Maldraxxus Structures

When I got a chance to work on Maldraxxus, I was beyond excited. The whole Vis Dev team worked on these at the same time and bouncing ideas back and forth was awesome! We also went back to Warcraft 3 RTS for both inspiration and approach, specifically the tech trees, base layouts and functionality of buildings. Ishmael Hoover did a lot of the Maldraxxus structure concepts and helped set some of the initial style. This is a great example of how we embraced the history of Warcraft and bring something fresh at the same time. Thank you Cole Eastburn, Mongsub Song, Matt O'Conner and Ely Cannon for the contributions they made in this fun kit, and the Dungeon Team for making some impressive models players see in the game!

I worked on visualizing the exterior and interior space of this structure.  I always think about how players move through the space and what is the function and story of an area is.

I worked on visualizing the exterior and interior space of this structure. I always think about how players move through the space and what is the function and story of an area is.

Did a few ideas for how we could use different prop themes to get more variations out of one building.

Did a few ideas for how we could use different prop themes to get more variations out of one building.