To represent the Maze and it's ever changing layout, this wall opens and closes to reveal different layouts and traps
The brick animation was made in Houdini and brought into UE as a point cache for Niagara, this allowed me to control the look of the bricks.
The rooms are short sequences that I made that swap after the bricks close
For some extra pizazz in the swinging blade hall, flame periodically fire up and down the hall. I created the sequences and BP for playback and found some FX to alter to fit the needs
We also wanted heads that vomitted blood, I made a Niagara system with a mix of mesh particles and sprites and a sequence to fill and drain the pools
The blood mesh particles were simmed in Houdini, reduced and centered on origin. These were brought into UE as a VAT
The goal for the Maze was to represent its everchanging and deceptive nature. I added a variety of traps that trigger during fights and a hallway that periodically changes. Big props to the rest of the Env team for providing cool assets to work with!
MORTAL KOMBAT TM & © Warner Bros. Entertainment Inc. (s24)