Destiny 2: Forsaken
Developer: High Moon Studios Co-Dev with Bungie
Genre: Shared World; First-Person; Shooter; RPG
Engine: Bungie Proprietary Tech
Platforms: Playstation 4; Playstation 5; Xbox One: Xbox Series S/X; Microsoft Windows; Stadia
Released: September 2018
Gameplay Overview: The third expansion for Destiny 2, this release featured a new campaign, new destinations, a new combatant race, a new game mode, and much more.
My Role: Lead Game Designer
Duties: Team lead, personnel management and career growth, design direction and feedback
Responsibilities:
Led the team responsible for creating the new combatant faction, The Scorn
Additionally built the barons and campaign bosses for the Tangled Shore destination/campaign
Led the development of three new strikes and their strike bosses - Warden of Nothing, Broodhold, and Hallowed Lair
Led the development of two new public events for the Tangled Shore destination
On Forsaken, High Moon took on a much bigger and broader chunk of work than we had ever done before. Not only did we build a new destination and all its open world content, but also, we took on the development of the campaign that would largely take place there, three new strikes, two new public events, and a new faction of combatants. I built up a team of technically minded designers to take on the work of the new combatants and bosses. I also oversaw the pods working on the new strikes and the public events.
Highlights for me were:
Without a doubt, we exceeded all expectations with the Scorn combatant faction. The initial ask was a slightly modified group of Fallen combatants perhaps with some new weapons, but none of us felt satisfied with that and all of us knew we could do much more. We ended up fully replacing all the Fallen and then some, ultimately creating 10 new combatants, each with new weapons and special abilities.
I’m just as proud if not more so, of the Tangled Shore barons, a set of mini-bosses that players encountered in the campaign. Each one featured unique mechanics and personality and the quests to take them down were very special. They were intimately tied up with the character and game mechanics of the barons themselves. I’d say that the way we developed and tailored the quest steps, the fight locations, and the baron mechanics together was some of the best design work I’ve ever done.