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 |
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. Further several new and innovative product design practices would play a role ushering in the modern era of game services.
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.
…It was the highlight of my career. ๐ค๐๐๐๐








