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.



Software
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Maya
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Substance Painter
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Unreal Engine

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.
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Solution:
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I used the beam timeline to control the open/close position of the drill’s mouth
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Designed a single modular tooth asset, then used radial duplication with a parameter to adjust the number of instances
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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:​
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Implemented a “do-once” node with a reset delay, preventing the line trace from calling the Niagara system every frame
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Increased the loop duration of the VFX system, ensuring the effect played longer without needing constant retriggering.
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This approach balanced visual consistency while eliminating major frame rate issues.



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


