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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.

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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

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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:​

  • 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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