Destiny 2: Season of the Chosen (season 13)

Season of the Chosen (season 13) was released during the Beyond Light (year 4) expansion for Destiny 2.

Skills

Systems Design

Progressions

Economy

Rewards

Quests

Senior Systems Designer – Bungie

Features

Ritual Loop

Role: Senior Systems (investment) Designer – feature owner

A ritual loop is a season’s game loop. It unifies the season’s theme, activities, and rewards through a multi-layered set of systems and content. Ritual loops drive player engagement through a suite of quests, progressions, upgrades, reward stories, and more.

Responsibilities
  • Created novel game loop which became the framework for ritual loops for 2 years
  • Architected game loop through the Hammer of Proving, an item that embodied the season’s themes of gladiators, ritualistic combat, glory, and, honor
  • Made 21 upgrades for the seasonal vendor allowing players to choose how they fulfill the fantasy of being “chosen”
  • Designed and balanced new seasonal economy which stayed active in the game for a year
  • Established standards for the rate at which many rewards could be given out over a duration of play and of what saliency
  • Built six craftable unlocks for what intermediary and immediate rewards players could get by using the Hammer within the new seasonal activities
  • Set up vendor reputation, progressions, and rewards
  • Drove vision for first destructible chests in Destiny, collaborating across all disciplines to ensure a technically sound, visually impeccable, and fulfilling experience
  • Designed and implemented all of the weekly, daily, and repeatable bounties
  • Created challenges, which reward power and gear, for seasonal vendor and seasonal activities objectives
  • Assisted activity designers with various integrations

Player Journey (main story quest)

Role: Senior Systems (investment) Designer – feature owner

Player Journey is the main story quest for a release. It provides story beats through vendor performances (text and VO), character vignettes, and cinematics. Quest steps guide players through the release’s game loop, introduces and tutorializes new mechanics & rewards, and gates activities & sequences.

Responsibilities
  • Introduced the H.E.L.M.: a new semi-social destination used for housing the vendors and essentials of each seasonal release
  • Built onramp quest to teach players the Season of the Chosen loop and introduce them to new mechanics, the seasonal vendor, reward structures, and more
  • Designed quest flow for seven weeks of content that rolled out on a time-gated basis
  • Developed framework for weekly quests that remind players of the season’s game loop
  • Collaborated extensively with Narrative team to ensure the story beats they wanted were executed with the best tools
  • Built new types of dialog filters which allowed Narrative Designers to have rotating pairs of speakers each time players entered activities
  • Came up with story beats for vengeance after a failed assassination attempt delivered through gameplay and text-based vendor performances
  • Mentored a designer from another team on how the live team builds quest content
  • Set up complex gating behavior allowing free-players to play paid activities once and have online access on PSN and XBOX Live to do so
  • Made director dialogs (interstitials) to inform players of weekly content newly released
  • Established standardized reward set to use for player journeys and weekly quests

Seasonal Reward System

Role: Senior Systems (investment) Designer – feature owner

The Seasonal Reward System was a method for players to focus umbral engrams into more specific rewards from a larger reward pool. It gave players a path to acquiring specific gear such as submachineguns or helmets. Each focusing option was unlocked through completing a unique objective.

Responsibilities
  • Designed a major update to gear focusing, bringing back umbral engrams from Season of Arrivals (season 11), and improving on focusing options
  • Created framework for how each season would handle gear focusing moving forward, saving considerable design time over the years
  • Prototyped and introduced first-ever weapon drops able to drop as quad-perk, double-perk or single-perk for final two columns (previously a weapon could drop with perk selection for last column, it would only ever drop with perk selection and thus had limited reward sources)
  • Built objectives for players unlock tier II and tier III focusing options
  • Integrated ritual loop with seasonal reward system to better integrate the overall loop and reward story
  • Implemented quest to introduce players to gear focusing

Seasonal Challenges

Role: Senior Systems (investment) Designer – feature support

Seasonal Challenges are objectives that rollout each week of a season. They highlight what content players should engage with, give large amounts of xp for progress on the season pass, and grant rewards for accomplishments within a season.

Responsibilities
  • Collaborated across live team, expansions team, and systems team to gather alignment and ensure synergy of content and use of new system
  • Acted as key stakeholder from the live team to help shepherd Destiny’s first seasonal challenges
  • Worked with Systems team to determine how seasonal challenges should function
  • Built challenges specific to the paid content for Season of the Chosen (new activities, gear, quests, ritual loop)
  • Designed reward story for paid seasonal challenges