All work
Destiny franchise
Bungie, Bellevue, WA. February 2013–October 2019.
3D generalist (Spec Ops)
VFX artist
Technical designer
Set pieces across the Destiny franchise, placeholder to final: Maya simulation, shader effects, scripting, rigging, runtime animation. Raid encounters co-designed with game designers.
Destiny. Base game through Rise of Iron.
Destiny 2. Base game through Shadowkeep; consultant on Curse of Osiris.
Credits. Eight Destiny releases .
Play: Crota intro
Crota intro
Destiny
Boss intro, designed with an environment artist and effects artists.
Role
Destruction modeling Animation Shader effects Scripting
Play: Towerfall
Towerfall
Destiny 2, opening mission
Destruction of the Tower, staged for the player's view with the mission designer.
Role
Flyby animations and foot placement Ship bombardment and smoke-trail VFX Missile rigging Shader effects for Zavala's shield In-game setup and tuning
Play: Airfield tower destruction
Airfield tower destruction
Destiny 2 mission
Background destruction set piece. Smoke and explosions by VFX artists.
Role
Destruction modeling Tower collapse simulation in nCloth Animation
Play: Injection Rig public event
Injection Rig public event
Destiny 2
Machine crossing the play space, driven by a single game rig.
Role
Rigging and animation Destruction states and several endings Area-denial attacks and weak points, tuned with the event designer Scripting and minor VFX Performance planning
Play: Last Wish raid mechanics
Last Wish raid mechanics
Destiny 2: Forsaken
Animation, VFX and in-game setup for the encounter's player goals.
Role
VFX, modeling and animation Logic setup and scripting Trapping mechanic and hovering-plate logic, co-designed
Play: Scourge of the Past raid mechanics
Play: Scourge of the Past raid trailer
Raid trailer. Video by Bungie.
Scourge of the Past raid mechanics
Destiny 2: Forsaken
Fallen interactive props, a polarity mechanic and the final boss harness.
Role
Look and animation of the interactive props
Polarity bubbles
Co-built with the designer Opposite polarities hurt each other up close
Boss harness with destruction states and in-game rig
Logic setup, scripting, mechanic R&D