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Transition Year · Across the island of Ireland

From a spark of an idea to a living world they hold in their hand.

4E Creative Technology Workshops. Students plan it, design it, build it in 3D and open it in augmented reality on their own QR code — with accessible, browser-based tools, in a single sitting, no app to install. Then we scale it as far as a school wants to go, from a two-hour taster to a full-year production.

See what they'll make → Explore the formats
ForTransition Year · North & South
Format2 hours → full year
ThemesEmerging tech · future skills
Ages10 and up
The four E's of 4E

Four moves, one mission.

Explore

Exploring technology.

Empower

Empowering people.

Engage

Engaging communities.

Excite

Exciting imaginations.

01 — Why It Matters

What a Transition Year gains from this

Not a demo they watch — a set of skills and a finished creation they keep. Here's what students walk away with.

🚀

They make something real

Every student leaves with a finished, shareable creation live in AR — not just notes in a copybook.

🧠

Future-facing skills

AI, 3D, augmented reality and game engines — the everyday literacy of the next decade, met early.

🌍

Everyone can take part

From age 10 up, browser-based, with no specialist kit or prior experience needed. No one is left out.

🎭

More than tech

STEM meets art, movement, sound and story — a role for every kind of student, not just the coders.

📍

Rooted in their world

They build experiences tied to their own town and landmarks — a fresh appreciation of the place around them.

Confidence that sticks

Proof, in their own hands, that they can build things other people actually see and use.

Why now. These tools are already reshaping how creative and technical work gets made. Students who meet them now carry a quiet head start; the ones who don't tend to feel the gap later. Transition Year is the ideal, low-pressure window to make sure a group is on the right side of that curve — and it's a shame for any class to let it pass by.
02 — The Leap

Work that took a studio weeks now takes one student minutes.

We don't hide the old way — students see how this was done before, then watch today's tools collapse it. Understanding both is the point.

The old way

A team. Weeks.

A concept artist, a 3D modeller, technical setup, costly software and a developer just to get it onto a phone. Out of reach for a classroom.

Weeks → Minutes
Same result
Today

One student. One sitting.

Accessible, browser-based tools, photo-to-3D and AR that runs in a web browser. One student does the whole job and shares it with a link — no app, no specialist team.

STEP 1

Plan

Turn a vague idea into a buildable plan, with AI helping them think it through.

STEP 2

Concept

Sketch the look, try versions fast, settle on one to build.

STEP 3

3D Model

The platform turns a picture into a finished 3D object in ~30 minutes.

STEP 4

QR Code

Each creation gets its own code — a door into the real world.

STEP 5

View in AR

Scan, point the phone, and it appears in the room at real size.

STEP 6

Share

One link. A student in Ireland shares with the whole world.

03 — Inside The Workshop

One workshop. A whole creative pipeline.

This isn't a set of separate classes — it's a single creative workshop built on exploration and play. Beginners step straight into a professional pipeline and, piece by piece, feel a real sense of wizardry and wonder as something they imagined turns up in the room in front of them. Here's what that journey looks like.

STAGE 013D Studio

Idea to AR, in minutes

One connected platform runs the whole pipeline: ideation, AI prompting, image generation, 3D generation, optimisation, animation, AR and a QR code to view it in the real world. What used to take a studio days is done in minutes — and it's friendly enough for a 10-year-old to drive.

AI promptingImage → 3DOptimiseAnimateAR + QR
STAGE 02Industry Work

The real thing

A look at what 4E produces professionally — the same craft and pipeline students get hands-on with. It grounds the workshop in real, working practice, not a classroom exercise.

ProfessionalReal clientsProof
STAGE 03AR Trail

Bring a place alive

A working example of where this leads: AR experiences layered over real local landmarks — games, portals and characters that turn a walk through town into a playful trail, and add a new layer of appreciation for the place itself.

Location ARPlayHeritage & place
Tap a clip to play it in the frame above.
STAGE 04Exploration & Play

Where code meets movement and sound

The playful edge: building interactive tools and games, gamified computer science and STEM — and crossing into dance, movement and sound design. Students don't just use software, they make their own, and see how far the disciplines connect.

GamificationComputer science · STEMMovementSound design
Tap a clip to play it in the frame above.
04 — Where It Leads

It's not just game engines.

Students do get hands on the same engines behind their favourite games — but the real value is how far these skills travel. The same pipeline drives marketing, communication, storytelling and engagement across almost every subject and career.

📖

Story & English

Narrative, scriptwriting and worldbuilding — writing brought to life in 3D and AR.

🎨

Art & Design

Concept, 3D form and a visual language students can actually publish and share.

🎵

Music & Sound

Sound design and audio-reactive, performance-driven work — a home for musicians too.

🏛️

History & Geography

Heritage and local place, retold as immersive, on-site AR field study.

📣

Business & Marketing

Brand, promotion and audience engagement — the language of modern communication.

🔬

Science & STEM

Computer science, spatial computing and genuine, hands-on problem-solving.

Emerging tech · future thinking · future skills. AI, AR/VR, 3D and spatial computing are becoming the literacy of the next decade — this is that future made tangible. Under the hood are the same engines and tools the professionals use (Unreal, Unity, Godot, AI and 3D scanning), but the skills reach far beyond games.
05 — For The Coordinator

Made for Transition Year

Designed to sit naturally inside a TY programme — speaking directly to the three aims of Transition Year, and leaving behind evidence you can point to.

🌱

Personal development & maturity

Students take ownership, present their own work and build real confidence — TY's first aim, in action.

🔗

Interdisciplinary & self-directed

Cross-curricular by design; students research, decide and drive their own builds — TY's second aim, made concrete.

💼

A taste of working life

Hands-on with a real professional creative-tech pipeline and the careers behind it — TY's third aim.

🗂️

Portfolio-ready evidence

Every student leaves with tangible, shareable work — ideal for the TY portfolio and end-of-year showcase.

🙌

Active & mixed-ability

Experiential, hands-on and open to every ability — a genuine change of pace from exam-style learning.

🧭

The key skills, together

Creativity, communication, working with others, critical thinking, ICT and being personally effective.

06 — Choose Your Format

Start with a two-hour win, or go all the way.

Five formats, each one building on the last. Stop wherever suits your timetable.

01

2-Hour Intro

The full pipeline start to finish — every student leaves with their own 3D creation, live in AR on their own QR code.

One session
02

Full Day

Everything in the intro, then out into the real world: 3D-scan a local landmark, turn movement into animation, capture 360° for VR.

9am – 4pm
03

3 Weeks

Shape what they captured into one finished short production — film, animation, game level, VR or AR tour built around the local area.

1 day × 3 weeks
04

1 Semester

Training blocks across every part of production, a portfolio per student, and specialisation — all building to one story-based production with mentors.

12 full days
05

Full Year

A large production guided by industry professionals, finished to a standard a real platform would accept — aimed at a national or global audience.

1 day/week · year
Each level includes everything in the one before it.