Projects in this category are original works digitally created and modeled in three dimensions using specialized software. Entries may represent objects, environments, characters, prototypes, or other creative or functional designs.
Models are not required to be physically printed or fabricated; however, they must be demonstrated digitally in the software used to create them. Students should be prepared to explain their design process, the tools and techniques they used, and the intended purpose of their model (such as visualization, simulation, product design, or artistic expression).
Examples of eligible software include (but are not limited to):
Beginner-friendly: Tinkercad, GollyGee Blocks (iOS)
Artistic/animation: Blender, ZBrush, Maya, LightWave
Engineering/architecture: AutoCAD, SketchUp, Fusion 360, SolidWorks
Emerging tools: Unity (3D modeling integration), Roblox Studio, other educational 3D platforms
Projects in this category are original works that bring images, characters, or objects to life through motion. Entries may be created using 2D animation, 3D animation, stop-motion, or code-driven sprite animation. Projects should demonstrate creativity, technical execution, and purposeful storytelling or communication.
Animation may take the form of short films, educational explainers, music videos, humorous shorts, or other narrative or conceptual pieces. Students should be prepared to explain their design process, asset creation (where applicable), and how they achieved motion and timing.
Examples of eligible tools include (but are not limited to):
2D Animation: Adobe Animate, Toon Boom Harmony, Synfig, Krita, Pencil2D
3D Animation: Blender, Maya, Cinema 4D
Stop-Motion: iStopMotion, Stop Motion Studio, Dragonframe
Code-Based Animation: Scratch, Alice, Processing, p5.js, Godot (2D animation tools)
Other platforms: Toontastic, PowToon, Flipaclip, or similar creative apps
Projects in this category are original works that use digital tools to record, edit, and produce audio content. Entries may include podcasts, music compositions, spoken word performances, soundscapes, audio dramas, or other creative audio experiences. Projects should demonstrate purposeful use of sound elements—such as voice, music/instruments, effects, and silence—to communicate an idea, tell a story, or create an intended effect.
Students must present their project in the software used to produce it and be prepared to explain their creative process, editing techniques, and how they achieved their final sound mix.
Examples of eligible tools include (but are not limited to):
General audio editors: Audacity, GarageBand, Adobe Audition, Reaper, WavePad, Acoustica
Music & composition tools: FL Studio, Logic Pro, Ableton Live, BandLab, Soundtrap
Coding/creative audio platforms: EarSketch, Sonic Pi, SuperCollider
Projects in this category are original, interactive games created and designed by the student. Entries should demonstrate creativity in gameplay mechanics, originality in concept and assets, and purposeful design in user experience. Games may be 2D, 3D, or immersive experiences (e.g., VR/AR), and should include clear rules, objectives, and interactive elements that engage the player.
Students should be prepared to showcase their game, explain their design and development process, and discuss how their choices in mechanics, story, and technology supported the overall gameplay experience. Projects may be built using programming languages, game engines, or no-code/low-code tools, but all significant design elements must be the student’s own work.
Examples of eligible platforms and tools include (but are not limited to):
Beginner-friendly: Scratch, Tynker, Hopscotch, GameSalad
Professional/Intermediate: Unity, Unreal Engine, Godot, GameMaker Studio
Creative/sandbox: Minecraft (custom maps/mods), Roblox Studio
Mobile frameworks: Android Studio, Swift, Flutter (with game libraries)
Projects in this category showcase a single original student photograph that has been enhanced, edited, or artistically modified using digital tools. Entries should demonstrate both technical skill in image editing and creative decision-making to improve or transform the original photo.
Students must present their work in the software or platform used to edit it and be prepared to explain their creative and technical process, including adjustments made to composition, lighting, color, and effects. A printed version of the finished project may be displayed but is not required.
Examples of eligible tools include (but are not limited to):
Professional: Adobe Photoshop, Lightroom, Affinity Photo
Open-source: GIMP, Darktable, Krita
Online/mobile: Pixlr, Snapseed, BeFunky, PicMonkey, Pixelmator, VSCO
Projects in this category focus on the creation of static visual designs that communicate an idea, message, or concept with clarity and impact. Students may combine images, text, color, and layout to create a cohesive visual product such as posters, social media graphics, advertisements, infographics, or brand identity materials.
Entries should demonstrate purposeful use of design principles—including balance, contrast, hierarchy, and typography—to achieve an intended effect. All design elements must be the original work of the student, except where templates, stock, or AI assets are appropriately credited and documented. Projects must be displayed digitally on the program or platform used to create them.
Examples of tools include (but are not limited to):
Adobe Creative Cloud (Photoshop, Illustrator, InDesign, XD)
Canva, Figma, Sketch
Affinity Designer or Publisher
CorelDRAW or similar digital design platforms
Exclusions:
Photographs (belongs in Digital Photo Production)
3D models (belongs in 3D Modeling)
Animation or motion (belongs in Animation)
Projects in this category combine multiple forms of media—such as text, images, audio, video, and graphics—into a cohesive, interactive digital presentation or experience. Entries should demonstrate purposeful integration of different media types to communicate an idea, tell a story, or present information in an engaging way.
Projects may include interactive presentations, digital magazines, marketing or informational campaigns, or multimedia storytelling projects. Students should be prepared to explain their design choices, how the different media elements were created or sourced, and how they were integrated to form a unified final product.
Examples of eligible tools include (but are not limited to):
Presentation & storytelling platforms: PowerPoint, Google Slides, Keynote, Canva
Multimedia/interactive tools: Genially, Adobe Express, Articulate, Captivate, ThingLink
Web-based storytelling: Adobe Spark Page, Shorthand, or similar platforms
Exclusions:
Video-only projects → Video Production category
Animation-only projects → Animation category
Audio-only projects → Audio Production category
Static design projects → Graphic Design or Digital Photography categories
Physical Computing highlights student creativity in designing, modifying, or repurposing devices that combine hardware and software to sense, control, or respond to the physical world. Unlike the Robotics category, projects here are not primarily focused on autonomous movement or robotic systems. Devices and components do not need to be new, but the final product must be fully functional and demonstrate purposeful innovation.
Possible project types include (but are not limited to):
Microcontroller-based builds (Arduino, Raspberry Pi, ESP32, etc.)
Micro:bit or Makey-Makey
Internet of Things (IoT) devices and smart home solutions
Wearable or assistive technologies
Modified or repurposed consumer electronics
Interactive art or installations using sensors, controllers, or custom circuitry
Data-collecting devices (environmental sensors, health monitors, etc.)
Projects in this category are original, functional software applications created by the student using one or more programming languages. Entries may include console-based programs, desktop applications, APIs, or software systems designed to solve a specific problem or serve a clear purpose.
Students should be prepared to demonstrate their program, explain its functionality, and discuss their design and coding decisions. They must also showcase their understanding of the programming concepts used and how they structured their solution. All significant code must be the student’s own work, though use of open-source libraries, frameworks, or APIs is permitted if properly cited.
Examples of eligible languages and platforms include (but are not limited to):
Python
Java
JavaScript
C++
Swift
Emerging areas
API development
AI/ML integration
Cloud functions
Projects in this category are autonomous moving machines engineered and programmed by the student to perform tasks, solve problems, or demonstrate specific functions. Robots must be capable of self-directed motion once started, relying on sensors, programming, or AI-driven logic rather than direct human control. Remote-controlled devices (e.g., RC cars, drones under manual control) are not eligible.
Entries may be constructed from custom fabricated materials, robotics kits, or a combination of both. Students are encouraged to go beyond kit-based assembly by integrating original engineering concepts, programming, and design. Judges may ask students to demonstrate their robot in action and explain their design decisions, programming strategies, and problem-solving process.
Examples of eligible platforms and tools include (but are not limited to):
Robotics kits: LEGO Spike/Mindstorms, VEX, K’Nex, Capsella, Fischertechnik
Microcontroller-based builds: Arduino, Raspberry Pi, Micro:bit
Custom materials: 3D-printed, student-fabricated components, or other repurposed materials
Software/logic: Python, C/C++, RobotC, ROS (Robot Operating System), block-based coding (Scratch extensions, MakeCode)
Additional Guidance:
Projects not primarily focused on autonomous movement or robotic systems may fit better in the Physical Computing category.
Projects in this category are original video works created, edited, and produced by the student using digital video editing software. Videos should tell a story, present information, or creatively communicate an idea through filmed footage, sound, and editing techniques. All projects must be exported into a digital video format and displayed for viewing on a computer.
Entries may include (but are not limited to): short films, documentaries, news-style broadcasts, music videos, public service announcements (PSAs), event highlights, or educational tutorials. Judges may ask students to explain their planning, filming, editing, and exporting process, as well as demonstrate their knowledge of the chosen editing tools.
Examples of eligible software include (but are not limited to):
Adobe Premiere Pro
Apple Final Cut Pro
Apple iMovie (free for Mac)
Wondershare Filmora (free version available)
VSDC Free Video Editor
Shotcut (free)
DaVinci Resolve (free version available)
Additional Guidance:
Stop-motion and computer-generated animation projects should be submitted under the Animation category.
Projects in this category focus on the design and development of applications that run on the web or on mobile devices. Entries may include websites, web applications, mobile apps, or cross-platform solutions. Projects should demonstrate purposeful design, usability, and technical implementation, whether through code or no-code/low-code platforms.
Students should be prepared to explain the purpose of their application, their design and development process, and how the chosen technologies support the intended functionality. Source code or project files must be available for review where applicable. The application should be able to be demonstrated live on a device, simulator, or browser at the time of competition.
Examples of eligible tools include (but are not limited to):
Web: HTML/CSS/JavaScript, React, Angular, Vue, WordPress, Google Sites, Wix, Squarespace
Mobile: Android Studio, Xcode, Swift, Kotlin, MIT App Inventor, Flutter, React Native
Cross-platform / no-code: Glide, Bubble, AppSheet, Thunkable, AppyPie