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Electronic Art

Permanent URI for this collectionhttps://hdl.handle.net/10217/180167

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  • ItemOpen Access
    Aiden Lundien: capstone
    (Colorado State University. Libraries, 2025) Lundien, Aiden, artist
    The artist's statement: My name is Aiden Lundien, and I'm an aspiring filmmaker based in Steamboat Springs, Colorado. Ever since I was a child, I was enamored by the art of filmmaking, and it was instrumental to my development as a person. Everybody is born under different circumstances. Our upbringing is unique, where we were born is unique, and who we have grown to be is unique. The goal of civilization and progress is to reach out and empathize with other people and discover what makes them tick, and what they care about. Movies have helped me connect with others, and taught me how to understand how another person is feeling. Exploring these universal connections and emotions has become my primary goal as an artist. I want to tell stories that are raw and bring people together to feel something, and I explore these connections through digital and analog filmmaking/photography. I don't strive to create because it's cute. I strive to create because I'm a member of the human race. Art, beauty, romance, love; these are the things we stay alive for.
  • ItemOpen Access
    Gabby Reiland: capstone
    (Colorado State University. Libraries, 2025) Reiland, Gabby, artist
    The artist's statement: Gabby Reiland is an artist interested in the intersection of the visual arts and storytelling. With an electronic art major and creative writing minor, she explores both creative mediums separately and in tandem with each other. She is excited by every medium that combines the two, whether that is through animation, storybooks, comics, or games. She also has worked with a variety of physical mediums such as laser cutting and printmaking. Her work often features animals and fictional creatures and utilizes their symbolism or their separation from reality for her works. She has two short stories published in The Greyrock Review. Her short story "The Pessimist Eats an Orange" explores themes of connection and satisfaction through fruit imagery while "Fowl Worship" explores belonging and the natural world with a fantasy twist. She first dipped her toes into game development with "Wyrmbel", a short game with branching options. She is currently working on a new game called "Washing Bears Turn to Machines". She hopes to continue to create games, animations, and tell stories. --------- Washing Bears Turn to Machines is a visual novel that explores communication and the rising prominence of technology. It features 2D animated portraits and interactivity based on player choices during conversations. The title 'Washing Bears Turn to Machines' is a language pun. In several languages raccoons have a name that is some variation of 'washing bear' or 'washing rat' such as orsetto lavatore in Italian, raton laveur in French, or waschbär in German. All of the characters, except for the two raccoon dogs, are animals within the raccoon family procyonidae. In the demo version of the game, I established a workflow that I can apply to future projects. I worked on this project in both my experimental video and interactive media classes so I could dive deep into this project. I worked on animations and the script throughout the semester then dove into furthering my understanding of code. Understanding each element of the game helped me combine them and make specific creative decisions. By making the demo, I developed a better understanding of the characters and the questions I want to explore in the full story, such as how do we communicate with each other between barriers in language, age, and space? With people being tempted to use AI to write emails, essays, or translate text, how do we get people to value genuine conversation and thought? With phones and the internet, many of our conversations are filtered through a layer of technology. This opens up the opportunity to connect with people across vast distances, but it also means keeping in contact with people has become dependent on text, email, and phone calls. In addition, how do we turn to fantasy and sci-fi stories in modern times to process or turn away from our current reality, especially when looking at dystopian sci-fi stories or idyllic fantasy worlds?
  • ItemOpen Access
    Alaina Monteil: capstone
    (Colorado State University. Libraries, 2025) Monteil, Alaina, artist
    The artist's statement: A lot of my inspiration for art comes from watching my children grown and seeing them figure out this world around them. Their curiosity and excitement, even for the smallest things, helps me view my surroundings differently. Coming from a job in atmospheric science and gaining new inspiration from my little ones, my digital art has a very nature based approach. I'm able to create images, whether through photography or different programs, then edit with a computer which allows me to make it as realistic or as fanciful as I want. The scientific side of my art is full of research focused on creating beautiful images that represent phenomena centered around my interest in nature. The other portion of my work, I aim to create something that is meaningful on an emotional level that has such an impact, people can relate through their own lives, connecting them to my art. I’m exploring a dialogue between human presence and the natural world around us, hoping that my work helps us all wonder what it truly means to be human in this ecosystem.
  • ItemOpen Access
    Elaine Ye: capstone
    (Colorado State University. Libraries, 2025) Ye, Elaine, artist
    The artist's statement: As a Chinese American artist, I experiment with animation, 3D modeling, coding, 3D printing, painting, drawing, and collage art. My artwork is about my identity and my experiences as both a Chinese person and an American. Sometimes there are some frustrating aspects of growing up in two worlds. Imagine trying to fit into both the world of Chinese traditions at home and the world of American pop culture outside. It's like being two people in one body, but you have to accept who you are no matter where you are. I often make art that mixes traditional Chinese elements, like dragons and food, with things that feel super American, like cartoons and video games. It's my way of poking fun at the stereotypes people have about Asians. Sometimes, I use bright colors and silly shapes to turn these stereotypes into something that makes you laugh and think of who I am. Such as my artwork, the Translucent Dragon Cloud Islands or "June in Japan". Which mixes traditional Chinese painting ink styles into animation or 3D modeling. Being a Chinese American means balancing expectations. Sometimes people think I should be this quiet, hardworking kid who loves to study, while I just want to be myself. My art is my way of saying, "Hey, I'm not just one thing. I'm a mix, and that's cool!" It's like creating a new world where it is being celebrated, not just tolerated. I am a dramatic, childish, weird, nerdy otaku who loves anime, Disney, musicals, and video games. Someone who loves both the old traditional artwork making and the new technological-electrical form of artwork, mixing both together.
  • ItemOpen Access
    Lauryn Smith: capstone
    (Colorado State University. Libraries, 2025) Smith. Lauryn, artist
    The artist's statement: My work as a digital artist has focused on the body's connection to the world around us. The body is always changing, and the life stored in it can be profoundly impactful. We use the body to draw conclusions about the state of the world and ourselves. Through 3D art and animation, I explore the idea of the body in relation to the outside world, focusing on the parts of ourselves that we cannot ignore. While my main focus is digital art, it is important to put emphasis on the fact that I am a multi-media artist. I find that by practicing different mediums, I am able to translate the skills I gain through sculpting and painting into the digital world. I feel that it is important not to become too separated from the physical world, and I want that to reflect in the work I create, especially with the circus on the human body and its experience.
  • ItemOpen Access
    Maxwell Allen: capstone
    (Colorado State University. Libraries, 2025) Allen, Maxwell, artist
    The artist's statement: Reflection is a form of imagination. When we look to the past, we often wish we had done better; when we dream of the future, we imagine ourselves as that better version. This music video explores the inner struggles of a music artist among the shifting standards of beauty and identity. We all long for more comfort, more recognition, more meaning, a more vibrant life. And it's the dream of a better future that propels us forward. In my journey as an artist, I've developed a deep connection with videography, color, and music. While I've experimented with a variety of video formats, I had never created a music video until Dep Gai. I was inspired by a desire to collaborate with other creative artists, believing that meaningful art often comes from shared vision. "Dep Gai" (Vietnamese for beautiful girl) explores the tension between self-worth and external validation. It questions: does how we see ourselves matter more than how we want to be seen? This video portrays an artist wrestling with feelings of inadequacy, striving to become "better" in pursuit of someone, or something more. The mirror becomes a metaphor for aspiration, reflecting not just appearance but identity and potential. As an emerging singer, the artist envisions himself as a rockstar, a fantasy born from longing and dissatisfaction. That same urge resonates with me. In my own creative process, I often imagine a better version of myself to validate what I do in the present. Through this project, I explored what it means to fully commit and reach for that imagined self. Technical/visual description. The video uses parallel imagery and visual effects to portray internal conflict. A dominant color palette of red and blue represents the two competing voices within the artist: his reality versus his imagination. Mirrors play a central role, allowing the viewer to see both versions at once, blurring the line between what is and what could be. Carefully composed shots and angles create a dreamlike quality, amplifying the surreal atmosphere and internal dialogue. Filmed on Iphone 13 PRO. Edited using DaVinci Resolve pro 19 for iPad.
  • ItemOpen Access
    Blake Cahill: capstone
    (Colorado State University. Libraries, 2024) Cahill, Blake, artist
    The artist's statement: I'm a passionate visual artist with a strong dedication to bringing conceptual material to reality. I was born near Denver, Colorado and now attend Colorado State University, pursuing a Bachelor of Fine Arts (BFA) with concentrations in Electronic Art and Graphic Design. I have always had a strong interest in the arts with a developed focus on communicating ideas through primarily digital mediums. My work often portrays a unique blend between the human experience and the shift toward a digital future. I maintain an audience focused structure, often utilizing an interactive approach, in my work that allows for an effective communication of ideas in a visually captivating way.
  • ItemOpen Access
    Cole Weaver: capstone
    (Colorado State University. Libraries, 2024) Weaver, Cole, artist
    The artist's statement: As a new media artist, I explore the intersection of and interaction between the digital and physical world through video projection and computer processing. The bulk of my work results from the process of investigation and iteration, whether of a material or concept. The variety of practices introduced to me at CSU and the amount of experimentation afforded to me by my instructors has led me to embrace my aptitude for digital tools and integrate those skills into "traditional" mediums like sculpture, photography, and printmaking. This experience has led to a keen interest in collaboration as a medium for dialogue, resulting in collaborative projects that not only deepen my understanding of materials and methods but also foster a creative exchange that challenge my own assumptions and pushes the evolution of my practice. Project Fractile is a minimalist grid-based strategy card game designed around a revolving ruleset. The initial idea was inspired by generative art where form and structure is determined by a set of instructions and constraints enacted by the artist. In this game, players take turns constructing a maze-like structure, one tile at a time. Placement of tiles is dictated by a set of rules that restrict and mandate certain attributes of the tiles played. Each turn, one rule in play is replaced by another, creating a constantly shifting state of play that informs and challenges player agency.
  • ItemOpen Access
    Benjamin Hart: capstone
    (Colorado State University. Libraries, 2024) Hart, Benjamin, artist
    The artist's statement: Benjamin Hart is an electronic artist who creates a variety of digital works whether it be 3D models, animations, experimental films, and interactive media. He creates his work in a variety of different software such as Blender, Adobe Photoshop and Premiere Pro, Signal Culture Applications, and Unreal Engine. Currently, Ben is an undergraduate attending Colorado State University. He is expected to graduate in December 2024 with a Bachelor of Fine Arts degree with a concentration in electronic art. Much of Ben's film work typically focuses on his personal life. Much of his work is created or inspired by old archival footage he created with friends when he was a teenager. He takes this achieved footage and brings a new purpose to it. This can be seen in works such as his Spring 2024 experimental film, Time Capsule. Ben's animation work also involves his archival footage. Usually, Ben will take archival footage and animations using archival footage as a voiceover. Ben will either do frame by frame hand animation in photoshop or do 3d animation with character models he created. Ben usually focuses on conversation and friends having a good time in his animation. Ben has also created physical media in the past such as several pen and pencil drawings, ink and watercolor paintings, and sculptures made of various materials during has early years as a college student. A lot of these early works also follow the same trend in which Ben creates works involving a journey through his personal life.
  • ItemOpen Access
    Madeline Damario: capstone
    (Colorado State University. Libraries, 2024) Damario, Madeline, artist
    The artist's statement: I create electronic art that focuses on experimentation. I work with video editing software, creative coding, and animation software to experiment with creating interesting visuals. I am strongly interested in color, texture, and movement which I experiment with in my pieces. I am interested in using natural materials as well as completely computer-generated textures, to create different dynamics in my work. I enjoy creating fully computer-generated visuals due to imperfections that can only be created through glitches or bugged coding. I find that natural or organic source materials can have imperfections but nature in itself is dynamic and has synchronicity which is only found in natural environments. I am currently working on visuals for live music production. I am focusing on creating visuals that give the viewer a feeling of escapism and euphoria. I want to create visually stimulating video art, which makes the viewer feel good about viewing the artwork.
  • ItemOpen Access
    Cai Noe: capstone
    (Colorado State University. Libraries, 2024) Noe, Cai, artist
    The artist's statement: With ever-evolving technologies, I am drawn to continuous experimentation with new processes, programs, and techniques. At their core, my artworks are rooted in explorations and manipulations, delving into realms such as coding, photography, modeling, and animation. However, what truly drives these works is the concept of interactivity. This allows the audience to engage with my work, with each interaction resulting in new and different art. The theme of these works is the process and the act of creation, serving as a platform for the continuous development of electronic art. Sleepover is an exploration of the uncanny, experienced through player interaction. Character Creation is an exploration that spans the development of character design and interaction through sketching, modeling, rigging, and gameplay. The process in of itself breathes life into the different characters.
  • ItemOpen Access
    Mady Frangella: capstone
    (Colorado State University. Libraries, 2024) Frangella, Mady, artist
    The artist's statement: The majority of my art follows the introspective journeys I embark on when I challenge what I feel and how I feel it. My mental health is the biggest pool of subjectivity from which I pull from and explore in different mediums both traditionally and digitally. I am who I am because of all that I have lived through. I use my art to make others believe that their feelings do not isolate them, and, instead, create deeper connections with those who understand where they've been. My inspiration lies in personifying the struggles of daily life for those with mental illnesses and learning disabilities, such as myself, creating understanding and empathy between all of us humans. My subjectivity is not limited to navigating mental health throughout my young life, but also involves my passion for storytelling and the power of words. There is fire within me to use my artistic power to breathe life into stories that are eager to be told. I am for an art in which the imagination runs free and has no boundaries. I'm driven to create art that opens doors and windows to the world to reject isolation, ensuring that no one is ever really alone. Whether it's exploring Adobe Creative Suite applications for graphic design and landscape paintings or 3D modeling in Blender, I find my most authentic self-expression through electronic art mediums. I’ve found that these have the most accessible UX/UI for my learning disabilities: ADHD and autism. I love working in a 3D application on the computer the most because I think completely in 3-dimensional spaces and find the user interface is the most instinctive and natural for the way that my brain works. By pouring my insides out into the physical world, I am releasing my fear of vulnerability and any hold that societal pressures have on me to be someone I’m not while eliminating boundaries that separate me from others.
  • ItemOpen Access
    Jaiden Stanford: capstone
    (Colorado State University. Libraries, 2023) Stanford, Jaiden, artist
    The artist's statement: Every artist has their own style when it comes to creating and expressing themselves thought their work. Some people like the physical hands-on aspect of creating and others like me enjoy creating with technology and in a digital format. As my portfolio has shaped itself into what it is today, it took a lot of trial and error. Lots of time and effort has gone into creating my work and it means everything to me, my portfolio is a small reflection of who I am as a creative and I would say it will forever shape into a new format because I am always looking to explore new ways in creating and enhancing my skill list. The process of creating work just depends on the project, but I always start off with a "story board" aspect on paper to Envision what I want to accomplish for the final aspect. My work is everything as stated before it's a small reflection of who I am as a person, but as a creative it shows what I am passionate about and what I love doing. My medium is anything with a camera and sitting down and editing, so digital content creation. I really do enjoy the feeling of capturing a moment in time and history that only happens once but will forever be remembered and documented.
  • ItemOpen Access
    Teagan Keeler: capstone
    (Colorado State University. Libraries, 2023) Keeler, Teagan, artist
    The artist's statement: Animation has always been a passion of mine, since I could remember cartoons were always my main inspiration and comfort. I always wanted to make a connection with my future employment and these shows, so I stuck with Electronic media. I use various software to create characters and stories, these tools are not just means to achieve a goal, they are also channels to my imagination. Procreate is great for experiencing the same sense of euphoria and ease that my childhood drawings brought, with an easy upfront program and a remarkable database for improvement, I have learned to excel and sometimes even animate in Procreate. The ability to use Adobe Premiere to transform raw animation into a visual story, is one of the many things I have been experimenting and excelling with in school. With Blender, I can create intricate 3D landscapes that transport viewers to magical places and bring the flat drawing from procreate to life. My work now is mostly 2D animation with touches of 3D. I test with rotoscoping but I stick mostly to 2D character work. By embarking on this journey, I hope viewers establish a bond with my work and embody the same sense of wonder and happiness that filled me during my childhood.
  • ItemOpen Access
    Sabrina Moskoe: capstone
    (Colorado State University. Libraries, 2023) Moskoe, Sabrina, artist and filmmaker
    The artist's statement: I'm a visual designer, new media artist, and researcher who creates art and design. Driven by interdisciplinary thought that encompasses art, design, technology, and social science, my work explores physical and digital landscapes as well as the human perception of these spaces. Working primarily in digital software and computer programming, I utilize my experience in graphic design, game design, and illustration to experiment with various media such as virtual/augmented reality, animation, large-scale installations, and computer vision. My artistic endeavors reference and take inspiration from the experiences provided by video games and the field of UI/product design.
  • ItemOpen Access
    Nicolaus Lasher: capstone
    (Colorado State University. Libraries, 2023) Lasher, Nicolaus, artist
    The artist's statement: Hello, my name is Nicolaus Lasher, and I'd like to present my electronic artwork from Colorado State University during the 2022- 2023 year. For as long I can remember, I have been enthralled with movies and video games, which has cultivated an active imagination without many bounds. This has played a big part in my artwork by allowing me to envision a variety of worlds and characters with which I saw myself interacting and exploring. I created many fictional universes throughout the years, some of which I can still remember today. I intend to bring them to life in the form of films, TV series, and video games. I enjoy creating concept art for these universes, which often appear in my work in some form, be it physically or as part of a backstory that I envision. When this happens, it gives me a place to escape the stress of the real world, providing an outlet to undertake my fictional adventures and allowing me to continually test the limits of my creativity. My work encompasses a variety of themes, including dreams, inner feelings, and senses beyond the normal perception. I often employ storytelling and worldbuilding in my projects, which helps guide me through the process of creating my work by providing a map of where to explore when I craft my work. I use various artistic software, including the Adobe Suite and Blender, to create images and videos conveying my stories. My goal is to immerse the viewer in the fictional worlds, allowing them to traverse beyond reality and see the universe through different lenses. I hope that by doing this, the viewers can image themselves in the shoes of the characters, both onscreen and offscreen, and feel connected to the fictional worlds in order to find enlightenment through their adventures. When this happens, it will allow them to apply their newfound knowledge to the real world, giving them a starting point for lessons to preserve for future generations. As shown by my work, I hope to share my unique vision with the world, and inspire others to come up with their stories and tap into their imaginations to create more immersive experiences in the process.
  • ItemOpen Access
    Lucille Wright: capstone
    (Colorado State University. Libraries, 2022) Wright, Lucille, artist
    The artist's statement: We plant seeds in soil made from decomposed corpses and wonder why the flower looks familiar. I work in a combination of traditional 2D animation, stop-motion, rotoscoping, scanned-image animation, and collected footage. My pieces combine techniques and imagery. I find inspiration for my pieces by looking backwards. What is happening now has happened before. What is happening now is a culmination of the efforts of those who came before us. This fight is an old one. And the fight before it was even older. History has proven to us again and again that we are fickle creatures, set on repeating ourselves. I try to express this in my pieces. The iterative nature of our problems. They evolve. We make progress. But we fall into the same worn-down ruts.I am interested in how history repeats itself. How our human race manages to run itself in a circle. Animation is to bring life. It comes from the latin root "anima," meaning life and breath. While I believe my art is alive, its purpose is not to birth something new. My artwork has a much more fungal quality. It lingers between life and death. It secretes itself into the contemporary and takes it over with something fouler. Something old. Digesting in order to create.
  • ItemOpen Access
    Courtney Fichter: capstone
    (Colorado State University. Libraries, 2022) Fichter, Courtney, artist
    The artist's statement: My body of work is focused on conceptual experimental video. I very much focus on centering my themes in each video around my own lived experiences. These topics have expanded from anxiety, mental health, and cultural differences within locations. I utilize sound and samples to bring the viewer discomfort when watching my work. I often utilize looping to create a monotonous yet uncomfortable experience. Sound is an integral part of the viewing experience of my work as it turns mundane, average shots to something else.
  • ItemOpen Access
    Abril Maranon: capstone
    (Colorado State University. Libraries, 2022) Maranon, Abril, artist
    The artist's statement: Contaminated is a video installation that explores the issue of gun violence and access to guns, how gun culture has impacted today's incidents of gun violence on civilians. Informed by the Columbine massacre, this work focuses more specifically on the effect the resulting legislation surrounding the culture has had on children as the continued target of shootings. There seems to be a disconnect at the legislative level between what politicians are saying and what is happening outside the white house. This inaction appears to be spreading to the civilian level as school shootings and shootings in public spaces have become commonplace. Contaminated is a multichannel video installation in which video is projected onto a screen made of thin fabric and a columbine flower that sits on the ground. The video starts with an undisturbed flower projected on a screen and on the ground. Stock footage of idealized school environments fade into the flower imagery while the second amendment and politicians begin to appear on the screen hanging from the ceiling. This installation looks at the legislative side of this issue, with video of the second amendment being the topmost video followed by three screens of politicians giving their speeches on the matter of guns. A recording of web searches surrounding the amendment begins to invade the first screen and slowly leaks into the other screens until it finally manages to invade the shape of the flower below. The screen recording of google searches starts with research on the second amendment and its implications but soon turns into a search about buying guns and reveals where one might find them. Once the screen recording has contaminated all the screens, the search moves to Walmart, showing that one has access to guns even here. As the other four screens begin to fade under the screen recording, the stock footage in the flower shifts into and begins to play footage from a documentary discussing the Columbine massacre. The juxtaposition of past and present upon one symbol is meant to highlight what we stand to lose through continued inaction both at the government level and the individual level. How have we come to accept the killing of children as something that happens in a school? How have we allowed continued access to guns? Moreover, how could we do nothing about it when the same thing continues to happen? This installation focuses on the political aspects of this issue as video of Cruz, Pence, and Randpaul begin to glitch. Parts of their dialogue can be heard in direct contrast to the reality of easy access to guns being demonstrated in their backgrounds. These politicians are shown defending a culture that holds on tightly to the second amendment despite its impact on the safety of civilians and children across the nation. This project tries to hit refresh on the issue and wake the viewer up to the gravity of the situation.
  • ItemOpen Access
    Sara Arnold: capstone
    (Colorado State University. Libraries, 2022) Arnold, Sara, artist
    The artist's statement: My work addresses the nature of internet language and how it is comprehended in contemporary issues of self image. My interest is in a new era of “wokeness” that manifests through competition. My work tries to visually explain this phenomenon by addressing being chronically online. I want to express the moment of distortion that happens when information is regurgitated through a lens clouded by the need to be socially conscious in an altruistic fashion. The moment of distortion is described through real time video processing, the viewer of the work therefore becomes part of the art object as they are forced to see a distorted version of their person. The separation from the real world or analog world is defined by the output to the real time video processing; I want the viewer to see themselves become distorted, to reveal the unsee-able phenomenon that I'm describing. The use of text in my work is meant to emulate the impermanence of a social media timeline, as well as frequent subjects of internet discourse. This brevity is further stressed by a scrolling of the text as a motif in a few of my works. The use of text in my work is about examining how language is changed in internet spaces with the removal of aural conversation, and the addition of a slang - based vernacular. Language In Cyberspace focuses on the language used by Generation Z and Millennials on social media platforms. As a generation I find the language that is often used to talk about complex subjects such as socio-political movements, human rights, oppression of marginalized groups, and the power struggle of generations older, is often more casual and even uses memes or internet trends. The use of this more casual language often contradicts the subject matter of the text. In this piece I re-contextualize these texts using a familiar text to speech voice used heavily in memes to drown out the seriousness of the messages while also making content with darker themes more palatable. This piece considers the human side of internet language, as a coping mechanism. Expanding on media language as represented through text, audio, and visuals, Means of Communication uses internet language to inform different modes of communication, which is then manipulated to emphasize the ways information is distorted through exchange. Textual visuals, audio visualization, and the audio used in the piece are all informed by one another, each representing how communication of information through internet language is used differently. Additionally the different manipulations of the same piece of information echoes how thoughts and remarks of internet language are layered and informed by one another, and distorted by one another. The concept of the piece is based around the dematerialization of communication, exploring different representations of communication through sound, text, and the visualization of sound. The piece also acts as a sequel to "Language in Cyberspace”, however in this piece the means of communication "and visual representation of internet language informs the process of the piece.