About
Mortal Kombat 11 was co-developed by Shiver Entertainment for the Nintendo Switch (along with some RGB features for the PC edition, which I wasn't a part of) with the main goal of achieving a consistent 60 fps on the platform.
After originally being brought in as a QA Artist a month before release with a one-month contract, I ended up staying about 6 months and working on some post release support and DLC content.
The following is an overview of my contributions to the game.
Contributions
- The Krypt
- For the first time in the series, MK11 had a fully open 3D level that housed a few puzzles, cinematic sequences, and served as a progression hub, where players would unlock new areas an open the chests within as they play the game and earn currency.
- I was tasked with the art side of optimizations for this unique level, working closely with the more veteran programmers assigned to the task to deliver on time.
- Character Mesh Optimization
- Optimized multiple character's body, face and hair meshes, along with skin variations.
- Level Optimizations
- Worked on optimizing multiple of the game's battle arena levels to reach the performance targets.
- Bug Fixes
- Worked with programmers, playtester feedback and bug reports to polish and fix any issues caused by art optimizations throughout the game.
- DLC Support
- Participated on the optimization of the first few DLC additions to the game's roaster.