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).
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).
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