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My Contributions for Destiny 2 - The Final Shape

The Witness
  • The Witness was a boss encounter that had to cap off a decade of storytelling with something that would exceed players' expectations.
 
  • While I didn't write the first design, I eventually ended up owning all of the content as I built out the boss itself.  This included a massive state machine that required me to facilitate extensive alignment across animation, VFX, and 3D for things like attack telegraphing and hitbox accuracy.
  • I also designed and built the mid boss, Herald of Finality.  Scope was limited due to how expensive The Witness was to make, but I was able to create something that still managed to excite and challenge our most engaged players.  (The banger soundtrack for this encounter also helped!)
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Herald of Finality
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  • I created one of the new sandbox combatants for Final Shape's new race, the Dread.
  • I knew going into it that they'd occupy a tricky design space given their focus on crowd controlling players.  Through iteration, I arrived at something both players and the team found impactful but not frustrating.  In fact, I've seen some players mention that the Weaver was their favorite addition to the lineup due to how much they force you to change your game plan on the fly - especially in their debut raid.
  • Ask me about just how diabolical activity design got with their placement across the game!
New Dread Unit - Weaver
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  • The work I did on the Vesper's Host dungeon was some of my favorite!  We had an opportunity to really tie things together with the overall narrative of the dungeon by leaning into the theme of replication.
  • I designed and built the mid and final boss to be two sides of the same coin.  Raneiks represented an animalistic, untrained hand abusing the replication technology and attempting to overwhelm the player with sheer numbers, while The Corrupted Puppeteer displayed more mastery - able to create almost flawless copies of itself, seeking to gain the upper hand through misdirection and trickery.
  • I worked closely with a VFX artist for the whole process to ensure we were establishing a consistent visual language for the replication technology, and its gameplay ramifications.  We also really pushed the limits of what our physics engine could handle, cranking the number of grey, dead servitor spheres up while being mindful of performance.
The Corrupted Puppeteer
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Raneiks Unified
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  • Kerrev is the final boss of Sundered Doctrine, a dungeon inspired by the fantasy of being a treasure hunter.  You may recognize that he's based on the Weaver combatant, which I also designed!
  • My goal was to create the experience of going against a master of Strand (the green, string-based magic type in Destiny).  I gave the boss multiple abilities that leveraged existing player content which allowed us to ship something that came across as sort of a role reversal.  Suddenly, players weren't the only ones using these special abilities, summoning threadlings, suspending their enemies in midair, and so on.
  • I also worked with the activity designer, VFX artist, and animator to align on performances that would be used to tie together the environmental puzzle mechanics.
Kerrev, the Erased
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