How Mortal Kombat 1 Built Invincible’s Omni-Man By Using the Show Itself

I’ve been working as a Designer at NetherRealm Studios for over 10 years, and during that time, the team has had the opportunity to design truly special guest characters. It is both a pleasure and a mission for us to bring these special characters into our games.

We were already huge fans of Omni-Man and the Invincible series, often referencing things he’d done in our office. Designers use references as a way to convey ideas and concepts, especially when creating Fatalities, brutalities, or sometimes even standard attacks. “Fist through the back, Omni-Man style,” as an example, communicates an idea perfectly.

Mortal Kombat 1 Omni-Man Screenshot

For the most part, every special move we’ve created for Omni-Man in Mortal Kombat 1, relates to something we’ve seen from the show, even down to subtle nuances. We gathered a lot of reference material for poses, sounds, motions and FX during the design phase. This was used to create a design. We then went to the motion capture studio and took great care in capturing performances which, sometimes, matched exactly the references that we had.

People might not realize that his cape also moves like it does on the show. This chest bump animation is an example where we wanted the cape to move in an animated way that matched a particular scene from the series.

Mortal Kombat 1 Omni-Man Screenshot

One of the things I appreciate and respect the most are all the creative ways Omni-Man exacts his vengeance, something I think we have in common with the Skybound folks, in the sense that we’re constantly thinking about and coming up with creative Fatalities. When coming up with one of the Fatalities for Omni-Man, the choice was just too obvious, and I think it turned out to be one of the best we’ve ever done. While I don’t want to give it away for anyone who hasn’t seen it yet, it is directly based on an iconic scene from the show. Fatality is inspired by the elements of a classic television show. Mortal Kombat 3. stage…

From the perspective of character abilities, we were inspired by Omni-Man’s speed, power, personality, and brutality. The design of the character was based on these key elements. It is not uncommon for the ideas to be easy, but the difficult part comes in implementing them, which includes capturing their look, feel and power with a captivating gameplay style.

Mortal Kombat 1 Omni-Man Screenshot

You can also find out more about Mortal Kombat 1,Our design and workflow have made a huge leap in the last few years, mostly due to an engine upgrade, which has allowed us to create effects and animations previously impossible. This is how we translate Omni-Man’s speed and strength from his show into the video game.

Omni-Man’s gameplay revolves around power and speed. The Viltrumite posture is my favorite of Omni-Man’s special attacks. Omni-Man assumes a confident stance from the air or the ground, allowing the player to execute four different attacks. It’s a great way to play a game of mind and for Omni-Man, it allows him to take the enemy by surprise and do significant damage.

Mortal Kombat 1 Omni-Man Screenshot

Omni-Man can avoid projectiles passively in the Viltrumite position, dismissing them almost nonchalantly. This makes him a strong opponent in matches where projectiles are used by opponents. The enhanced Viltrumite version allows Omni-Man the ability to dodge close-up high- and mid-attacks. The player can also teleport from the Viltrumite position and land behind his opponent, effectively canceling the attack.

As a design group, we’re so pleased with how he turned out and grateful to have had the opportunity to work with the Skybound team on an awesome addition to Mortal Kombat 1,.

Omni-Man will be available in Mortal Kombat 1 starting on Nov. 9 as part of the early access period for all Kombat PackOwners will be followed by wide distribution on November 16.

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