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Mortal Kombat 1 Fatalities

I was able to work on a large majority of our in-game Fatalities, specifically handling various prop and material effects to help sell our Fatalities with added detail and flair. A large majority of blood related Fatality assets were setup in a way to incorporate character blood color, including a system for handling T-1000's Metallic blood.

MORTAL KOMBAT and all related characters and elements are trademarks of © Warner Bros. Entertainment Inc.

For Shang Tsung's Fatality, I added blood masking to the Gurney prop materials to splatter blood in various beats and in different locations to suit the scene.

For Shang Tsung's Fatality, I added blood masking to the Gurney prop materials to splatter blood in various beats and in different locations to suit the scene.

For Shang Tsung's Fatality, I added blood masking to the Gurney prop materials to splatter blood in various beats and in different locations to suit the scene.

For Shang Tsung's Fatality, I added blood masking to the Gurney prop materials to splatter blood in various beats and in different locations to suit the scene.

For Shang Tsung's Fatality, I added blood masking to the Gurney prop materials to splatter blood in various beats and in different locations to suit the scene. This included Blood materials on the Snake creature.

For Shang Tsung's Fatality, I added blood masking to the Gurney prop materials to splatter blood in various beats and in different locations to suit the scene. This included Blood materials on the Snake creature.

For Gera's Fatality, I utilized a dissolve material effect developed for dissolving characters away to hide portions of the characters that are not visible through the portal.

For Gera's Fatality, I utilized a dissolve material effect developed for dissolving characters away to hide portions of the characters that are not visible through the portal.

For Gera's Fatality, I utilized a dissolve material effect developed for dissolving characters away to hide portions of the characters that are not visible through the portal.

For Gera's Fatality, I utilized a dissolve material effect developed for dissolving characters away to hide portions of the characters that are not visible through the portal.

Shang Tsung's second Fatality, I was responsible for setting up the burning/melting effect on the character's hands and neck.

Shang Tsung's second Fatality, I was responsible for setting up the burning/melting effect on the character's hands and neck.

Shang Tsung's Fatality material effect of characters melting completely utilizing WPO.

Shang Tsung's Fatality material effect of characters melting completely utilizing WPO.

Kitana's Fatality utilizes a material effect I developed for hiding characters that attaches a vector to a point in the middle of each Fan that acts as a Max/Min height for visibility and hides the character above or below those heights.

Kitana's Fatality utilizes a material effect I developed for hiding characters that attaches a vector to a point in the middle of each Fan that acts as a Max/Min height for visibility and hides the character above or below those heights.

I was responsible for creating the broken glass shards embedded in the victims, utilizing various body size skeleton rigs.

I was responsible for creating the broken glass shards embedded in the victims, utilizing various body size skeleton rigs.

I was responsible for creating the broken glass shards embedded in the victims, utilizing various body size skeleton rigs.

I was responsible for creating the broken glass shards embedded in the victims, utilizing various body size skeleton rigs.

I was responsible for creating the broken glass shards embedded in the victims, utilizing various body size skeleton rigs.

I was responsible for creating the broken glass shards embedded in the victims, utilizing various body size skeleton rigs.

I helped develop the hiding for the windshield when the victim is thrown through it, and setup prop rigging/weighting.

I helped develop the hiding for the windshield when the victim is thrown through it, and setup prop rigging/weighting.

I also added the blood splatter to the car itself.

I also added the blood splatter to the car itself.

I was responsible for the models/material effects on the dragons in Liu Kang's Fatality.

I was responsible for the models/material effects on the dragons in Liu Kang's Fatality.

I was responsible for the models/material effects on the dragons in Liu Kang's Fatality.

I was responsible for the models/material effects on the dragons in Liu Kang's Fatality.

Created the materials for Rain's various water props.

Created the materials for Rain's various water props.

Created the materials for Rain's various water props.

Created the materials for Rain's various water props.

I created the Ice Wall for SubZero's Fatality, along with the added blood splatter materials and cracks.

I created the Ice Wall for SubZero's Fatality, along with the added blood splatter materials and cracks.

I was responsible for the Rigging/setup of Sindel's large hair props used in various scenes/Fatalities.

I was responsible for the Rigging/setup of Sindel's large hair props used in various scenes/Fatalities.

I was also responsible for creating the shattering effect/animation, utilizing Houdini/Maya for the shatter simulation.

I was also responsible for creating the shattering effect/animation, utilizing Houdini/Maya for the shatter simulation.

I was responsible for the Rigging/setup of Sindel's large hair props used in various scenes/Fatalities.

I was responsible for the Rigging/setup of Sindel's large hair props used in various scenes/Fatalities.

I was responsible for the Rigging/setup of Sindel's large hair props used in various scenes/Fatalities.

I was responsible for the Rigging/setup of Sindel's large hair props used in various scenes/Fatalities.