Destiny 2

When I joined the Destiny team in early 2019, the game and studio were transitioning from delivering "boxed product" experiences to live services.

Much of my work was to define and realize UX strategies for our emerging live service product. Day to day, this was shipping features that grew or retained our audience. And creating new processes that enabled us to do so sustainably and at high quality.

Role

UIUX Lead

Company

Bungie

Skills

UX, Visual, and Systems Design

The Director: Destiny 2's ancient starmap that serves as the player's hub for activities.

Live Service Evolution

Destiny's quick pace of new narrative and activity content strained our systems to support the variety and depth players sought.

New systems, like Guardian Ranks and Legendary Campaign, enhanced existing and ongoing content by challenging players with additional depth and rewarding their persistence.

Guardian Ranks: a long-term, comprehensive achievement system.

The Post-Game Report: a surface to socially celebrate a completed activity.

The Quest Log: where the player learns and tracks narrative objectives.

Design Systems

I introduced UI design system tools, methods, and processes at the studio. We operationalized our existing systems via industry tools (Figma!), internal engine tools, UIUX organization design, and feedback processes.