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.