Chris J. Beagle
  • Professional Projects
  • >     Call of Duty: Warzone
  • >     Call of Duty: Cold War
  • >     Call of Duty: Modern Warfare
  • >     Destiny 2: Forsaken
  • Student Projects
  • >     Tessen
  • >     s n o w
  • >     Will-o'
  • >     Gambit
  • Art and Audio
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I worked on Destiny 2: Forsaken as a technical designer, having ownership over the functional implementation of two new public event archetypes while also providing support for a variety of other activities.

Cryo-Pod (public event)
        - Collaborated on the activity's design and iteration.
        - Solely responsible for the activity's functional implementation.
        - Collaborated on the activity's aesthetic implementation.
        - Innovated on the way public events were implemented by introducing modularity and a dynamic script.
                > Each region's Cryo-Pod event is pointedly unique - previously impossible within a single archetype.

Ether Harvest (public event)
        - Collaborated on the activity's design and iteration.
        - Solely responsible for the activity's functional implementation.
        - Collaborated on the activity's aesthetic implementation.

Last Call (first campaign mission)
        - Collaborated on the functional implementation of the Hive-infested servers.
        - Collaborated on the functional and aesthetic implementation of the security turrets.
        - Solely responsible for the functional and aesthetic implementation of Cayde's ghost's death effects.

The Trickster (adventure)
        - Collaborated on the design and iteration of the activity's one-off asks*.
        - Solely responsible for the functional implementation of the activity's one-off asks*.
        - Collaborated on the aesthetic implementation of the activity's one-off asks*.

        * The activity's one-off asks included:
                > The engram bombs.
                > The engram bomb piles.
                > The destructible panels (destructible only via engram bombs).
                > The destructible doors (destructible only via engram bombs).
                > The hologram ammo traps.

The Machinist (adventure)
        - Collaborated on the functional and aesthetic implementation of the "carry parts" one-off asks.

Nothing Left To Say (last campaign mission)
        - Collaborated on the functional implementation of the Petra's bombing vignette.

Broodhold (strike)
        - Solely responsible for the functional implementation of the "carry worm" one-off ask.
        - Collaborated on the aesthetic implementation of the "carry worm" one-off ask.

Miscellaneous
        - Collaborated on the functional implementation of the "forsaken pike" vehicle.
        - Collaborated on the functional implementation of various investment needs throughout the Tangled Shore.
        - Collaborated on memory management and optimization needs throughout the Tangled Shore.
        - Bug extermination throughout the Tangled Shore (including content I otherwise had no hand in).