Destiny 2: Season of the Undying

Responsibilities

Role: Designer

  • Creation of Open-World Public Event activity, Vex Invasion

  • Rapid iteration and playtest coordination

  • Creation and Upkeep of Documentation

Development Info

  • Genre: FPS

  • Engine: Proprietary

  • Release Date: October 1st, 2019

 

Design Challenges

Time Crunch: This was my first time to be on the live service team for Destiny 2 making seasonal content, so I had to hit the ground running and apply even more robust systems and techniques than I’d needed on previous releases with Adventure content.

Slim Margins: Working in a public space, all activities needed to share a memory pool, which had become very small by the time the Vex Invasion Public Event was greenlit. This meant that I had to think laterally and find efficient ways to utilize the resources I had available to me.

The Memory Guy: I learned that one can quickly become indispensable and important by taking initiative. When trying to figure out just how much memory was left in the public area pool for Vex Invasion, I learned how to use the Memory Inspector Tool and presented my findings for a meeting. This quickly gained me the reputation as “The Guy to go to for Memory Questions” and proved to be very useful for other activity decisions for the team.

My Role

As a Designer on Destiny 2: Season of the Undying, I had a singular responsibility: rapid creation of the Vex Invasion Public Event Activity on the Moon.

  • Designed and implemented an Open World Public Event from start to finish

  • Ensured that my content had adequate VFX and difficulty tuning

  • Wrote and kept up documentation on the activity