MAD MAXCOM - Rooftops of Melbourne
Final mockup of the intro area.

Final mockup of the intro area.

Further development of the scene, adding more hints how high up this would be and adding in lighting information.

Further development of the scene, adding more hints how high up this would be and adding in lighting information.

Sketching in some props to fit in on these rooftops to convey the scene and be environmental cover.

Sketching in some props to fit in on these rooftops to convey the scene and be environmental cover.

Early shot after cementing that 3 point perspective shot like in XCOM and settling on a base layout for this intro.

Early shot after cementing that 3 point perspective shot like in XCOM and settling on a base layout for this intro.

Ref board. Pulling together style references, game view references, and location references.

Ref board. Pulling together style references, game view references, and location references.

MAD MAXCOM - Rooftops of Melbourne

"I approach the forgotten city of Melbourne, now swallowed by the rising brackish sea level. Too toxic to swim in for very long and too hot to want to. A fog rolls off the water and wisps through what's left visible, winding rooftop trails all leading to one central location, Big Rig."

This is a kind of exploratory illustration for a project I've been wanting to do for quite some time. A merging of the strategy gameplay style of XCOM and the universe of Mad Max. My goal with this illustration was to envision what a final product might look like with assets and hints of gameplay.

From here I would isolate some set pieces like the Fort Big Rig sign and break them out for individual development. Assemble a sheet of dilapidated signage and graffiti, etc, before working on what further up the level might look like.

And what's next is the development of the fortress of Big Rig itself. It's crazed drillers and the encroachment of flammable oil they're harvesting.

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