Destiny 2
A decade of Saas
| ROLE | Feature Lead, Design Lead, UX Craft Lead, Visual Designer, UX Designer, Social Lead, |
| TEAM | Cross discipline ranging from IC work to 30 |
| TIMEFRAME | Q3 2018 -Q1 2026 |
| PLATFORM | PC, PlayStation, Xbox |
| CONSTRAINTS | Cross Platform, GaaS / SaaS |
| SCOPE | Varied from release to release |
| OUTCOME | Estimated $2-3Bn, 20-40m unique accounts, 316k peak concurrent, 524k peak concurrent Twitch |
At this time, Bungie has declined to release my Destiny work for portfolio usage. Case studies lack analysis & production artifacts, relying on retail screens, publicly available images, and post-development text. I apologize for the inconvenience.
Context
Despite a development cycle of just 2 years, Destiny 2 would still launch to critical and commercial success.
While D2 is is no longer actively supported, it was a massive success by any standard. Its gunplay, visuals, storytelling, evolving world, social systems, sandbox, investment, and others are unmatched by any game.
I started at Bungie right before Forsaken released and my time on Destiny 2 spanned 8 years, 28 seasons, 7 major annual releases. The work I did consisted of Feature leadership, UX Design & Craft Leadership, Social Design, Product Design, Investment Design, Design System Library Ownership, Visual Design, and Production Pipeline Ownership & Optimization, and Management.








