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MK1 KR - Khaoseum And Havik's Citadel Dynamics

For the Khaoseum I made a re-usable random track to put BG actors on along with a custom cable actor setup for the chains with a variety of parameters to control the look

More chains and random movement, those BPs were the Bread and Butter of this environment's movement. I also made the shattered planet in the BG using Houdini, RBD for the chunks and heightfield for the texture

More chains, more movement. I alos made the lightning FX seen here, it works by sending out particles to collide with the env and when a matching pair is found it displays as a lightning ribbon

Havik's Citadel also had chains and random movement so those BPs were able to be reused again. I also made the spiraling rock streams using hand-made splines and Niagara

We had these floating pillars near the fight line that we wanted to react to players and collide with each other. They are setup with a daisy-chain of physics constraints

The pillars can react to character forces that fire with some moves. The pieces are also heavily restricted to make sure they more or less return to their default state

I also added some particle FX for when the pieces collide with eachother

For our "Main Event" scenario we had a giant screen in the Background, I pulled some footage from the story mode and put it on the screen (MRQ does not seem to like rendering this) I also setup the lights to pan around the environment

There's a fun sequence in the story where Havik Minions rip their arms off and throw them in the Khaoseum, I wanted to represent this in the fights so I setup some ragdoll arms and found a way to dissolve them away to be able to throw more

While experimenting with how to make the shattered planet I was trying some grain sims, this ultimately is not what I used but I thought it was still cool to look at

MK1 KR - Khaoseum And Havik's Citadel Dynamics

Khaoseum and Havik's Citadel have a lot of moving parts, luckily I was able to make a few BPs that handled most of them. The two main BPs are a spline with a random path to create floaty movement and a custom Cable Actor that can spawn chain sections along its points and also can cache its start position. Both were versatile enough to reuse throughout both environments. I also made some other cool things like rock spirals, physics-reactive columns, and dissolving ragdoll arms.

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