Bungie

Destiny 2

Systems Designer (July 2023 - June 2026)

During my time at Bungie I worked on 3 major expansion releases and 10 seasonal updates for Destiny 2. I got the opportunity to work on a wide variety of content and features in this time, balancing crucial upkeep and maintenance for the live service with making new and exciting features. Scroll down to hear about some of the work I’ve done on Destiny 2.

Seasonal Events

In 2025 and 2026 I got the chance to work on seasonal events. I designed and implemented challenges, quests, vendors, and rewards for Arms Week events, and the Guardian Games 2026 event.

As a systems designer on these events, I was focused on the progression and rewards associated with the event, as well as building the event shop, rewards track, triumph, and anything else associated with the event home.

I collaborated with sandbox and activity designers to create challenges that supported their goals for the event’s featured activities, as well as keeping the content on theme and fun.

Holochips

Holochips were born from creativity in the face of technical and logistical restraints. We wanted to create another area of customization featuring persistent VFX in the form of trails, wings, horns and more- but did not have bandwidth from UI/UX design to make new customization screens.

Our solution was to package the VFX as a consumable that gives the player a temporary visual effect, which we called Holochips.

Creating a new item type can generate a lot of new questions. How does it behave in PvP? How to we reduce visual noise so it does not distract from gameplay? How do we distinguish cosmetic VFX from sandbox VFX? These and more were important questions that we needed to explore and answer as we developed Holochips.

After the initial release, I continued to refine and improve on the player experience and back-end workflows surrounding Holochips to provide a smooth development process and the best experience for players.

You can see a list of all the Holochips that were added to the game here.

Itemization

Supporting a live game requires an enormous amount of new content. The bulk of my work outside of creating new features or systems was building items to be added to the game.

The majority of these were cosmetic items that were sold in the Eververse, although I reached a level of expertise in item creation where I became the primary point of contact for designers on other teams when they needed help building Emotes, Holochips, spawn FX and more.

I also built and maintained automation scripts used in making items, allowing me to multiply my own effectiveness and that of my fellow designers as well.

In addition to creating items, I also built vendors and storefronts that the items were sold from, and scheduled storefronts for seasonal updates and special events.


Next
Next

343 Industries (Halo Studios)