A 2D animated film set in a local art gallery, where a Victorian painting of a pair of twins has been a prominent attraction for decades. However, when one twin sister mysteriously disappears from the artwork, the other is then forced to leave the comfort of their painting and journey through the gallery to find her.

Clementine is meant to be an exploration of loss, embracing change and eventually coming into your own person. The film draws inspiration from various renown artists of different time periods and art styles to create a visually rich and dynamic narrative experience that pays homage to the diversity and innovation of artistic expression throughout history.

 

Michelle Kham
Producer & Art Director, Storyboard, Animation, Environment Design, Compositing

Wynne Yap Waiyi
Environment Design, Animation & Cleanup,  Colour & Lighting Compositing

Lim Lai Ting
Environment Design, Animation, Colour & Lighting, Compositing & Video Editing

“Terra: New Horizons” is a single player, third-person shooter action game set on Planet Terra. Join Kyra as she embarks on a discovery mission, facing off against the planet’s inhabitants while unraveling the mysteries surrounding Expedition 503.

 

Ryan Misson
3D Character Artist, Game Animator, Concept and Storyboard Artist, Lead Level Designer, Assistant Technical Artist

Koh Boon Xuan
Lead Environment Artist, Lead Technical Artist, Level Designer

Benjamin Lee Kuan Yong
Cinematic Animator, Cinematic Lighting Artist, 3D Artist



A boy wakes up and finds himself in a place with strange and creepy taxidermy and tries to escape. 

 

Cherlyn
Editor, Composite, Lighting, Background

Christy
Director, Storyboard, Animation, Background





A young girl finds her body afflicted by a mysterious condition. Panicked, she races through different worlds searching for a diagnosis.

Tan Ning Xuan
Director, Story, Post-Production

Poh Liwen Meghan
Art Director, Lead Animator

Audrey Yong Jieyi
Puppet Fabrication, Rigging, Lighting

A girl longs to hit puberty and get big boobs only to grow tiny ones. Confronted with the judgment of others and herself, she struggles to accept her chest size.

 

Jaime
Director, Storyboarder, Animator, Background Artist, Compositor

Winona
Background Artist, Animator, Compositor, Producer








A nuanced 3D-animated film about communication, perception, and subtexts – dig past both ‘unreliable actors’, read into details, and solve the mystery of their familiarity.

By revisiting a personal experience of skidding on the PIE Expressway, we dissect the conventional SE-Asian generational model, confront the lack of verbal communication in our society and figure out the unspoken way we care for each other.

Wei Liea
Director, Producer, 3D Generalist

Joshua Chen
3D Generalist, Environmentalist




Within Beauty is a 3D film showcasing beauty, chaos, destruction, and the perseverance of nature. The project unfolds with serene depictions of nature, gracefully evolving into abstract imagery, capturing both the beauty and chaos within the natural world, before returning cyclically to tranquil scenes, illustrating nature’s enduring resilience amidst chaos and destruction.

Original music by: Sulwyn Lok



A 2D animated film set in a local art gallery, where a Victorian painting of a pair of twins has been a prominent attraction for decades. However, when one twin sister mysteriously disappears from the artwork, the other is then forced to leave the comfort of their painting and journey through the gallery to find her.

Clementine is meant to be an exploration of loss, embracing change and eventually coming into your own person. The film draws inspiration from various renown artists of different time periods and art styles to create a visually rich and dynamic narrative experience that pays homage to the diversity and innovation of artistic expression throughout history.

 

Michelle Kham: 

Producer & Art Director, Storyboard, Animation, Environment Design, Compositing

Wynne Yap Waiyi: 

Environment Design, Animation & Cleanup,  Colour & Lighting Compositing

Lim Lai Ting: 

Environment Design, Animation, Colour & Lighting, Compositing & Video Editing




Fairy’s Gifts is a 3D animated film set in a fantasy world. The story revolves around a fairy who crafts medicine for fellow creatures in exchange for goods. Growing increasingly picky, she only accepts gold, rejecting common items like a blue seed and dismissing a humble fairy bear. However, when her main flower ingredient withers, everything changes.


Freshly fired, Sampath is on his way home. Forcing an unbothered front, his commute is disrupted when his inner demon bursts out to taunt him. Sampath’s world turns upside down as his bottled emotions literally catch up to him. A chase ensues, forcing him to reflect on his life thus far. He must appease the shadow he hid away for so long, before he succumbs to its pain.

 

Su Thet Htar San (Atlas)
Screenwriter, Sand Animator, Character Designer (Sampath, Child, Shadow), Editor

Ong Boon Huey
Director, Producer, Character Designer (Mud creatures), 2D Animator, Cleanup

Tay Min Kuan
Backgrounds, 3D Artist, 2D Animator, Art Director

A 2D-animated comedy film. An Armadillo and Hare try to cross a road in the desert, but the Armadillo is so unlucky that he fails every time.

As part of his tribe’s rite of passage, a young hunter has to prove his worth by hunting down a great beast. However, amidst navigating the hunt and the rituals of his tribe, he finds himself increasingly troubled by what he has done. As he grapples with the gravity of his actions, he confronts his struggles with coming of age, self doubt, and reconciling one’s actions with one’s conscience.

Benjamin
Director, Storyboarder, Character Animator, Compositor

Yanzhi
Visdev (Beast), Beast Animator, Character Animator

Ryan
Visdev (Environment, Colourist), Background Artist, Fx Animator

Angelina
Producer, Visdev (Hunter), Character Animator, Clean-up


Embark on a gripping soul-like gaming experience as Hideo, cursed by divine forces and transformed into a monstrous entity. The narrative unfolds in a village ravaged by chaos and destruction, with Hideo’s younger sister falling victim to his demonic rampage. Players assume the role of Hideo, navigating through a world teeming with peril and malevolence.

The objective: to confront and halt his vengeful younger sister, who, consumed by grief and dark powers, seeks revenge against Hideo. As the protagonist battles both external threats and inner demons, the game unravels a tale of familial tragedy and the struggle for redemption.



Freshly fired, Sampath is on his way home. Forcing an unbothered front, his commute is disrupted when his inner demon bursts out to taunt him. Sampath’s world turns upside down as his bottled emotions literally catch up to him. A chase ensues, forcing him to reflect on his life thus far. He must appease the shadow he hid away for so long, before he succumbs to its pain.

 

Su Thet Htar San (Atlas):

Ong Boon Huey:

Tay Min Kuan:

A stubborn angel refuses to accept the support from a helpful dog after a workplace mishap.

Vanessa Ng 

Zechariah Teo


A girl longs to hit puberty and get big boobs only to grow tiny ones. Confronted with the judgment of others and herself, she struggles to accept her chest size.

 

Jaime: Director, Storyboarder, Animator, Background Artist, Compositor

Winona: Background Artist, Animator, Compositor, Producer








A music video where a rocket-riding witch defends her city from a giant monster in an explosive fast-paced battle.

Jared Goh: Director, Character Animator

Yang Quanhui: FX Animator, Secondary Animator

Noel Tay Wei Cheng: Background Artist, Colorist

When young working mother Amelia is notified that her 3 month old son is underweight, she has to decide what’s best for her son while battling her own insecurities of motherhood.

When young working mom Amelia is notified that her 3 month old son is underweight, she has to decide what’s best for her son while battling her own insecurities as a mother.



When young working mother Amelia is notified that her 3 month old son is underweight, she has to decide what’s best for her son while battling her own insecurities of motherhood.



Whilst preparing for his church’s worship audition, a boy and his mother’s delicate relationship is tested when a repressed truth finally becomes inexcusable. 

The Little Pariah is a film about teenage burgeoning sexuality, overt religious indoctrinations, and the lengths we go for the ones we love.

“Terra: New Horizons” is a single player, third-person shooter action game set on Planet Terra. Join Kyra as she embarks on a discovery mission, facing off against the planet’s inhabitants while unraveling the mysteries surrounding Expedition 503.

Ryan Misson: 

3D Character Artist, Game Animator, Concept and Storyboard Artist, Lead Level Designer, Assistant Technical Artist

Koh Boon Xuan:

Lead Environment Artist, Lead Technical Artist, Level Designer

Benjamin Lee Kuan Yong:

Cinematic Animator, Cinematic Lighting Artist, 3D Artist



Suit Royal is a turn based 1v1 card game with elements of poker where each player represents a faction and duke it out. With factions derived from card suits’ symbolism of the four classes of Medieval society, each suit has a unique playstyle based off its traits.

Xiao Liang:

Technical Director, Gameplay Programmer

Yi Ling:

Producer, Character Artist, Concept Artist

Andrea:

Director, Character Artist, Concept artist, VFX Artist

 



Suit Royal is a turn based 1v1 card game with elements of poker where each player represents a faction and duke it out. With factions derived from card suits’ symbolism of the four classes of Medieval society, each suit has a unique playstyle based off its traits.

Xiao Liang:

Technical Director, Gameplay Programmer

Yi Ling:

Producer, Character Artist, Concept Artist

Andrea:

Director, Character Artist, Concept artist, VFX Artist



+icks is an interactive installation that utilises non-verbal language as a medium to raise awareness about global warming and encourage change for Singaporeans. Through sight, sound, and touch, the project is a sensory experience that revolves around the relationship of cause and effect which is the fundamental reason for global warming. It also adopts psychological theories to analyse humans’ thoughts, behaviour, and emotions for an effective outcome.

 

swallow me (Again) is a time-based, multi-media installation that seeks to present an abstraction and exploration of the Mother Wound (the inter-generational pain passed between women in a line of inheritance) through the ritualization of physical motions in sculptural interaction.  

The artwork presents a speculative emancipation ritual questioning the ideology of healing and its possibility in the context of something so innately present.

Perhaps the only way to end a cycle of trauma is to remove its latest vessel from the world.



Insomnia is a well-known, widespread sleeping disorder that creates difficulties in initiating sleep and achieving a refreshing rest without any disruptions.

But what truly unfolds during the nocturnal hours of someone dealing with insomnia? 𝘊𝘭𝘰𝘴𝘦 𝘠𝘰𝘶𝘳 𝘌𝘺𝘦𝘴 is an interactive installation that allows you to experience the complexity and layers of an individual’s journey with insomnia. This immersive experience invites viewers to take rest while encountering unsettling sounds and visuals. It is an invitation to observe the insomniac or 𝘉𝘦 the insomniac.



Through our individually unique sensory experiences, different scents weave a profound connection to our memories, serving as a potent trigger for memory formation and recollections. The scent of a childhood space, the fragrance of a home-cooked meal, or the unmistakable aroma of a medical ointment—all contribute to the formation of an olfactory map that guides us through the landscape of our memories.

This project aims to explore this nuanced relationship between olfaction and memory, within the walls of my grandmother’s house.

No Man’s Land is a visual commentary of how masculinity is experienced, performed, coded and socially constructed. It explores narratives and their associating nuances through the unconventional lenses of gay men, underlining adversarial relationships developed with masculinity. Navigating the patriarchal landscape, it discusses underlying social, cultural and ideological influences surrounding sexism and heterosexism. 

Adopting a whimsical visual language, No Man’s Land surveys representations and records of masculinity, into three outlandish stories, fostering an embrace of this complex yet beautiful construct.

In the End It’s Only Temporary is an exploration of the intersection between dream and lived experiences, examioning how reality shapes the landscapes of our dreams. It explores the blurred boundaries between these realms, where our dream persona may diverge from our waking selves, revealing our intrinsic fears and desires.  

This project uses photography as a medium to materialise dreams, in an effort to make our ideal self a reality. By bringing these fleeting dreams into tangible existence, it prompts us to confront both our fears and  vulnerabilities — which like a dream, can be only temporary.



An exploration of the dichotomy between solitude and interdependence, tracing the journey from a desire for isolation to a recognition of the profound need for human connection. Through observation of tides, the artist uses the natural phenomenon to symbolize the ebb and flow of relationships, highlighting the interconnectedness of individuals within the larger fabric of society. As the tides shift, so too do our perceptions of independence and reliance, ultimately revealing the intrinsic bond that binds people together.



A still small voice charts the artist’s attempts at finding herself and her own voice, far removed from her family while on exchange in London. Having been silenced for so long due to familial circumstances, she does not know who she is, what she wants to do in life nor how to live. Neither is she cognisant of her hopes and dreams. It documents her attempt at trying to find and regain her agency, and her will to live, after having battled depression and anxiety for close to a quarter of her life; to look beyond her predicament.

 A story of hope, the artist uses photography and confessional poetry as an impetus and a means for her to hold on to life, to press through and to make sense of the perennial dark haze that engulfs yet, strangely, never fully consumes.



In this project, I discover the art of dressing and undressing, transforming these everyday actions into experiences that can be effortlessly accomplished in a single motion. Exploring the creation of a fastening mechanism that is meticulously designed to secure garments with ease. The vision extends beyond mere functionality; it’s about crafting a collection where every piece seem to embody the essence of change just as the morphing of a butterfly.

In many Asian cultures, the pressures of ‘saving face’ and the stigma surrounding mental health often prevents many in need from seeking help for their mental health struggles, leading them to suffer alone in silence. 

This is an art installation that people can interact with. It aims to build empathy and spark open conversations about one’s mental well-being, which is a crucial step towards dismantling the barriers of shame and stigma against mental health issues. 

Each sculpture is designed to allow one to ‘enter’ into the mind of someone struggling, which challenges perceptions and highlights the shared human experience of mental health challenges. It encourages one to reflect on their mental well-being and empowers them to seek support in their journey through shared conversations of healing and understanding. 



The Anxious Chronicles is a unique portrayal of my personal journey with anxiety. By visualising my anxiety through Acceptance & Commitment Therapy as well as humour and satire, I aim to externalise this internal battle and provide a new and lighter perspective towards anxious feelings. I also incorporate illustrations depicting various perspectives on anxiety, as I strive to convey the idea that anxiety is not a burden to get rid of but rather a companion to be understood and nurtured.

Set within a visual space filled with posters, zines, and miscellaneous items, The Anxious Chronicles mirrors the cluttered yet whimsical nature of my anxious but satirical mind.

Planting Heritage is a project that aims to increase the appreciation of plants amongst young Singaporeans. Through incorporating local plant heritage and storytelling, the project focuses on introducing native plants and their cultural relevance to the audience. Capitalising on the rich reserve of plant customs from our diverse communities, the project explores the role plants play in our culture and highlights the important value of plants in order to connect young Singaporeans to nature and the conservation of the environment.

Go Home is an autobiographical story about some of the religious tensions and transitions present in my family. This project highlights the conversations I’ve had with my family as I pursue a different religion. Motivated by a need to reclaim my cultural identity, this project is a cathartic documentation of my life with my family.



Our eating choices affect our health, yet they’re often overlooked or seen as too complicated to start. To obtain healthy eating patterns, people should choose a diet that consists of a variety of foods in balanced proportions. Meals Matter therefore aims to guide young Singaporeans toward healthier eating through three steps: learning key nutrition information, putting it into practice, and cultivating long-term habits of consuming varied, balanced meals by tracking.

We don’t have a precise idea of where our food comes from. To most people, vegetables come in plastic bags from a sanitized and air-conditioned aisle. There is a disconnect to what we put on our plates and us and home gardening may bridge that gap. Ledge Gardens is a publication about the growth of crops at home, from a window ledge. It aims to encourage readers to start home gardening themselves too, a slow-paced approach to harvesting and nurturing crops from vegetable scraps. The publication is entirely hand-drawn, and is a detailed documentary of various vegetables grown by the author, the lessons learned and the set-ups used. With this example, hopefully, other beginner gardeners might be inspired to grow their own vegetable scraps too.

‘a-reum’ is a cultural design project inspired by traditional Korean art, symbols and motifs. a-reum explores a journey through Korean heritage and a contemporary fashion adaptation, by delving into the intricate world of bojagis (wrapping cloths). The designed bojagis act as a testament to the fusion of traditional motifs curated to encapsulate a distinct visual ‘Korean-ness’ while bridging past and present, tradition and modern style. 



Having lived in the stables all his life, Red the horse, has always had the burning curiosity of what the world had to offer beyond the confines of his bubble. Once free, he encounters all things weird and wonderful, but most importantly what matters to him most. 

An ambitious goal, How Far is the Sun? is a fully illustrated watercolour book about what it means to grow up, and the pursuit of dreams.

This project highlights the struggles and stereotypes faced by smaller-bodied women in a world with a kaleidoscope of beauty standards. While there has been a positive attitude shift towards bigger-bodied individuals, representation for the other end of the spectrum is still lacking in our society.

Thick Thrills is a fictional food and beverage brand that aims to help solve the issues they face – by helping women change their bodies to fit right into the ideal beauty standards. Through satire, this project aims to garner empathy for these individuals in a bid for society to be more inclusive and sensitive to the various bodies around us.

Novak is a speculative branding project envisioning a future where pharmaceutical interventions are used to combat overconsumption. 

To address this global challenge, Novak pioneers a groundbreaking bottom-up approach, targeting material desire directly within the human brain.

Utilising advanced techniques to analyse individuals’ emotional states through facial expressions and environmental cues, Novak tailors pill dosages to precisely fulfil cravings for contentment, internal validation, tranquillity, and pleasure.

In this innovative exploration, Novak delves into the intricate relationship between consumerism and authenticity. 

Through its pioneering creation of pills that satiate human longing, Novak questions our prevailing notions of choice within capitalist systems, sparking critical discourse on the future of consumption and societal values.



In today’s society, the fear of failure is often attributed to societal pressure, fear of judgement, and high self-imposed or societal expectations. As a result, failure has become stigmatised. “Not Today Failure” is a project that addresses this fear through a guided journal filled with insights from the designer, short comics, and writing prompts. The project’s goal is to educate and inspire readers to take the first steps towards overcoming their fear of failure in a genuine and engaging way.

“Bread Crumbs is built on my personal love for bread and it’s reflection of humanity. This project aims to document and analyse the relationship, in hopes to acknowledge its presence beyond physical nourishment, and ultimately to facilitate a deeper comprehension regarding the role of bread in our lives; a source of comfort, a sense of belonging, helping to foster both personal and shared identities.

Past Forward: A Study on Indian Design Language intends to analyse the historical trajectory and development of Indian Graphic Design from pre-colonial to post-colonial India to develop a concrete understanding on the principles of Indian design applied during these periods. Focusing on printed matter, the study hopes to trace how the introduction of Eurocentric Design by colonial rule impacted the development of Indian Graphic Design and to critically apply the roots of Indian design heritage in today’s design practice.

With globalization, immigration, and the internet, the crossover of cultures is far more commonplace than it ever has been. As a result, many people around the world have grown up with several cultures, known as Third Culture Kids or Cross-Culture Kids. You Don’t Seem Filipino uses my personal story to reflect on the experience of being a Third Culture Kid. This graphic novel memoir delves into my perspective growing up in the Philippines and Singapore; covering my relationship with language, my experience adapting to a new culture, and the sense of loss many Third Culture Kids undergo.

In today’s world, saving and storing digital data has become effortless. Unlike physical clutter, digital clutter is seemingly invisible, making it much easier for it to pile up on our devices.

Tidy Hoarders aims to raise awareness about digital clutter and share tips on managing digital hoarding habits for university students and everyone else who struggles with organising their cluttered digital spaces. Utilising social media as an online resource platform, the project strives to encourage a tidier digital lifestyle through a lighthearted illustration and storytelling approach.

Jawi Kita is dedicated to revitalising Jawi script usage among Singaporean Malay youths. Despite its historical significance, Jawi script usage has declined due to the adoption of Latin script. Through educational card games and activity books, the project aims to enhance beginner-level Jawi learning and broaden accessibility. 

The goal is to rekindle appreciation for Jawi through fostering interactions with it by bridging the past and present whilst preserving its importance within the Malay heritage. Ultimately, the project seeks to inspire more Singaporean Malay youths to embrace and uphold the legacy of Jawi script, cultivating a deeper exploration of the multifaceted richness of Malay culture.



New Tea Experience is a project that questions why people cannot enjoy the process of making their cup of bubble tea their own. Especially in Singapore work in a fast-paced lifestyle they can slow down to learn and explore the bubble tea-making process and enjoy their tea ceremony. This project aims to create a home brewing kit that is both environmentally friendly and appealing to consumers.

The School of Real Men is a fictional school that aims to teach young men on the multifaceted responsibilities women are expected to bear in the home, of managing household tasks and the emotional load that accompanies them. The school is manifested in a publication in the form of a student handbook. Through satire and tongue-in-cheek humour, this project aims to expose the passivity of Singaporean men to inspire them to be more conscious and appreciative of this labour so they can be more supportive partners and sons.

D(RAFT): seeks to understand the mindsets of individuals who pursue a career in the fields of Graphic Design, Animation, Illustration, Film and other artistic fields (hereafter defined as ‘creatives’ for the purposes of this project). More specifically, the study aims to examine how creatives in Singapore, negotiate between passion and practicality as reasons to stay in an unpredictable but artistically fulfilling role or leave their current fields for other types of work that might provide better stability.

Embark on a gripping soul-like gaming experience as Hideo, cursed by divine forces and transformed into a monstrous entity. The narrative unfolds in a village ravaged by chaos and destruction, with Hideo’s younger sister falling victim to his demonic rampage. Players assume the role of Hideo, navigating through a world teeming with peril and malevolence.

The objective: to confront and halt his vengeful younger sister, who, consumed by grief and dark powers, seeks revenge against Hideo. As the protagonist battles both external threats and inner demons, the game unravels a tale of familial tragedy and the struggle for redemption.

Ng Jia Ching:

Technical Artist, Programmer, Sound Designer, 3D Generalist

Li LuQi:

Lead Environmental Artist, Character Artist, UI/UX Designer, Story Writer

Tan Jui Hien:

Lead Animator, Lead FX artist, 3D Artist, Combat Designer



A 2D animated film set in a local art gallery, where a Victorian painting of a pair of twins has been a prominent attraction for decades. However, when one twin sister mysteriously disappears from the artwork, the other is then forced to leave the comfort of their painting and journey through the gallery to find her.

Clementine is meant to be an exploration of loss, embracing change and eventually coming into your own person. The film draws inspiration from various renown artists of different time periods and art styles to create a visually rich and dynamic narrative experience that pays homage to the diversity and innovation of artistic expression throughout history.

 

Michelle Kham: 

Producer & Art Director, Storyboard, Animation, Environment Design, Compositing

Wynne Yap Waiyi: 

Environment Design, Animation & Cleanup,  Colour & Lighting Compositing

Lim Lai Ting: 

Environment Design, Animation, Colour & Lighting, Compositing & Video Editing




An unexpected friendship develops between a 10-year-old and the owner of a struggling frog farm. ZIO ZIO is a mischievous kid forced to grow up amidst her parents’ separation and passes her time on the streets. When her antics land her into trouble, she finds herself spending her time in a floundering frog farm run by LENA, a tough middle-aged woman with secrets of her own. As their connection deepens, Zio Zio realises that she may never get the kind of love she wants from her mother. But for the first time, she feels seen by Lena for the child that she is supposed to be. Though eventually, the frog farm comes to an inevitable end, and so does ZIo Zio and Lena’s time together.

The Collection of Objects features an assemblage of handmade wooden objects and the original forms they were originally derived from.

It is an assertion that humans inherently classify things in a way they understand them, and this influences what we do.

Would a tree think of parts of its felled self as waste?

Does a tree consent to being transformed into these “things” we consider commodities?

Would the concepts of “things” even exist in a world without us?

‘GUTS & GRACE’ intricately dissects the anatomy of identity and selfhood. Each doll serves as a vessel embodying the essence of the self, revealing its true and fragmented nature. By weaving together elements of beauty and grotesquery, ‘GUTS & GRACE’ offers an uncanny and haunting portrayal of the self — a paradoxical fusion of allure and decay, where the veneer of beauty masks an underlying turmoil.

My works have always been a reflection of my personal experiences and inner psyche. Everything I create serves as a representation of a part of myself. I believe my heart is in here.

Nostalgia, the bittersweet yearning for the past, is a universal feeling that transcends time and culture. Nostalgia: Rose Tinted Glasses is a zine that aims to investigate and explain why this feeling exists, how to better comprehend the nature of nostalgia, while documenting my own experiences with it.

Girlhood Studies is a visual commentary addressing the complexities and experiences of growing up as a girl in modern day. Drawing parallels between childhood, adolescence and adult female activities, this work seeks to redefine girlhood by spotlighting displaced memories, and reclaiming girlhood through the medium of photography.

It aims to capture the essence of girlhood, conveying the message of how every moment as a girl builds upon itself, creating a sanctity of love and support.

…and someone cared enough about me in this world to take my picture is a curious attempt to reconnect with the younger self. The project makes use of archival photographs that represent memories of which the artist possesses but has close to no recollection of, revealing the fragility of memories while questioning its reality. Contemplating the “loss” of memory in our “infinite” memory storage, the detachment and disconnect is visually represented through physically manipulation of photographs, which highlights the malleability of perceptions on the memories that we hold dear to our heart.