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My Contributions for Destiny 2 - Lightfall

  • I designed​ and built my first raid boss for Root of Nightmares, integrating the overall theme of the raid (Light vs Dark) into the combat experience.
  • Players had to match the Light or Dark state the boss was currently channeling in order for their damage to break through his shield during the DPS phase.
  • I also pushed the limits of what could be accomplished with lingering fire pools by working closely with a VFX artist to arrive at an experience that sold the fantasy of a unique pyro boss, without impacting the game's performance.
Zo'aurc, Explicator of Planets
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Šimmumah ur-Nokru, Lucent Necromancer
  • I designed and built the mid and final boss for the Ghosts of the Deep dungeon, each targeting a unique experience.
  • For the necromancer, I worked closely with animators and the encounter designer to ensure the boss fulfilled a summoner fantasy, creating new threats on the battlefield that players must not only survive against, but manipulate in their favor in order to reach DPS.
  • ​For Ecthar, I wanted to create an experience of being chased by a relentless killer, taking inspiration from Dead By Daylight.  I worked with the encounter designer to craft mechanics that would provide opportunities for us to briefly pull back on some of Destiny's high player power, so we could build that tension.
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Ecthar, the Shield of Savathûn
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Warlord's Ruin
  • I designed and built the final boss for the Warlord's Ruin dungeon, which was themed to be like a D&D adventure.
  • I worked with the VFX artist to align on a vision that would effectively sell the final boss as being inspired by the beholder, a classic D&D monster.
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  • I was responsible for porting every boss and combatant in the King's Fall raid reprise, which involved working with some especially dated legacy content.
  • I worked with animators and VFX artists to amp up the bosses in ways that fit the current Destiny 2 sandbox, as well as what players have come to expect from raid experiences.
  • Fun detail: King's Fall was the first raid I ever played in Destiny 1, so there was something sort of poetic about being assigned this design space!
Oryx, the Taken King
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