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Destiny 2 - Season 16 Helm

Finally getting around to dropping this. This was the last work I contributed to Destiny 2 before I departed from Bungie. I'm incredibly proud of this work, I think it (alongside Xur's Treasure Room) represent the pinnacle achievements of my time in AAA. Specifically because of the exceptional care I took to really dial in clean, intentional details in the meshwork, and supported it all with extra motion from vertex-animation driven shaders throughout the project.

Collaboration here with Environment Artist Stephen Dobbs, Lighting by Adam Alexander and Mike Poe, VFX by Kailey Frizzell and Devin Robaina.

It was an honor working with you all, and the WHOLE Destiny team - I will never forget it. <3

Video Showcase of the Season 16 Helm Update. All motion on cables, subfloor rotator, digital screen contents, and 3d map are shader driven, created by me.

Helm Update - front

Helm Update - front

Map Table, displacement/scrolling map shader

Map Table, displacement/scrolling map shader

Map Table, displacement/scrolling map shader

Map Table, displacement/scrolling map shader

Cabal Interrogation Room

Cabal Interrogation Room

Interrogation Chair - Cable motion driven by vertex animation

Interrogation Chair - Cable motion driven by vertex animation

Thrall Tanks  -  motion driven by vertex anim shaders

Thrall Tanks - motion driven by vertex anim shaders