Siuan McGahan
Projects

Digital Media Practice

2017 VR Installation

The Dreadful Imminency of Another

Next Project

The Dreadful Imminency of Another is an immersive VR installation exploring the intersection of language, gender, and identity. Using virtual spaces to interrogate the mundane, the work reveals how everyday language quietly perpetuates patriarchal constructs.

Press: UVM Today ↗
VR InstallationLanguageGenderIdentity
2016 Photographic Series · 12 Portraits

I smiled, — for what had I to fear?

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This series of twelve portraits, created with digitally composited photography, delves into the intricate interplay between contemporary, performative gender roles and their historical roots in "women's work" within the domestic sphere.

By juxtaposing modern identity constructs with echoes of traditional labor and spaces, the work interrogates how societal expectations shape — and are shaped by — our evolving notions of femininity, labor, and place.

Three prints are held in the National Collection of Ireland.

Digital PhotographyCompositingGender StudiesNational Collection of Ireland
2016 VR Self-Portrait · 360°

All Physics In A Ferment

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All Physics In A Ferment is a VR self-portrait that extends the themes of the photographic series I smiled, — for what had I to fear, together presented as All That We See Or Seem.

Casting myself and a collection of farm animals in a modern fairy tale, I use a 360-degree, live-action, infinitely looping format to examine the performativity of gender roles and the legacies shaping notions of identity and selfhood.

360° VideoVR Self-PortraitLive ActionGender Performativity
Projects

Moving Image

2003 Feature Film · Weta Digital

Lord of the Rings: Return of the King

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Created roto-mattes to composite live action elements with miniature and CG elements across multiple battle sequences — including the Siege of Minas Tirith and the Pelennor Fields.

RotoscopingCompositingMatte PaintingVFX
2004 Feature Film

The Chronicles of Riddick

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Created roto-mattes to composite live action elements with miniature and CG environments. Used RasRoto for tracking across complex multi-element shots.

RotoscopingRasRoto TrackingVFX Compositing
2014 3D Art · Texture & Surface

3D Texture Painting

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Photoshop and Artrage hand-painted textures with material channels created in B2M, including wood grain and stone tile surfaces for real-time environments. Also: Mudbox hand-painted diffuse texture mapping for a character from the children's TV show Henry Hugglemonster.

PhotoshopArtrageMudboxB2MPBR
2015 Visual Development · Concept Art

Visual Development & Character Design

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Character designs and concept art for a 3D animated short in VR, including hand-drawn reference turnarounds for 3D modeling of CG characters — establishing costume, proportion, and emotional register across full 360-degree rotations.

Character DesignConcept ArtVRTurnarounds
Projects

Experience Design

2025 Generative AI · Cyber Warfighter Platform

Operator X

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Product design for Operator X, a generative AI platform for the cyber warfighter — UX Research, Strategy and Design including design system development for both light and dark mode.

Operator X — SealingTech ↗
Product DesignGenerative AICybersecurityDefensive Cyber
2021–2024 Enterprise SaaS

Deloitte

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As a principal designer on the DesignOps team I led the design or redesign of many products across diverse sectors such as — Cybersecurity, Fintech, Sustainability, Accounting, and AI.

Dashboard DesignData VisualizationSustainabilityCybersecurityAI
2019–2021 Mobile · Product Design

Various Mobile Apps

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Mobile product design across social-impact fintech, agriculture, and insurance — end-to-end flows for phones and tablets, from onboarding to task completion.

Mobile DesignUXFintechSocial Impact

Info

About

I am an artist, designer, and educator working across digital and material media. My practice explores the relationships between technology, perception, and human experience, often situated at the intersection of creative experimentation and critical inquiry.

With a professional background spanning visual effects, simulation & 3D modeling at NASA-JPL, and product design in complex domains, I bring an applied perspective to my teaching and research. I am particularly interested in how systems—technical, visual, and cultural—shape the way we interpret and interact with the world.

My teaching centers on helping students develop both conceptual rigor and technical fluency, with an emphasis on digital imaging, user experience and emerging technologies. I encourage approaches that are exploratory, reflective, and grounded in human-centered and ethical considerations.

My studio practice operates in parallel with my academic work, informing a pedagogy that values experimentation, interdisciplinary thinking, and the integration of art and design as modes of research.

Contact

CV

Research & Teaching Interests

Digital Imaging; Studio Art; User Experience (UX/UI); Digital Photography; Graphic & Web Design; Typography & Branding; Motion & Video; Information Architecture; Accessibility & Inclusive Design; Digital Media & Emerging Technologies (including AI in Creative Practice)

Education
2017MFA, Fine Art Media
National College of Art and Design, Ireland
2002BA, Philosophy & Mathematics
University of California, Los Angeles
2025–PresentGraduate Coursework in Teaching Methods (3 courses)
Vermont State University
Academic Appointments
2025–PresentProgram Lead, Design & Creative Media
Center for Technology, Essex
2025–PresentAdjunct Professor, Design
Community College of Vermont
2019–2021Adjunct Professor, Game Program
Champlain College
Industry Experience
2024–PresentIndependent Consultant, UX & Product Design
2021–2024Principal Product Designer
Deloitte
2019–2021Senior Product Designer
Terbium Labs
2003–2018Visual Effects Artist and Motion Designer
Various — including Lord of the Rings: Return of the King and Chronicles of Riddick
1997–2003Development Engineer
NASA Jet Propulsion Laboratory
Selected Press

Aidan Dunne, “Five Art Shows to See This Week,” The Irish Times, 2018.

Aidan Dunne, review of NCAD MFA Graduate Exhibition, The Irish Times, 2017.

Jeffrey R. Wakefield, “UVM Event Makes a Mash of Art and Technology,” University of Vermont, 2018.

Exhibitions & Collections
Solo Exhibitions

All That We See or Seem — Castletown House Gallery, Kildare, Ireland, 2018

I smiled, — for what had I to fear? — Farmleigh Gallery, Dublin, Ireland, 2016

Selected Group Exhibitions

NCAD MFA graduate exhibition. NCAD Annex. Dublin, Ireland, 2017

Royal Hibernian Academy (RHA), Dublin, Ireland, 2015

Exhibition History

Exhibited internationally across the United States, Ireland, and New Zealand (2003–2018)

Collections

Work included in the National Collection of Ireland