Lightfall
I joined Bungie during the middle of development on Lightfall and served as design owner/contributor to:
- Lost Sector “Gilded Precept” (Encounter/Mechanics/Level Design)
- Design Support on “Terminal Overload” world activity (Encounter setup for “Park/Harbor” areas)
- “Action Figure” collectibles (Mechanics/Placements/Hints)
Below is a high difficulty playthrough of the “Gilded Precept” Lost Sector
The Final Shape
For the Final Shape expansion, I was design owner for the following:
- Strike “Liminality” (Encounter/Mechanics/Level Design)
- Post-Campaign Adventure “The Hollow: Part II“
- 7 encounter types in the “Overthrow” destination activity
- 2 Post-Campaign “Prismatic Encounters“
- Traveler Collectibles
Below is a standard difficulty playthrough of the “Liminality” strike:
You can view a playthrough of “The Hollow: Part II” here.
I was also featured in a pre-release developer blog talking about some of the elements behind creating the strike. You can check that out here.
Edge of Fate
For the Edge of Fate expansion, I was the design owner of 4 campaign missions (including the first mission), the primary activity designer for collectibles, and the activity design point of contact for the Matterball and Bender abilities.
Below is an high difficulty playthrough of the first mission I worked on, “The Invitation”:
Renegades
I was temporarily placed on the Renegades team to help tie off the campaign. I was design owner for the campaign mission “Fearsome Retainer” and also provided support for the Lawless Frontier activity.
You can view a playthrough of the mission “Fearsome Retainer” below.
Monuments of Triumph
I worked on a myriad of components in the “Corrupted” ambient spotlight feature:
- “Flood” public event (design owner)
- Triggered Event placements for Europa, EDZ, Dreaming City
- Case File Collectibles