Destiny 2

The Project


Destiny 2 is an, FPS, action MMO with a single evolving world that players can start their journey for free on PC or Console. Players can unlock powerful elemental abilities and collect unique gear to customize their character’s look and playstyle. Destiny 2 provides players with a cinematic story, challenging co-op missions, and a variety of PvP and PvE modes to play alone or with friends.


Combat Encounters – Gambit


Gambit is a PvEPvP game mode where two teams of players compete in separate arenas against multiple waves of AI combatants. To win, a team must collect and deposit 100 ‘motes’ from defeated enemies to summon a Primeval (boss) and kill it before the opposing team. Player’s can also invade an opponent’s arena for a short duration at various intervals of a match to kill and slow the opposing team down.

To promote variety and replayability for players, each Gambit map supports at least three different factions (i.e. Hive, Cabal, Scorn), and multiple encounter and combatant composition variants for each faction. For example, playing a Gambit match on particular map could result in players fighting against waves of Cabal with a focus on melee, turret, and flamethrower combatants, and then playing a second match on the same map could result in players fighting against Cabal with a focus on sniper, soldier, and elite guard combatants, or against a different faction entirely.

Example – Cathedral of Scars


As part of a major effort to revitalize some of Destiny 2’s fan favourtie Gambit maps, one of my tasks was to redesign and implement all new encounters for the Gambit map Cathedral of Scars. This resulted in the design of nine different match variations using three different NPC factions: Cabal, Vex, and Scorn.

Each faction’s match variation consisted of four encounter waves of escalating difficulty, on three different fronts, of up to 20 combatants per wave of various types (fodder, solider, specialist, anchor, and miniboss). The combatant composition of each match variation was designed to follow a unique theme to challenge the player in a variety of ways and encourage them to find new and interesting solutions to each combat encounter. 

For example, one combatant composition for the Cabal faction consisted of primarily shielded soldiers, snipers, and AOE mini-bosses. This composition’s intention was to push the player around the play space, encourage them to find paths behind the shielded combatants, while maintaining awareness of the snipers and large AOE blasts coming from powerful enemies. The mini-boss also gave the player a high-value target to focus, letting players choose how to approach the encounter by either focusing the most powerful enemy first or eliminating the ads before taking on the high-value target.

Each encounter space also possessed its own set of unique challenges for the player. For example, one front was in a cave area, well suited for close-range combatants, melee and flanking with low ceilings, sight blockers, and lots of cover for the player and combatants. Another front was on a floating island presenting a platforming challenge and the risk of the player falling off to their death, alongside platforms and cubby holes to give combatants high ground advantage and support ambushes. The final front was an open forest theme with tree cover and high platforms well suited for snipers and long range weapons with high levels of visibility.

Below is a playthrough of one of the Scorn combatant match variations that demonstrates how the encounter designs came together for the final product: