Destiny 2
Senior UI Technical Designer, 2016–2019
I worked on Destiny 2's frontend and HUD UI launch through Season 9. My primary area of ownership was the Director, Destiny's navigation and activity-select hub. I built and maintained destination maps, activity nodes, tooltips, made updates to the parallax scrolling system, and later created a reusable destination map template that simplified how new maps and subscreens were built. I also implemented the Seasons Tab from the ground up: reward tracks, XP progression, pagination, claim states, and tooltips.
I worked with engineers to build and implement the UI Theme system all activity type branding (Campaigns, Raids, Public Events, Crucible, Gambit, etc.) shares a consistent data source for iconography, strings, and theme colors instead of the very manual, content-based solution that we originally shipped with. This became the standard approach for adding new seasonal content going forward.
After launch, I also served as an embedded UI stakeholder and tools UX designer on the Destiny engine team, where I contributed wireframes, technical design docs, and workflow proposals for a next-generation UI editor. I wrote Python tools to parse Destiny 2 UI content, generate reports and network graphs visualizations mapping its' scope and complexity for a planned migration to the new editor.