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Mortal Kombat 1 Material Effects

A Large part of my responsibilities for Mortal Kombat 1 and the Khaos Reigns DLC was material effects. I was responsible for overseeing and maintaining our material override effect library, and set up many of our material effects that are played on Characters both in real time matches/cinematics and in our pre-rendered story cinematics. Maintaining these material effects to support a wide range of characters under many different lighting scenarios is a huge challenge that is extremely rewarding to work on! I worked with our Kore engine team to flesh out many in-editor features for using these materials in Unreal's Sequencer and our proprietary Uppercut system, as well as create Blueprint logic solutions for some aspects of our game like Character Select to support this material override system.

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

Material effect created for the Undead Spirit Soldiers from Story mode.

Material effect created for the Undead Spirit Soldiers from Story mode.

Material effect created for the Undead Spirit Soldiers from Story mode.

Material effect created for the Undead Spirit Soldiers from Story mode.

Material effect created for the Undead Spirit Soldiers from Story mode.

Material effect created for the Undead Spirit Soldiers from Story mode.

Material effect created for the Undead Spirit Soldiers from Story mode.

Material effect created for the Undead Spirit Soldiers from Story mode.

I was responsible for creating the material effect and overall system required for Reptile's in-game transformations into his "Beast" form.

I was responsible for creating the material effect and overall system required for Reptile's in-game transformations into his "Beast" form.

Top half transition between Reptile's Human and Beast forms.

Top half transition between Reptile's Human and Beast forms.

Reptile's "Vomit" material effect. The material will gradually cover Reptile, while still allowing for his transformations to happen.

Reptile's "Vomit" material effect. The material will gradually cover Reptile, while still allowing for his transformations to happen.

Once fully covered, Retile's vomit material will cause him to "fade" into being invisible. This is the iridescent middle stage of that fade.

Once fully covered, Retile's vomit material will cause him to "fade" into being invisible. This is the iridescent middle stage of that fade.

Close up of the iridescent middle stage material effect.

Close up of the iridescent middle stage material effect.

Reptile's "Cloaked" material effect.

Reptile's "Cloaked" material effect.

For Reptile's Fatality, I setup a character fade to gradually hide characters while they're being swallowed by Reptile's Beast form.

For Reptile's Fatality, I setup a character fade to gradually hide characters while they're being swallowed by Reptile's Beast form.

Acid/burnt skin material effect created for Reptile Fatality.

Acid/burnt skin material effect created for Reptile Fatality.

I was able to work on material effects along with FX Artist Jonathan Olivera for the Sento Spirit Kenshi summons, including the overall look as well as the functionality for him appearing/dissolving away.

I was able to work on material effects along with FX Artist Jonathan Olivera for the Sento Spirit Kenshi summons, including the overall look as well as the functionality for him appearing/dissolving away.

I was able to work on material effects along with FX Artist Jonathan Olivera for the Sento Spirit Kenshi summons, including the overall look as well as the functionality for him appearing/dissolving away.

I was able to work on material effects along with FX Artist Jonathan Olivera for the Sento Spirit Kenshi summons, including the overall look as well as the functionality for him appearing/dissolving away.

Shang Tsung Face Rain/wetness material effect close up. (droplet streams, formation/fading, roughness adjust and SSS masking.

Shang Tsung Face Rain/wetness material effect close up. (droplet streams, formation/fading, roughness adjust and SSS masking.

I was responsible for creating the Rain/wetness materials for characters in the Prologue story scenes. This included roughness variations to clothing/skin, water droplets that collected on skin and metal surfaces, and droplets that absorbed into cloth.

I was responsible for creating the Rain/wetness materials for characters in the Prologue story scenes. This included roughness variations to clothing/skin, water droplets that collected on skin and metal surfaces, and droplets that absorbed into cloth.

Close up of Rain/Wetness material effects.

Close up of Rain/Wetness material effects.

Close up of Rain/Wetness material effects.

Close up of Rain/Wetness material effects.

For Chapter 1 of our story mode, I repurposed out Rain/Wetness material effect and modified it to create a sweat Material effect, that beads up on skin and adds sweat stains to cloth.

For Chapter 1 of our story mode, I repurposed out Rain/Wetness material effect and modified it to create a sweat Material effect, that beads up on skin and adds sweat stains to cloth.

For Chapter 1 of our story mode, I repurposed out Rain/Wetness material effect and modified it to create a sweat Material effect, that beads up on skin and adds sweat stains to cloth.

For Chapter 1 of our story mode, I repurposed out Rain/Wetness material effect and modified it to create a sweat Material effect, that beads up on skin and adds sweat stains to cloth.

For Chapter 1 of our story mode, I repurposed out Rain/Wetness material effect and modified it to create a sweat Material effect, that beads up on skin and adds sweat stains to cloth.

For Chapter 1 of our story mode, I repurposed out Rain/Wetness material effect and modified it to create a sweat Material effect, that beads up on skin and adds sweat stains to cloth.

For Chapter 1 of our story mode, I repurposed out Rain/Wetness material effect and modified it to create a sweat Material effect, that beads up on skin and adds sweat stains to cloth.

For Chapter 1 of our story mode, I repurposed out Rain/Wetness material effect and modified it to create a sweat Material effect, that beads up on skin and adds sweat stains to cloth.

For Chapter 1 of our story mode, I repurposed out Rain/Wetness material effect and modified it to create a sweat Material effect, that beads up on skin and adds sweat stains to cloth.

For Chapter 1 of our story mode, I repurposed out Rain/Wetness material effect and modified it to create a sweat Material effect, that beads up on skin and adds sweat stains to cloth.

For Chapter 1 of our story mode, I repurposed out Rain/Wetness material effect and modified it to create a sweat Material effect, that beads up on skin and adds sweat stains to cloth.

For Chapter 1 of our story mode, I repurposed out Rain/Wetness material effect and modified it to create a sweat Material effect, that beads up on skin and adds sweat stains to cloth.

I was responsible for Tanya's in-game "Spirit Arms" material effects, including their overall look and formation.

I was responsible for Tanya's in-game "Spirit Arms" material effects, including their overall look and formation.

I was responsible for Tanya's in-game "Spirit Arms" material effects, including their overall look and formation.

I was responsible for Tanya's in-game "Spirit Arms" material effects, including their overall look and formation.

I was responsible for Tanya's in-game "Spirit Arms" material effects, including their overall look and formation.

I was responsible for Tanya's in-game "Spirit Arms" material effects, including their overall look and formation.

I was responsible for the Burning Materials used on characters, including the formation of it based on bone location to allow various parts to be covered, and the burnt skin material with singed clothing.

I was responsible for the Burning Materials used on characters, including the formation of it based on bone location to allow various parts to be covered, and the burnt skin material with singed clothing.

I was responsible for the Burning Materials used on characters, including the formation of it based on bone location to allow various parts to be covered, and the burnt skin material with singed clothing.

I was responsible for the Burning Materials used on characters, including the formation of it based on bone location to allow various parts to be covered, and the burnt skin material with singed clothing.

I was responsible for the Burning Materials used on characters, including the formation of it based on bone location to allow various parts to be covered, and the burnt skin material with singed clothing.

I was responsible for the Burning Materials used on characters, including the formation of it based on bone location to allow various parts to be covered, and the burnt skin material with singed clothing.

I was also responsible for our Freeze Material used whenever a character is frozen. This was used extensively throughout the game. I setup a subtle layer of ice with default materials still visible to simulate semi-transparent ice.

I was also responsible for our Freeze Material used whenever a character is frozen. This was used extensively throughout the game. I setup a subtle layer of ice with default materials still visible to simulate semi-transparent ice.

I was also responsible for our Freeze Material used whenever a character is frozen. This was used extensively throughout the game. I setup a subtle layer of ice with default materials still visible to simulate semi-transparent ice.

I was also responsible for our Freeze Material used whenever a character is frozen. This was used extensively throughout the game. I setup a subtle layer of ice with default materials still visible to simulate semi-transparent ice.

I was also responsible for our Freeze Material used whenever a character is frozen. This was used extensively throughout the game. I setup a subtle layer of ice with default materials still visible to simulate semi-transparent ice.

I was also responsible for our Freeze Material used whenever a character is frozen. This was used extensively throughout the game. I setup a subtle layer of ice with default materials still visible to simulate semi-transparent ice.

I was also responsible for our Freeze Material used whenever a character is frozen. This was used extensively throughout the game. I setup a subtle layer of ice with default materials still visible to simulate semi-transparent ice.

I was also responsible for our Freeze Material used whenever a character is frozen. This was used extensively throughout the game. I setup a subtle layer of ice with default materials still visible to simulate semi-transparent ice.

I was also responsible for our Freeze Material used whenever a character is frozen. This was used extensively throughout the game. I setup a subtle layer of ice with default materials still visible to simulate semi-transparent ice.

I was also responsible for our Freeze Material used whenever a character is frozen. This was used extensively throughout the game. I setup a subtle layer of ice with default materials still visible to simulate semi-transparent ice.