Destiny 2
During my time at Bungie, I contributed to shipping three separate releases containing multiple combatants and boss fights:
The Edge of Fate
Renegades
Monument of Triumph
The Edge of Fate
Imp Hive Unit
Finished implementation of a brand-new combatant for Destiny 2 under high-pressure, near-release conditions.
Pushed the limits of Bungie’s proprietary tech to allow a single Hive unit to behave as multiple distinct actors, preserving gameplay logic while keeping the unit optimized for performance.
Collaborated closely with VFX and 3D art teams to enable the unit’s multi-faction identity in its visuals and support different identities across various activities.
Supported post-ship stabilization and live activity population by coordinating with Activity Designers and QA.
Koregos Worldline
Helped prepare the most recent Destiny 2 Raid for shipping by collaborating with VFX and the Raid Team to resolve pending behavioral issues occurring before ship.
Worked with engineering to resolve other hard-to-reproduce networking issues on the combatant due to the nature of its content setup and scale.
Supported post-shipping bugs shortly after the Raid went live to help ensure players get as close to a flawless experience as possible after release.
Koregos Fractured
Finished implementation on Destiny 2’s new raid type, called an Epic Raid.
Refined behavior for the boss, including perception and behavior scripting around its finale performance.
Tuned various damage and armament behaviors to achieve the correct difficulty metrics around contest and normal modes.
Collaborated with the Raid encounter designer to help find and resolve other issues occurring in the encounter, both pre- and post-ship.
Renegades
Premier Lume
Designed and implemented the final boss fight of the Renegades Campaign.
Collaborated with Encounter Design to ensure the boss fight fit into the mechanical and narrative tropes required of the last boss fight of the campaign.
Worked with higher leadership to help refine a new energy language and ensure it didn’t disrupt the narrative conceit in Destiny’s lore.
Worked with cinematics and lighting to ensure Lume fulfilled the premise setup in the cinematic.
Iterated over various communication strategies around the boss retreating at the end of the fight instead of dying, and the player not feeling cheated by the experience.
Syndicate Factions
Branched out all enemy combatants in the Cabal, Fallen, and Vex combatants to a new faction to be used in the expansion.
This included supporting weapon variants and separate faction identities in their 3D Art and UI updates around each faction.
Created the necessary support for activity designers to use any variations of each combatant in activities.
Monument of Triumph
Pantheon
Helped revise three boss combatants to bring them to ship in the new raid-boss-rush. Gahlran, Calus, and Argos.
Worked with Raid multiple raid designers and encounters to resolve any issues that happened with porting old scripting behaviors into the newly revised tech.
Collaborated with 3D Art and Animation to ensure all the older boss performances were preserved in newer tech.
Created new behaviors and tuning variables for any new mechanics added to the older fights to support the Raids new mechanics.
Oblation: Bloodline
Implemented various performances for the centurion boss in the Bloodline exotic mission.
This included a scripted introduction performance and a separate corruption performance mid-encounter that the activity designer could call at a cinematic beat in the encounter.
Worked with Sandbox to create a combatant version of a weapon players can acquire in this activity and have it behave and feel fair to players in this encounter through various damage and projectile balances.
Oblation: Soulfed
Owned and implemented a heavily scripted forging mechanic that involved the boss combatant taking a scripted position and action, and syncing action with an NPC combatant
Resolved various network issues surrounding sync’ed actions across two actors. This involved working closely with the encounter owner to ensure the encounter wasn’t disrupting the performance
Worked closely with animation, vfx and audio/narrative to ensure the encounter was selling the correct performance and each discipline was able to achieve its goals with the boss behaviors I scripted.