DANIEL RODRIGUEZ

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Mortal Kombat 11

The 11th edition of the well-known franchise. Worked as a QA Artists on the Nintendo Switch edition of the game.
Mortal Kombat 11
Fighting
Mortal Kombat 11

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.