top of page

My Contributions for Destiny 2 - The Edge of Fate

  • I designed and built the final boss of the Edge of Fate campaign.  My goal was to create an experience of going against not only the boss, but his cult-like followers who he could possess to recklessly throw themselves at you in service of their leader.
  • The process involved working with a VFX artist and animator to establish a consistent visual language for the boss's possession mechanic, as well as leveraging some existing affix tech to empower the combatants that the boss chose to possess at any given time.
Archon Levazsk, Prophet of the Giver
1600px-Levazsk_emerging.jpg
  • For a few years, I was the primary point of contact and owner for a system called Build a Boss (or BaB), that allowed us to give encounter designers the tools to mix and match abilities, visuals, and behaviors in smart ways that wouldn't always require a combatant designer to sign off on it first.
  • During development for Edge of Fate, I also added the Harpy as an entirely new option within the BaB system - meaning encounter designers now had another option when choosing how to cap off their activities.
  • This new Harpy also came with a cool new ability that would cage players, forcing them to shoot their way out if they don't move before the cast completes.  Something like this had never been done before outside of raid contexts, so it was pretty neat to see players' reactions when they realized nowhere on the field would stay safe for too long.
Precursor Factorum
Precursor_Factotum.jpg
bottom of page