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Romulan Drill

A reimagining of the Romulan mining drill from Star Trek (2009), designed as a game ready VFX asset with dynamic moving parts and optimized performance in Unreal Engine.

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Key features

  • Fully animated drill with dynamic, timeline-controlled moving parts.

  • Optimised VFX integration to ensure smooth performance.

  • Procedurally duplicated components for flexibility and efficiency.

  • All props and assets created from scratch.

Software

  • Maya

  • Substance Painter

  • Unreal Engine

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Challenges and solutions

Dynamic Movement for the Drill’s “Teeth”

Making the teeth surrounding the beam open and close dynamically, while maintaining control over smoothness.

Solution:

  • I used the beam timeline to control the open/close position of the drill’s mouth

  • Designed a single modular tooth asset, then used radial duplication with a parameter to adjust the number of instances

Optimising the Niagara Surface Hit Effect

When activated, the surface hit VFX Niagara system was triggered every frame (on tick), causing significant FPS drops.

 

Solution:​

  • Implemented a “do-once” node with a reset delay, preventing the line trace from calling the Niagara system every frame

  • Increased the loop duration of the VFX system, ensuring the effect played longer without needing constant retriggering.

  • This approach balanced visual consistency while eliminating major frame rate issues.

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Final Results & Impact

This project showcases real-time VFX optimisation and integration. The performance-conscious design ensures that the drill functions smoothly in game.

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