Systems Designer at Bungie, 2021 - 2026
Associate Technical Designer, Bungie, 2019 - 2020
Project: Destiny 2
Team Size: 400+
Shipped 25 content releases for Destiny 2
My Design Roles:
Investment design
Activity design
Technical design
Small Teams I served on:
V500 Porting Team
contract team of technical designers tasked with porting a massive swathe of D2 content into a new improved version of Bungie’s proprietary engine
translated scripts and world editor tool setup of a series of campaign missions, strikes, and multiplayer maps to painstakingly preserve their original functionality
Was selected for a special project, using my skills to port a beloved Destiny 1 strike mission into Destiny 2 and remaster its encounters to shine in D2’s modern sandbox
Vanguard Epsilon
Small team of investment designers who worked on D2’s seasonal releases, filling gaps in all teams that worked on seasons since investment was understaffed
Authored content to promote long term player engagement and rewards during the season in destiny’s seasonal challenge and triumph system
Destiny 2 Events Team
Small team of investment and activity designers who worked on creating, updating, and maintaining investment and activities content for D2’s recurring seasonal free-to-play events
Extremely fast paced and scrappy work, with the most aggressive shipping schedule in the company (4+ events shipped a year)
Contributed to three brand new event activities and a variety of new investment systems, as well as doing constant maintenance and upkeep on all the games events
Vanguard Omega
Large team of investment, activity, technical, and narrative designers who created two of the four Destiny 2 seasons each year
Contributed to a variety of large activity features that shipped with destiny’s seasonal releases
Scenario
Large team of investment, activity, technical, and narrative designers who worked on Destiny 2’s annual expansion releases
I was surged on to provide investment support for the critical Final Shape expansion, I helped construct reward systems for expansion activities
My Design Philosophy
Fantasy First Design | Encounter Design, Level Design, Systems Design, Technical Design
Fantasy rules all when it comes to game design. As game designers, our ultimate goal is to bring a world to life by inviting players to use their imaginations to participate in that world’s core fantasy. This lofty concept goes down to the granular atoms of game design. The philosophy can be applied at the creative director level to an entire game products design, all the way down to the individual contributor level to an individual encounter, quest objective, enemy combatant, player weapon, or interactable object. The fantasy we’re trying to evoke is not only the primary source of inspiration for a piece of game content, it is also its goal. Its the start and end point. The feelings evoked when imagining the fantasy we’re going for with a piece of game content must guide our hand at every step of that content’s implementation. And we will know we’ve been successful when we see those same feelings reflected back to us by our testers and players.