Leadership & Support
The leadership and support page lists notable examples of my people and workflow-facing work. I see a lot of overlap between leadership and support, and the two types of work coincided frequently for me throughout my career.
Destiny 2:
Engine Porting
Release: Beyond Light, 2021
My Roles: Technical Lead, Manager, Onboarding, Workflow Designer
The Beyond Light expansion for Destiny 2 released with a large engine upgrade behind the scenes. This upgrade was mostly invisible to players, but it was incompatible with all of our existing Destiny 2 activity content. This meant that any content we weren’t planning to sunset needed to be rebuilt manually.
I was tasked with figuring out how this could be done, and then overseeing that work.
I spent several months embedded on a tools team to test the new engine and the new workflows, and give them direction and feedback. During this time I wrote an enormous amount of “crossboarding” documentation to train existing Destiny 2 developers how to use the new engine. I also wrote two weeks of onboarding tutorials and exercises to train any new activity design hires. These onboarding materials were still in use at the time I left Bungie, 5 years later. Every activity designer hired there is trained with them. By the time the critically-acclaimed The Final Shape Expansion arrived in 2024, I would estimate that over 60% of the activity content was built by people trained on my material when they were new hires.
During this time I ported some of the first content myself, taking extensive notes on how much time it took me and why. I worked with Production to calculate how many person-hours of work this project would be and how many people we would need to hire. I was then given the task of managing the hiring of twenty Associate Technical Designers into project-based contract roles. I spearhead the hiring and training of these twenty developers, plus one more that we back-filled during production.
With the team assembled, I was one of four leads that oversaw the entire effort for over a year of production. We split everyone into four smaller teams, one of which I managed directly. I also acted as the technical lead for the project overall. In that capacity I owned workflow documentation, coordination with engineering teams, and trail-blazing the process whenever we reached a new type of implementation.
I also took part in triage, scheduling, alignment with Destiny 2 leadership teams, and collaboration with other Destiny teams that we brought in to review and evaluate my team’s work.
Destiny 2:
Reprised Destiny 1 Strikes
Release: The Season of the Chosen, 2021
Role: Creative Lead
After the engine porting effort from the previous entry was complete, my remaining team members and I were tasked with reprising and remastering some classic strikes from Destiny 1.
My role for this project was to select the team members who would do the work, provide creative oversight, and handle any alignment with other stakeholders or resource teams.
Because the Destiny 2 sandbox and gameplay balance were different from Destiny’s, we couldn’t do a straight port. We had to re-envision the major combat encounters. I had the designers look to the design goals of the original encounters for direction, rather than the original implementation. We needed to try and recreate what the players felt, the emotions and experiences, and the design aesthetic. If that meant redoing the actual details, it was well worth it.
One strike was The Devil’s Lair, a strike players were very nostalgic for because it was the first strike from the original Destiny beta. We had to greatly increase enemy combatant count to achieve the same degree of combat pressure on players. One encounter in particular we had to redesign from the ground-up. It took place in a large area that players had to fight through in the original, but Destiny 2 players could easily skip past and through it. I instructed the designer to throw out the original enemy composition and behavior and redesign from scratch, to try and hit the original player fantasy in a new way. We made much more strongly defined combat fronts with a lot more suppressive fire, and successfully built an unusual experience where players had to fight for every inch forward, but had lots of free lateral movement, allowing them to pick their battles from different approaches.
The other, Fallen S.A.B.E.R., required a different approach. It took place in areas that were too cramped for us to double the combatant count, so I instead directed the designer to replace fodder combatants with officer combatants wherever it made sense, and also to add some additional minor encounter beats.
In both strikes I had to coach the designers on combat legibility. Destiny 2 is a game where a lot can be happening at the same time and combat can get very confusing. Inexperienced designers often make the mistake of building too-complex encounters, or mixing and matching elements that muddy players’ ability to read the situation. During the closing stages of production, most of my feedback and direction was related to fixing this problem.
Production
Engineering Lead
Release: Various, 2017-2021
My Roles: Production Engineering Lead
The Production Engineering Team at Bungie is a group dedicated to unblocking, training, and accelerating the other teams on our projects. Production Engineers had a skill set similar to a technical designer’s: experience in game tools and engines, some degree of design sense, and a strong technical literacy in either programming or in other areas.
I spent several years as one of the 3-4 leads of this 12-20 person team. My responsibilities included:
Training new Production Engineers
Interviewing candidates
Managing 3-4 reports
Aligning with the leadership of the teams we supported
Overseeing various processes and working agreements
Writing job descriptions
Helping define how we evaluated Production Engineers at yearly reviews
Participating in evaluations and promotion decisions
I was also an active production engineer myself, which meant that I:
Provided deskside debugging or workflow support for designers and artists working on Destiny 2
Wrote and administered onboarding training
Proactively looked for ways to accelerate workflows through writing scripts, building prefabs, or updating tools
Teaching at Champlain College
Semesters: Spring 2020, Fall 2021
Role: Adjunct Faculty
I have taught two courses to college seniors in the Game Design BS program at Champlain College, my own alma mater.
The first course was “Advanced Seminar in Technical Game Design”. Advanced seminar courses are an opportunity for Juniors and Seniors to do self-directed solo projects with 1-on-1 expert feedback and advice. In this case, that meant that my students were all expected to do a single solo project over the course of the semester, that would function as a Technical Design portfolio piece.
The second course was “Advanced Seminar in World Design”, where “world design” included disciplines like level design, activity design, mission design, spatial design, and any systems or gameplay related to them. It had the same structure.
In both courses I was responsible for grading, guidance, and feedback, with the goal of helping every student achieve a finished project.