Destiny 2
Vicarious Visions & Activision Publishing
Vicarious Visions & Activision Publishing
Raid Team Lead
While leading The Menagerie team it was decided that the release needed a Raid component as well. I ran both teams for multiple months until leadership could bring in another lead to finish off the work on the destination while I focussed on Crown of Sorrow.
While working on this project we got a multiple shots of bad news; this would be the last work to be done with Bungie, we wouldn't be shipping the work ourselves, and we experienced major layoffs at VV. The team did an amazing job of identifiying our areas of risk, bringing more people to the project to fill needs, and being extremely profesional about handing our work off to a Bungie team to take it to ship.
Destination Team Lead
Because of my strong understanding of Destiny gameplay and multiplayer requirements I was chosen to run The Menagerie Destination. This was nearly a dozen designers and required regular alignment internally with the Destination Art Lead and with the Bungie executives running the entire project.
The team developed an extremely well recieved activity that rewarded cooperation and communication without requiring it. Leaning on many of the strongest verbs from previous Raid releases we were able to turn around a strong release in a short amount of time in an entirely new area for Destiny; 6 player match-made content.
Raid Team Lead
Working with Destiny Raid Team was an amazing learning experience that required "drinking from the fire-hose" on Activity, Level, Mechanics, Encounter, Boss design as well as Level Art and Engineering realities for the IP as it approached D2 ship and I came into the project as a late hire.
I worked with an existing team of Design, Art, Engineering, Production and had to lead them without the same depth of time in the tools or the project which required me to make decisions though relying on my team but also challenging them to meet and exceed expectations.
I was asked to lead the Combatants group to give it direction and focus. Shipping Xol, Nokris, Mars combatant variants, and the new Shield & Sword Knight with the Warmind DLC was my first challenge. AI/Combatants became the core area that I returned to over and over for the next 4 years as I moved from project to project.
During this time I increased VV's combant compentancy through my Combatants Expertise Group; once a month meetings with design, concept, animation, vfx, rigging, modeling, engineering and audio to discuss anything the group was interested in. Rigging demonstrations, reviews of in-progress monsters, deep dives into animation styles, games with great or terrible combat, and retrospectives of worked we've shipped allowed the group to function extremely well by understanding each other's priorities and have a shared language.