When I was brought on to work with NetherRealm, I worked on the story cinematics. These were pre-rendered and saved to disk, allowing for epicly scaled content. Using large caches from Houdini to rebuild a cathedral or pull the blood out of a creature to attack a character with. Using materials that are typically too expensive, for these grandiose scenes.
Later on moved onto creating effects for Supermoves and Fatalities. This was an exciting opportunity because it would be the first time Netherrealms allowed external teams to work on in game effects. Each of these moves came with unique visual looks and challenges. Whether it was crafting the flow of blood piercing out of the victim. Or making a cinematic composition of bullet tracers slowly moving by in the far ground, to allow for the faster tracers in the mid ground to have more of a visual impact.