From one of the first members of the nascent "open world" team, to quest designer, to pursuits designer.
For Destiny 2's original release in 2017, I spent over two years working on the Open World team.
I was one of two designers who built the majority of the adventures and quest content in the European Dead Zone (EDZ) destination. I also built wide enough knowledge to provide closing assistance with open world content across other destinations. I provided systemic support for other systems, such as lost sectors, region chests, lore scannables, and more. I also drove the last minute implementation of a system to allow replay of adventures across all destinations.
Shortly after Destiny 2 released, I joined Bungie's Investment design team, focused more on rewards, progression, pursuits, etc.
On the Forsaken project, I was on the Player Pursuits team. There I drove the design and implementation of the Collections system, which would be maintained and added to for the rest of D2's lifetime. I also guided the implementation and design philosophy of Player Titles (aka Wordhats), built the Prime Engrams system, and a handful of other systemic improvements to increase the game's depth and replayability.
I provided significant support for the conception and implementation of the Triumphs system. And I helped plan and implement rewards and secrets throughout the Dreaming City.
I guided the experiential design for the first armor set system in Destiny 2, used for the Gambit Prime armor sets which allowed players to specialize in different playstyles within a unique game mode introduced in this season.
I also designed the core loop of the Reckoning activity and its reward flow in relation to Gambit Prime, including a local economy to support longtail pursuit. I helped implement numerous related systems such as triumphs (Destiny's in-game achievements), bounties, and quests.
Late in this season, I also took on the majority of pursuit and experiential flow work of the Revelry spring event. I created a new system of Tonics that gave players game-wide boosts during the event, and helped incentivize engagement with the Verdant Forest event activity.