Season of Opulence

For the Menagerie, we gave ourselves a challenge: Make a repeatable raid-like activity that can be completed by six randomly matchmade Guardians who aren’t communicating. We started by listing every memorable mechanic and encounter from both Destiny 1 and 2. We then brainstormed activities that would capture the essence of those mechanics while stripping the communication requirement.

What I worked on:

  • Design owner for The Hunted and The Riposte encounters

    • Worked with art to design the space and layout for the encounters

    • Designed and scripted the encounter mechanic and combatant layouts

  • Took over ownership of the traversal section of the raid and brought it to shippable

Supporting Bungie’s epic looter shooter

When Bungie teamed up with Activision to release Destiny 2, they knew they needed more help to satiate content hungry players. That’s where VV came in. We created the Warmind expansion for Year 1, Black Armory and Season of Opulence for Year 2, and brought Destiny 2 to PC.


Black Armory

Black Armory was our first foray into repeatable, seasonal content that would work with random matchmaking. The activity centers around Lost Forges - a wave type encounter where the fireteam must fend off continuous spawns while powering up the forge. In each of the three waves, special enemies spawn with a blue aura. Defeating them drops a battery that needs to be picked up and thrown at the forge before the battery self destructs. Once the forge reaches charge, there’s a short pause before the next wave starts. A boss spawns after the forge is fully charged, and killing it clears the activity.

What I worked on:

I was the design owner for Volundr Forge in EDZ. This involved working with art to ensure the space was the correct size and had a good flow and designing cover layout. The largest part of the work was determining the combatant mix for each wave, where they would spawn, and how they would move around the space.

Bungie’s tool uses volumes, called firing areas, to determine where combatants can go. Designers load each firing area up with a prioritized list of filters such as squad group name, min/max number of combatants, and combatant type. Each combatant type has preferred conditions that they use to determine when they should change position. For instance, a sniper will want a certain minimum distance between itself and any player. If a player advances into that min range, they will first search for a point in their existing firing area that’s valid. If no point is available, that firing area becomes invalid, and they will begin searching for a new firing area that is within their preferred combat range and that they pass the filter check for.

It’s a powerful system that allows designers to create advance/retreat behaviors, flanking, and ambush behaviors as well as control the direction of combat in a space.


Warmind was a more traditional DLC where we created an entirely new destination and populated it with story missions, adventures, events, and lost sectors.

What I worked on:

  • Design owner for the second story mission, Pilgrimage

    • Designed and scripted all combat encounters including the final encounter that introduced our DLC’s new verb, the Javelin

    • Worked with cinematic team to integrate story sequences

    • Worked with art to determine layout of the spaces for combat encounters and story reveals

Warmind