Destiny 2: Monument of Triumph

General Information

Role: Senior Activity Designer

Genre: MMO, FPS, Live Service

Engine: Proprietary Bungie Engine

Platforms: PC, PS4, Xbox One, PS5, Xbox Series X/S

Developer: Bungie, Inc.

Release Date: June 9th, 2026

Tools

Overview

Destiny 2: Monument of Triumph is the final live service update for Destiny 2. I primarily served as an activity designer on the innovative exotic mission included in the release. I also provided support across the game to ensure that the product was left in a high-quality state after this final update.

Responsibilities

Served as an activity designer:

  • Created and pitched encounter concepts
  • Wrote and maintained detailed documentation
  • Designed, scripted, and iterated on combat encounters
  • Polished features and fixed bugs

Collaborated with other disciplines:

  • Worked with the World Art team to modify existing spaces to best fit the combat and gameplay present
  • Coordinated with Tech Design, VFX, and Audio to request assets necessary to create the intended experience
  • Worked closely with the Test team to ensure a high level of quality
  • Collaborated with Production to plan features, cost tasks, and identify risks

My Work

My primary responsibility during Destiny 2: Monument of Triumph production was the first encounter in the exotic mission, Oblation: Bloodline. It is the first of a set of three exotic missions in an innovative exotic mission structure that tell a small story about a lost Weapon of Sorrow and the cost of creating these weapons. In addition to this work, I also concepted and iterated on other encounters and fixed bugs across the game in preparation for the end of live service development on Destiny 2.

EXOTIC ENCOUNTER

Oblation: Bloodline begins with players returning to the entrance of the Pit of Heresy but there are big changes. The Cabal Syndicate has set up shop and are drilling into the side of the Necropolis using an enormous laser. The player must destroy the laser's cooling towers before overloading it and throwing themselves into the glowing hole it has left behind. I helped concept this encounter, iterated on it throughout production, and provided the finishing work. The encounter uses a variety of mechanics while sticking to a single verb to tell the story of undermining this colossal machine.