Role: Activity Designer
Genre: FPS
Engine: Proprietary Bungie Engine
Platforms: PC, PS4, Xbox One, PS5, Xbox Series X/S
Developer: Bungie Inc.
Release Date: February 22, 2022
Proprietary Engine
Proprietary Scripting
TFS
Confluence
Perforce
Office
I joined the team at Bungie as an Activity Designer part of the way into the production for Season of the Risen and began working on one encounter in a PsiOps Battleground as well as the Lighthoarder supplemental feature for all 3 Battlegrounds. This work served as my introduction to the studio’s tools and workflow as well as my first professional foray into FPS content. During production I worked closely with other disciplines to learn more about the process at the studio and ensure a high-quality experience.
Designed and Implemented encounters and features:
Learned the Bungie pipeline and toolset:
Collaborated with other disciplines:
I was responsible for one encounter and a supplemental feature during this seasonal release’s production cycle.
During PsiOps Battleground: EDZ players are tasked with investigating the disappearance of Guardians in the area. Upon arriving they find the missing Guardians killed and drained of their light as well as a Lucent Hive hunting party. During the first encounter players fight off this hunting party to avoid sharing the other Guardians’ fate. (02:24 – 05:10)
Lighthoarders were special enemies present in all three PsiOps Battlegrounds which provided additional rewards upon completion of the activity if defeated. They were high health combatants which would initially be shielded by a Lucent Beacon. Once the beacon was destroyed the combatant would move to the next Beacon deeper in the encounter space and regain their shield on arrival. If players did not defeat the combatant fast enough it would despawn and players would not gain the reward.
I worked on the core functionality of the feature as well as implementation in two of three Battlegrounds and bug fixes for all three.