leave behind, through music and with three distinct album designs of an imaginary mixtape.

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6. KILLIAN DONOVAN, BA (HONS) VISUAL COMMUNICATIONS

Whatever Happens Happens is a monthly editorial magazine focused on the challenges faced by Irish teenagers, offering insight and guidance through a subtle stoic lens. The publication explores how outlook shapes young lives, with particular attention to the space between impact and reaction encouraging readers to reflect on their responses and the outcomes that follow. By highlighting this often overlooked gap, the magazine aims to empower teenagers to navigate difficulties with greater awareness, resilience, and control.

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7. CAOIMHE MURPHY, BA (HONS) PHOTOGRAPHY WITH NEW MEDIA

This work explores trauma, masking and what comes after. The quiet, ongoing process of facing things and rebuilding, slowly. Through a slow and imperfect process it allows moments to settle, holding vulnerability while leaving space for what remains unspoken, and what is not immediately seen.

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8. THIA POTTER FINN, BA (HONS) VISUAL COMMUNICATIONS

Séoda is a visual exploration of the Irish dance experience in Killarney. Through illustrated maps, it captures the journey of dancers from arrival to performance and celebration. Drawing on personal experience, the project reflects the energy, pressure, and lasting significance of competition, offering insight into a shared cultural experience.

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9. SAULE KVIETKAUSKAITE, BA (HONS) VISUAL COMMUNICATIONS

Ordinary daily life has a special kind of beauty that often goes unnoticed. My zines aim to bring these moments into focus and inspire appreciation for the fleeting nature of life. My project is heavily rooted in wabi-sabi, a Japanese philosophy for embracing imperfection and constant change. Through my zines, I invite you to slow down, look closer and be surprised by what has always been there…

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10. SENAN O'MEARA, PIOTR OCHLAK & CALUM MAHON, BA (HONS) CREATIVE DIGITAL MEDIA

Feeding Cork is a short documentary showcasing the different cultures seen in the city revolving around food. The projects focuses on highlighting different restauraunts that offer up unique dishes and explores the history and stories that goes on behind in making these places work. The documentary shows a variety of areas in Cork such as a japanese restauraunt called Miyazaki and the Franciscan Well while also showing areas such as Kinsale to highlight the beauty of the county.

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11. MAARIT KOMULAINEN, BA (HONS) PHOTOGRAPHY WITH NEW MEDIA

This series explores memory, place and identity through images taken in Ireland. The work draws on connections to Finland to consider how memory can be carried and reimagined across locations. Through light, texture, and atmosphere, the images suggest an in-between identity , where belonging is shaped through recollection, and one place becomes a container for another.

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12. NISA LONE, BA (HONS) PHOTOGRAPHY WITH NEW MEDIA

Synthesis investigates the convergence of Eastern and Western visual languages to create a space of cultural exchange. Incorporating both analytical and holistic approaches to perception, based on research from cultural interpretation within a frame. It fuses Eastern colour sensibilities with Western narrative structure through a blend of composition, symbolic motifs, and graphic overlays. My images invite you to navigate a space where cultures meet, questioning how depth and symbolism shift across visual contexts.

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13. LILIYA LASHKAY, BA (HONS) VISUAL COMMUNICATIONS

Everything is Threads explores the importance of fibre arts like weaving, knitting and crochet, challenging their perception as simple domestic crafts. Often undervalued, these practices form the foundation of textiles, modern technology, and everyday life. The project traces the history of fibre art and highlights both the sophistication of these crafts and their human qualities.

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14. ALANNA FRANCE, BA (HONS) VISUAL COMMUNICATIONS

Tayto’s Myth explores Ireland’s iconic Tayto sandwich, where memory and everyday life blur. Framed as a chase for the Tayto Truck across Ireland, it invites people to step away from routine, reconnect, and create new memories. It shows how everyday rituals become part of a growing myth through repetition and shared memory.

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15. AIMEE COLEMAN, BA (HONS) VISUAL COMMUNICATIONS

The Lasting Mark explores why people feel the need to leave marks of themselves behind. It begins with personal forms of mark-making before moving outward into history and culture through cave paintings, graffiti, public monuments, collective grief and the Voyager Golden Record. The book examines what it means to say, “I was here” and how that statement changes over time.

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16. RUTH O'RIORDAN, BA (HONS) VISUAL COMMUNICATIONS

Uniform is a series of zines exploring how dress codes, habits and self-imposed uniform create visible structure of control and conformity, but also reveals how individuality can exist within them. This concept is explored through the lenses of control, ritual and expression.

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17. MASCHA BLENN, BA (HONS) VISUAL COMMUNICATIONS

Between Our Hands explores the quiet comfort found in our everyday objects, focusing on mugs. Across three books, it explores how identity, memory and routine shape this comfort and offer a recurring sense of familiarity. The project highlights the warmth these objects hold, encouraging viewers to slow down and reflect on the meaning behind the objects they reach for daily.

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18. EMA JANUSAUSKAITE, BA (HONS) VISUAL COMMUNICATIONS

Inline is a magazine that explores the world of skating, focusing on the culture, competition and experiences. Inspired by my own passion for rollerblading, this project allowed me to learn more about the different aspects of the community, from international competitions to training and creativity. It was fun and engaging way to combine my hobby with design.

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19. HANNAH MCCARTHY, BA (HONS) VISUAL COMMUNICATIONS

'“A single thought can change everything… but what if it isn’t wanted?” ‘When The Thought Arrived’ is an illustrated book that explores the internal experience of living with the often-unspoken aspects of OCD, particularly intrusive thoughts. Through metaphor and visual storytelling, the project aims to make these internal struggles visible and understandable. The work highlights the importance of communication and connection, challenging the isolation that can come with these experiences. It asks the viewer to consider a central question: what defines a person: their thoughts, or their actions?

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20. MARY BRADFIELD, BA (HONS) VISUAL COMMUNICATIONS

Of Influence is a politically charged design project exploring persuasion, ideological conditioning and visual power. It involves a conceptual brand and series of nesting dolls, represented through poster campaigns, to embody layers of influence. The project examines how propaganda shapes collective belief and critiques the visual language authority uses to manufacture the illusion of choice.

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21. RORY AMM, BA (HONS) VISUAL COMMUNICATIONS

Permission to Play is a graphic design project exploring play as a way of learning through curiosity, movement, interaction, and participation. The project encourages visitors to reflect on their own relationship with play through prompts, collaborative interaction, and hands-on participation within the exhibition space.

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22. REEM ALSAHLI, BA (HONS) VISUAL COMMUNICATIONS

This project explores how images are formed through the interaction of the eye, light, colour, mind and perception. Rather than fixed objects, images emerge as constructed processes shaped by light and interpretation. Seeing is not passive, but influenced by memory, attention, and experience — a quiet act of making.

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23. KATE CROWLEY, BA (HONS) PHOTOGRAPHY WITH NEW MEDIA

This project centres on my relationship with my brother, shaped by the platonic female gaze. As I approach the end of my final year, I reflect on the distance that has grown between us. The prospect of leaving college and entering a new stage of life has made this separation feel more pronounced. Photographing him becomes a way to explore our relationship as it exists now. The work becomes both a personal and creative act of reconnection.

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24. KAIA EGRITEPE, BA (HONS) CREATIVE DIGITAL MEDIA

The New Age Enlightened Orthodox Brotherhood of the Righteous Divine is a scalable framework for a transmedia Alternate Reality Game, and a fictional cult that blends belief, and absurdity. Guided by a structured Project Bible, it unfolds across TikTok, Instagram, and the web. It delivers immersive storytelling that critiques power and manipulation while remaining adaptable for future expansion.

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25. RUSLANA IHOSHYNA & RORY O'CONNOR, BA (HONS) CREATIVE DIGITAL MEDIA

Cook&Learn is a hybrid physical-digital educational kit that combines 3D printed food models with a browser-based platform to deliver curriculum-aligned maths activities for Irish primary school classrooms. Ruslana covered concept development, UI and interaction design, physical computing, system integration, database architecture, and 3D modelling. Rory focused on visual design and branding, animation, Irish language localisation, and research into visual learning and accessibility for the target age group.

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26. CELINE HARMON, BA (HONS) VISUAL COMMUNICATIONS

How to Catch the Moon is an illustrated activity and storybook about an adventurer and his friends on their mission to catch the moon. Complete an exercise a day to help the gang achieve their goal. This book teaches young children patience through activities that require concentration such as noting and sketching the changes in the moon and sky. Recommended for children aged 8-10.

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27. MICHAEL FARRELL, BA (HONS) VISUAL COMMUNICATIONS

Resampled is a youth-focused campaign that uses motion, print and digital media to teach 13–17 year olds about the history of sampling and encourage them to start making music themselves. The motion piece describes the origins of Chicago House music, New York HipHop and Drum and Bass in the UK.

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28. ISOBEL QUINN, BA (HONS) VISUAL COMMUNICATIONS

This project explores the design and development of a mobile eLearning game that promotes healthy eating habits in children aged 5–12. The game features a Tamagotchi-style mascot that visually reacts to the food it is fed, encouraging children to learn about nutrition through playful interaction.

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29. RONAN O'NEILL, BA (HONS) PHOTOGRAPHY WITH NEW MEDIA

Hiraeth is a photo project documenting the meaning of home as something that goes beyond a physical place. The series follows four distinct memories, each offering a different understanding of what home can be. Our memories attach us to where we belong, I invite the viewer to connect with that feeling and reminisce on a time that they felt truly at home.

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30. KILLIAN BROWNE, BA (HONS) PHOTOGRAPHY WITH NEW MEDIA

This project is a documentation of the individual roles played in Ireland's fight for freedom. Through statements and photographs these stories are revisited and documented in hopes of creating a new, personal account of the revolution, as well as exploring how much, or indeed how little these spaces have changed in the intervening century.

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31. CALUM CLEARY, SOPHIE O'CALLAGHAN, NATALIA VELASQUEZ & LUKE MULCAHY, BA (HONS) CREATIVE DIGITAL MEDIA

UNISON explores how players manipulate another person's environment while confronting themes such as social inequality in a dystopian future. As User Interface Designer, Natalia shaped how information was presented across both physical and digital spaces, and created the project's logo and promotional poster. Sophie, as User Experience Designer, ran usability tests and playtests to refine interactions between both roles. Sophie focused on observing behavior, identifying usability issues, and improving clarity, responsiveness, and impact. Calum's role as Technical Systems & Interaction Designer involves designing and implementing interactions between physical controllers and the virtual environment, creating the virtual environment & shaping user agency and control. Luke was the Audio Designer for UNISON and created the installation's soundscape and audio feedback to enhance user immersion. Luke worked to reinforce themes of control and inequality while strengthening the emotional impact of interactions for participants.

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32. SASHA ANTONIUK & SERHILL CHERASOV, BA (HONS) CREATIVE DIGITAL MEDIA

Mindflow XR is an adaptive virtual reality mindfulness experience that uses real-time heart rate biofeedback to dynamically adjust the virtual environment, guiding users towards calmness. As visual design lead, Serhii established an art direction, created and optimised all 3D assets in Blender and Substance Painter, designed the environmental user flow, and worked on some of the mechanics. As technical development lead, Sasha designed and implemented the complete biofeedback pipeline, from custom wearable sensor to Unreal Engine 5 integration, creating a research-validated experience that adapts to the user, not the other way around.

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33. ADAM HARRIS, LIAM O'LEARY, DANIEL ZHUMYLO & ELISKA HAJDUKOVA, BA (HONS) CREATIVE DIGITAL MEDIA

Lámh Lab is a virtual reality experience designed to teach users how to use Lámh in an engaging and interactive way. Lámh is a gesture based sign language system used to support communication with individuals who are non-verbal or have severe autism. This project focuses on making inclusive communication more accessible through immersive technology. Using real life hand gestures, the VR experience responds in real time, encouraging users to learn through an interactive space.

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34. SOFIIA SKYBA, BA (HONS) CREATIVE DIGITAL MEDIA

The Illusion of Choice is an interactive short film based on an everyday routine, where the viewer makes decisions for a main character. The film focuses on how these choices, while simple and familiar, can be shaped by habits, expectations, and external influences. The project aims to create a relatable and reflective experience, encouraging the viewer to think about their own daily behaviour and sense of control.

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35. FAÍLENN O'DWYER, BA (HONS) PHOTOGRAPHY WITH NEW MEDIA

These works present drag as an absurdist force, where conceptual self-portraiture and drag family resemblance become sites of transformation and resistance. Through the subversion of gender norms, irreverence, and exaggerated performance of identity, it embraces the feminine absurd, challenging convention by blurring binaries and turning the photograph into an act of rebellion.

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36. ELLA DONEGAN & CARRAGH WALSH, BA (HONS) CREATIVE DIGITAL MEDIA

Chatterbox is a coming-of-age comedy-drama exploring female friendship, belonging, and neurodiversity in a rural Irish setting. As two friends navigate the pressures of the Debs, their search for a date unfolds through humour and vulnerability, offering an authentic depiction of social anxiety and emphasising the importance of empathy, connection, and mutual support.

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37. SINÉAD WRIGHT & UDO RAPOSO, BA (HONS) CREATIVE DIGITAL MEDIA

One Stop Pit Stop is a digital platform for car enthusiasts focused on Ireland's modification and motorsport scene. It serves as a central hub to explore vehicle mods, learn basic mechanics, connect with a like-minded community, and discover events nationwide. Its standout feature is an interactive visualisation tool that lets users customise vehicles with colours, tints, wheels, and more, offering a realistic try-before-you-buy experience.

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38. ELLA BURKE & CIAN MCGUIRK, BA (HONS) CREATIVE DIGITAL MEDIA

Young Academic Minds is a video podcast with a storytelling narrative told by adult guests talking about their experiences of anxiety and related experiences throughout their education journey. The podcast is broken into 3 chapters: Primary School Anxiety, Secondary School Anxiety and College Anxiety. This video podcast was made to help educate Secondary School Students about anxiety in education and how they can manage and possibly overcome it.

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39. GEMMA GUNN, BA (HONS) CREATIVE DIGITAL MEDIA

'“Diva in Distress” is a choice-based visual novel. This game is set in a dark, dystopian future in a city where all human women have left or ‘disappeared’, and are replaced by subservient androids instead. Following the main character Diva, a sex worker robot that has been broken down and left to be destroyed, the player may decide to help her, learn more about her world, or leave her be. The story touches on themes of feminism, misogyny, abuse and the patriarchy, and how it harms all members of society, regardless of gender.

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40. LAUREN O'SULLIVAN, BA (HONS) VISUAL COMMUNICATIONS

The Echoes We Carry explores how trauma can be passed through generations, even without being directly spoken about. Inspired by the Great Famine and Irish diaspora, the project looks at how memory, language, and silence can carry inherited experiences over time. This magazine series uses visual systems, rythm, and editorial design, to translate these ideas into a visuals.

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41. DAVID O'REGAN, BA (HONS) PHOTOGRAPHY WITH NEW MEDIA

The Bucket Shop Broker is a short film that follows Thomas, a partner at a stock brokerage. One morning, he arrives late at work to find his offices surrounded by the Gardaí. He flees while he desperately tries to figure out why this is happening and what to do next.

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42. JOHN FITZSIMONS, BA (HONS) VISUAL COMMUNICATIONS

'Post-human Magazine is a monthly editorial series exploring "fates worse than death" in horror. Each issue covers a distinct horror sub-genre and features mock interviews, case studies, and deep dives. The project encourages viewers to explore some of the worst fates in fiction and the choices that lead to such unimaginable outcomes. Perfect for cinephiles or those that love dark storytelling.

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43. PÁIDI BRACKEN, MATTHEW BRINK, CAOIMHE O'SULLIVAN, OLAN MCARTHY, BA (HONS) CREATIVE DIGITAL MEDIA

'Waltz of the Wastes is a 2D side-scroller game demo, wherein the player character is controlled by playing notes on a musical instrument. The game is completely devoid of text or dialogue, focusing on delivering universal messages through universal languages of music and environmental storytelling. We aim to unite users worldwide and provide a unique method of interaction that encourages mindful participation and promotes focus.

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44. EMMA KENNEALLY, SARAN MCGRATH, JACK LONG, KYRA O'CONNOR, BA (HONS) CREATIVE DIGITAL MEDIA

'Unseen Order' explores how data algorithms shape perception by visualising them as natural patterns like fractals, geometric forms and cellular structures. Through an interactive audio visual installation, algorithms are presented as symbolic forces influencing behaviour, revealing how the same mathematical principles found in nature are embedded within digital systems.

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