Shipped Destiny 2: Beyond Light


Used Bungie’s proprietary worldbuilding tools to script encounters and structure activities

Remastered and reprised the design of old content to fit a Destiny 2 sandbox

Destiny 2 Team size: 400+

 TEAMWORK AT BUNGIE

While at bungie, I was part of a small team of about seven people, (developers came and went over the course of my year there) including other associate technical designers, senior technical designer leadership, and embedded QA testers. I collaborated directly with other designers on some assignments, but was frequently required to handle tasks independently. I wrote documentation on technical design setups in Bungie’s proprietary worldbuilding tools and scripting language, and provided support and assistance to colleagues. I participated in team playtests where we helped each other identify and track bugs and provided feedback. A waterfall project management style was used, as the work was clearly defined and well understood. We had sprint retrospective meetings to address workflow and communication issues and deal with dependencies on other teams.

WHAT I WORKED ON

Destiny 2: Beyond Light:

For Beyond Light, significant technical updates were made to Destiny 2’s engine and worldbuilding tools. I was responsible for updating the existing content in Destiny 2 that was not being sunset to work in this new environment. I was responsible for ensuring that the updated activities played smoothly and identically to the original versions, and deeply understanding their design so I could recreate parts that would need to work differently after the updates to the engine. I was responsible for carrying out this process on a large amount of campaign missions, strike missions, and competitive multiplayer maps throughout Destiny 2.