Bungie: UI/UX Design Feature Lead on Destiny 2

Destiny 2: UI/UX Design Feature Lead

UI/UX Design Feature Lead on Destiny 2 for Bungie. Feature Lead, UI Technical Design, UX Design, UI / UX Motion Design for Lightfall and The Final Shape.

Client: Bungie: Destiny 2
Website: bungie.net
Services: Project Lead, UI Technical Design, UX Design, Motion Design

In the latter part of 2022, I became the Feature Lead / UX Design Lead of the World Systems UI/UX Team – a fantastic team of 10-12 experts representing Production, Test / QA, UX Design, Engineering, UI/UX Technical Design, and Visual Design. As the Feature Lead, I lead the design, implementation, and shipping of features such as: Pathfinder, Power & Difficulty Communication, Featured Quests, and Into the Light across two releases – Lightfall and The Final Shape.

In addition to many high-profile features, the World Systems UI/UX Team was also responsible for all the UI support needs for the Raids and Dungeons, The Director (Destinations, Destination Maps, Quests), Campaign and Seasonal Activities, and Ritual Activities (Gambit, Crucible, and Vanguard Ops).

Pathfinder

  • Worked with Design Leadership, Investment Design, UX Design, and Visual Design to design and implement a completely new objective system for Destiny intended to replace bounties and patrols in the new destination released for The Final Shape: The Pale Heart
  • Designed a new less obtrusive toast to support objective completion in Pathfinder without interrupting the player’s gameplay or obscuring their HUD so that Pathfinder could be applied to the Rituals playlist as well
  • Designed and implemented an updated single access point Pathfinder UI screen that allowed the player to access three individual Pathfinder sequences – one for each Ritual (Gambit, Crucible, and Vanguard Ops) – from a single screen to improve usability of the system in Ritual playlists

Featured Quests

  • Worked with Design Leadership, UX Design, and Visual Design to design and implement a new home tab for the Quests log that clearly highlighted the most important quests for the player to focus on at a glance
  • Gave the player agency over the screen by allowing them control over the default tab viewed when accessing the screen (via Tab Favoriting) as well as prioritization of Quests in the stack (via Quest Tracking)
  • Pushed to allow Direct Launch of Quests to the player for the first time in Destiny – allowing players to launch into the appropriate Activity or Landing Zone on a Destination directly from the Quest Details screen (vs. needing to navigate through the Destinations Map and find the correct Activity or Destination)

Into the Light

  • Worked with Design Leadership, UX Design, and Visual Design to design and implement the Into the Light UI screen and activity support for the player. Our team was responsible for the following:
    • Into the Light node in the Director
    • Into the Light Screen including nodes for Pantheon, Onslaught, and the Hall of Champions
    • Onslaught: Activity Support UI (Branding / Theme-ing, In-activity Objective UI, etc.)

Power & Difficulty Communication

  • Worked with Design Leadership, UX Design, and across multiple teams to align on a clear and easy-to-understand method of communicating the player’s power and how it relates to the power of the enemies in a given activity, as well as the difficulty the player could experience in a given activity throughout the game
  • Worked with User Research and UX Design to run our designs through multiple user research studies to ensure our designs were effective considering this would be a significant change in how we communicated this information to the players
  • Designed the logic and flow of how and where information would be displayed so it could be implemented in a consistent way across multiple areas in our UI

Additional Final Shape Feature Work

  • Search Areas: A new system that allowed for our activity designers to highlight an area on our map for the player to search for an object vs. having a waypoint that pointed directly to the location of the object
  • Communicating Active Ritual Rank Bonuses: Allowing the player to understand when our Ritual Activities had active rotating boosts available – information that, previously, was only available through third-party websites or tools – by exposing the information in the tooltips when the player hovered over the Ritual activities in the Director
  • Improving Communication of Vendor Rank: Re-worked our tooltip information architecture to more clearly inform our players of their progress as they increased their rank across our vendors. Exposed rank information to the player when they hovered over the vendors in the Director – information that, previously, was only available if the player traveled down to the Destination and interacted with the vendors.
  • Communicating Active Featured Raids and Dungeons: Allowing the player to understand when a specific Raid or Dungeon was the Featured Raid or Dungeon that week and where to go to launch the activity – information that, previously, was only available through third party websites or tools – by exposing the information in the Destinations breadcrumb tray as well as in tooltips when the player hovered over the Destinations.