Montages & VFX

Montages

Characters in MK:O animate off of UE4 montages. Every recycled or mocapped animation had to be requested from our animation team. Once in engine it was the job of designers such as myself to keyframe props, vfx, sfx, and gameplay triggers to each animation in game. This required a lot of back and forth with artists and designers to make sure moves were hitting with enough impact for several different rigs. At minimum every new character would require 10 animation montages which were hooked up to character abilities via blueprint


VFX

I collaborated heavily with our VFX artist to create modular effects we could apply to several characters to improve performance. Visual clarity was essential for the gameplay experience, so several iterations were performed to make sure information was delivered to players effectively.


Prop Physics

I was the primary designer on a subsystem of prop physics designed to make cutting down hordes of enemies more satisfying. I created a system with support from our engineers to have selected props ragdoll on death. After several weeks of refinement, we furthered the system to support more realistic physics to fit the tone of the game and coupled it with slow-motion modifiers on the finishing blow of a level.