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Season Six of HSE CREATIVE OPEN Competition Begins

Season Six of HSE CREATIVE OPEN Competition Begins

© HSE University

Beginner-level specialists and students, as well as graduates of any university, regardless of geographical location, are invited to participate. Works can be submitted in the categories of Identity, Object Design, Illustration and Comics, Game Visuals, and Sound until January 21, 2024. Launched by the HSE Art and Design School in 2022, the competition collected more than 1,500 works in its first year. Its goal is to present a unified platform to host original ideas and spectacular projects in all areas of design, contemporary art, and fashion, as well as to draw the attention of the creative community to the development of professions in the industry.

The jury of each category consists of a curator, a ‘thought leader’, and representatives of various institutions and trend-setting companies, who select relevant projects.

Based on the results, the jury will put together shortlists of notable and interesting projects and decide on the top three. The winners will receive cash prizes, support improving and/or implementing their project, and have their work published on a platform that showcases the best works, forms an online archive of art by talented young people, and discovers new names.

HSE CREATIVE OPEN in numbers

5
SEASONS
30
NOMINATIONS
>1,500
PARTICIPANTS
16
PARTNERS OF NOMINATIONS
200
JURY EXPERTS
>100
MENTIONS IN MEDIA
68
WINNERS
50
CITIES

Prizes

🥇 1st place—50,000 roubles.

🥈 2nd place—30,000 roubles.

🥉 3rd place—20,000 roubles.

Applications are accepted up to and including January 21, 2024. Each category has its own curator.

Winners are chosen separately for each category.

Categories of HSE CREATIVE OPEN Season Six

Identity

Today, brand identity is a key stage in interaction with an audience. The ability to think through and implement a holistic concept for visual branding is not just a valuable skill, but an entire area of ​​creative activity that needs competent specialists. We expect participants to present real and fantasy projects that present interesting visual identity concepts for brands and companies.

Visual identity (corporate style) development projects, both made according to real briefs and initiative projects, are accepted for participation in the Identity category. Identity development projects can be carried out for real or imaginary commercial companies, services, consumer brands, cultural and educational institutions, charitable and public organisations, as well as events and festivals.

Reference Works

Object Design

Object designers shape the environment that surrounds us. The objects found in interiors and public spaces create an atmosphere and help us feel better at home and be more efficient at work.

We are looking for works that form a new object environment—bold statements and conceptual findings, technological discoveries and concise objects that will become a functional addition to many interiors/public spaces and improve the user experience.

Reference Works

Game Visuals

Video games are one of the youngest forms of communication, yet one of the most effective. Today’s gamers don’t just play for fun—as technology advances and audience expectations rise, the most important element of gaming communication comes to the forefront: graphics.

The repertoire of modern video games has gone beyond fantasy and genre fiction, and game graphics are needed not only to depict elven princesses and combat robots. The competition does not exclude traditional solutions, but we will be particularly pleased with avant-garde, innovative concepts in which game visuals resonate with digital art, video art, and original design.

Projects that can address the main tasks solved by visual content in the interactive format of a video game are accepted for participation in the Game Visuals category: to make an impression, to indicate the action location, and to show the events taking place in this virtual space as effectively as possible.

Reference Works

Sound

This season, the focus of the competition is on the increased interest in ambient music in recent years. The trend towards this genre can be seen in the global music market very clearly in the works of multiple producers. Rapidly developing technologies provide a colossal variety of instruments and, as a result, saturate modern music with new timbre colours and textures while updating the understanding of long-existing musical genres. The new ambient is no exception—we can clearly discern a trend towards a fusion of smooth, defocused harmonic layers familiar to this genre with technological textures, ASMR / spoken word, and complex spatial processing.

Today, such music exists not only in the format of music releases, but also as soundtracks for a wide range of media products and voiceovers for contemporary art exhibitions, performances, theatrical productions, and fashion shows.

Reference Works

More information, recommendations, and registration links are available in Russian on the HSE Art and Design School website.

See also:

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