Destiny 2

A decade of Saas

ROLEFeature Lead, Design Lead, UX Craft Lead, Visual Designer, UX Designer, Social Lead,
TEAMCross discipline ranging from IC work to 30
TIMEFRAMEQ3 2018 -Q1 2026
PLATFORMPC, PlayStation, Xbox
CONSTRAINTSCross Platform, GaaS / SaaS
SCOPEVaried from release to release
OUTCOMEEstimated $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.


My Contributions