First Person Action Combat
From 2021 to 2025 I worked on Destiny 2 at Bungie. I was responsible for design, iteration, implementation, and bug fixes for the Combat Team, focusing on abilities gameplay and systems, skill trees, and player stats as well as flexing into weapons and armor design.
I helped ship 4 expansion games in The Witch Queen, Lightfall, The Final Shape, and The Edge of Fate, as well as over 15 seasons of DLC, and hundreds of sandbox tuning changes.
Here’s a short curated collection of stuff I shipped for Destiny 2.
Destiny 2
Slayer’s Fang
Slayer’s Fang is a unique exotic slug shotgun. As the main designer, I was responsible for designing the behaviors, game feel, and craftable options as well as help drive the visual, audio, and narrative aspects.
Slayer’s Fang is unique in several ways including scattershot projectiles on impact, custom magazine reload, and several hidden mechanics for players to explore and discover.
Storm’s Keep
Co-designed with Joseph S., Storm’s Keep is a unique player skill that adds to the Barricade ability. It utilizes the gameplay verb Bolt Charge, also co-designed with Joseph S., which is a stack building buff. At max stacks, players summon a deadly bolt of lightning with their abilities.
Storm’s Keep deepens this by allowing the Barricade to drip stacks onto the player while standing near it and allows weapons to cash in Bolt Charge stacks.
I was responsible for conception, iteration, implementation, and tuning of these atoms as well as helping steer the visual and audio performances of Storm’s Keep.
On The Prowl
On The Prowl is a unique player ability that focuses on area control and team play. With this ability, when players trigger the Invisibility buff through the numerous means, they and their allies are given a bounty target to hunt. Upon the bounty’s death, an area denial cloud of smoke forms dealing tick damage and the player or any allies walking through the cloud become Invisible, thus triggering the bounty gameplay loop again.
I was responsible for conception, iteration, implementation, and tuning for On The Prowl.
Banner of War
Under gameplay lead, Sam D., I was tasked with shipping Banner of War, a unique player ability for the Titan class focused on healing and team support.
When defeating enemies with melee abilities or weapons, a banner forms on the player and a pulsating circle is formed around them. While under the influence of the circle, players and allies deal increased melee damage and each pulse of the circle heals their health. Successive enemy defeats, cause the circle to pulse faster, granting more health.
I was responsible for iteration, implementation, and tuning as well as helping steer the visual and audio performances for Banner of War.
Checkmate PVP
Co-designed with Mercules, Checkmate is a specifically tuned PVP mode that emphasizes competitive play within the Destiny sandbox.
I helped re-balance the entire sandbox across thousands of atoms to create a unique experience in response to a need for more intentionality inside of competitive PVP in Destiny 2 and designed and tuned the ammo mechanics unique to the mode.
Checkmate went on to become the foundational PVP sandbox experience across all non-party game modes.
Strand & Prismatic Fragment Skill Trees
Strand
Under gameplay lead, Kevin Y., I was tasked with shipping a suite of selectable skills for the Strand player class. These are meant to be loose enough to work across 3 different classes but strong enough to form connective tissue across 12 unique player abilities to form cohesive buildcrafting.
Prismatic
As lead of the fragment skills for the Prismatic player class, and co-designed with Todd M., I delivered the largest suite of selectable skills in Destiny 2. As with Strand, these are skills that form connective tissue between 15 unique abilities.