[Drexel University - Senior Capstone Project]
The Clock That Forgot to Chime
A 5-minute 3D-animated short film about a mechanical ballerina inside a grandfather clock. When local bugs steal the gear that opens the door to her stage, she must leave her home for the first time to get it back.
SUMMARY
AWARDS & SHOWCASES
MY ROLES
Producer, VFX Lead, Audio Director, Layout & Texture Artist
TOOLS
Unreal Engine 5.6, Maya, Adobe Premiere & Substance Painter
Robby Kelly: Story Director
Claire Cotton: Art Director
Annie Dao: Co-Producer
Ameyalli Griffiths: Marketing Lead
Eero Jimenez: Animator
Liv Coponi: Animator
Lewis Johnson: 3D Modeler
Aryan Dixit: 3D Modeler
*Note: Full credits shown at the end of the animation
MY TEAM
This project was concepted, animated, compiled, and rendered in the span of around a year, working with a core team of 9, while additionally leveraging outside connections and resources to truly bring this project to life.
Some highlights of my work include:
PILL BUG TEXTURING & VFX
I textured the pill bugs and solved a key technical problem: getting a convincing mossy shell effect to work inside Unreal Engine. Mesh sampling with point scattering (PCG) wasn't compatible with the engine, and overly detailed moss models hurt performance. My solution was low-poly moss clusters strategically placed across the model, creating a Chia Pet-like final product!
PROJECT LAYOUT
I handled nearly all 3D layout for the Unreal Engine integration. I reworked imported Maya camera animations, or more often rebuilt camera movement and framing from scratch, guided by our original storyboards and adjusted only where Unreal’s environment forced changes. I also imported and placed character animations, tweaked MOCAP data, built out environmental design with our 3D assets, integrated foliage, and adjusted lighting.
MOCAP INCLUSION
Using Drexel University’s MOCAP studio, we captured a real ballerina’s choreography for our character’s final dance scene. I helped lead the shoot and did the in-Unreal cleanup that smoothed the transition between traditional animation and MOCAP data.
FIREFLY VFX
I built the fireflies’ glowing lanterns as an in-engine light source, using Unreal Engine’s node-based material graph and an alpha mask on a looping timer to create a realistic emissive effect.
BEHIND THE SCENES
Watch the full short film here!
Watch our showcase presentation here!