Destiny 2 left a permanent mark on my life.
The memories I’ve made with this game, both as a player and as someone lucky enough to work on it, will forever stay with me. Not just because of late nights running King’s Fall with friends, or grinding out the Crucible Glorious Seal in solo queue like a complete maniac, but because Destiny 2 challenged me, shaped me, and pushed me toward becoming the creative I am today.
My journey into digital art and photography started back in 2007, when I began taking screenshots in Halo 3 and entering @Bungie community art contests. The relationships I built during that time eventually opened the door to an opportunity with Bungie’s Gameplay Capture team in 2014, helping the team capture footage for a new game called Destiny. I had no idea then that a commendably short two-week contract would turn into an incredible 12-year journey with this franchise.
I originally came to Bungie hoping to pursue environmental concept art, but along the way I had the opportunity to work on marketing art and quickly fell in love with it. Creating marketing art for a franchise like Destiny challenged me in so many different ways. It forced me to expand my technical, creative, and communication skill sets, constantly adapt, and keep learning new tools and workflows just to keep pace with the live-service beast that was Destiny 2.
It means a lot to be able to look back and say with confidence that I had a visual impact on @DestinyTheGame; but the most meaningful part of it all was getting to work alongside and learn from so many incredible artists at Bungie, and seeing firsthand just how much care, effort, and humanity it takes to make work like this possible. It’s hard to fully capture how much energy, skill, and collaboration goes into every visual part of a game like Destiny 2. That work is shaped by artists from different backgrounds, experiences, disciplines, and perspectives. Each of them, including me, left a small part of themselves in what they created. To me, that’s what makes a game like Destiny 2 feel truly meaningful and memorable.
Especially now, in a world increasingly saturated with content and driven by instant output and gratification through AI, I keep coming back to the value of process. For me, and for so many of my peers, it was never only about arriving at the final image. It was about the journey it took to get there. The late nights. The iteration. The problem-solving. The trust. The shared pursuit of trying to make something special.
To my peers, I’m deeply proud of what we built together, but even more grateful for how we built it. We challenged each other, inspired each other, and kept showing up for one another through every high and low, as Destiny 2 has had many. That kind of shared effort leaves a lasting mark. What we made mattered. What we gave mattered. And the impact of what we built together will stay with us, and this community, for a long time.
Shoutout to the current and former members of Creative Studios, the VizD team, and the many Bungie developers and marketers who helped shape this chapter of my life. I’m especially grateful to the teammates who believed in me, encouraged me to embrace failure and new beginnings as essential parts of artistic growth, and pushed me to take on challenges even when they felt beyond my reach. You showed me that the strength of a team will always surpass that of any individual hero.
As my work on #Destiny2 comes to a close and I look toward the future, I plan to spend the next few weeks sharing some of the pieces I had the chance to create or art direct that mean the most to me.
For now, I’ll leave you all with a collage of some of my personal favorite pieces to work on across Destiny 2’s lifetime. These projects mean so much to me because many of them started as personal passion projects or late-night concept sketches, inspired by playing early builds of Destiny 2 and by the incredible work of our development team.
To the Destiny 2 community,
Thank you.
As artists, our goal has always been to create worlds filled with wonder, mystery, beauty, and adventure. But what brings those worlds to life is you. You take our designs, our napkin sketches, our "wouldn't it be cool if..." ideas and transform them into something real. Your creativity, your passion, and your love for the game give our work purpose.
We've always believed Destiny could be a place where expression is celebrated, where players can see themselves and each other in the worlds we build, where every Guardian can forge their own legend—and you proved it.
Watching your Guardians grow, embrace new allies, take down bigger and badder bosses, solve mind-bending puzzles, dodge death traps, avoid Taken boopers, and overcome every Raid challenge we throw at you—all while looking incredible—has been a constant reminder of why this universe matters.
You shaped it. You made it matter. You are the light of Destiny.
With Monument of Triumph, we set out to create a series of love letters to Guardians, new and old. We shared a preview last week of armor inspired by early designs from the original Destiny but have also sprinkled some winks and nods throughout the rewards releasing tomorrow. We hope they feel like a small thank you for everything you’ve given us.
From all of us on the Destiny 2 art team, thank you for supporting us, inspiring us, and continuing to bring this world to life in ways we could never have imagined. You give our art meaning.
With gratitude,
The Destiny 2 Art Team
Forgive my tears…this one was tough. Thank you to every Warlock + Guardian who kept this legendary game alive for these past wonderful years. It has been an honor and privilege to have taken this journey with you. See you starside… 💙
#Ikora#IkoraRey#Destiny2#DestinyTheGame
Read the full blog at https://t.co/1PmLuyR3aD
For almost twelve years, we have had the joy and honor to explore the Destiny universe with you all. Through all the ups and downs, surprises and triumphs, building Destiny alongside our players has been a monumental privilege. While our love for Destiny 2 has not changed, it has become clear that after The Final Shape, we have reached the time for our shared worlds, and Destiny, to live beyond Destiny 2.
As our focus turns towards a new beginning for Bungie, we will begin work incubating our next games. To that end, on June 9, 2026, we will release the final live-service content update for Destiny 2 to begin that new journey as a studio.
Though active development may be concluding, we will ensure that Destiny 2 remains playable, just as the original Destiny is today. Many changes in this final update will aim to ensure that Destiny 2 is a welcoming place for players to return to.
We’re proud of Destiny 2, the places it took us, and the legacy it has created. Because of you all, our universe is vast, built on years of shared stories, adventures, and victories. From the Cosmodrome to the Pale Heart to the Lawless Frontier, we have forged life-long memories and friendships with you all.
We are incredibly grateful to everyone who made that journey with us.
From the deepest part of our hearts, thank you, and we'll see you in the stars.
Crucible/PvP Tuning - What's in flight?
Hey all,
Over the last few weeks, we've been watching (and engaging with) combat in the Crucible and taking some notes.
We've recently taken a pass on Bolt Charge due to higher damage than intended in PvP, and are just about to release (or already have depending on when you read this) some changes for Redrix's Estoc, Lightweight Pulse Rifles, On the Prowl, and Smoke effects. We have a few more weapons and abilities to tune, and we wanted to give an early heads up on where our heads are at.
1. Warlock "Snap Skating" is an unintended movement technique that gives players some great advantages in map control and general movement during combat. While this can be enjoyable (and fun to master), this presents some rough balance issues within the PvP space - not just 3v3 modes, but 6v6 as well. Additionally, this is creating issues with readability of opponents mid combat; Guardian bodies can become warped/stretched when skating, making it very difficult to fight opponents mid-skate. In a future patch, we plan to address this.
2. The Closing Time perk grants some great stats when your magazine is low, especially when enhanced on Special ammo weapons. As players always spawn in with low special ammo (for now wink wink), these stat buffs are almost always on in the Crucible, making various weapons perform a bit too well in 1v1 combat. Zealot's Reward, as an example, can hit some pretty far ranges thanks to this perk and the "always on" nature of its functionality. We plan to tune this perk, specifically on special weapons (like we have done with other perks), in a future patch.
3. Tommy's Matchbook has become a frequent conversation among our online community, and rightly so! For many years, this weapon has been a bit of a sleeper in terms of the strength of its baseline improved hip fire functionality. With the recent changes to Radiant Dance Machines, we're seeing more Hunters pulling this exotic out for some silly hip-fire-only builds. Like we did with DMT and TLW, we're going to tune this interaction in 8251, and will have more details in a future TWID. We will also be re-enabling DMT and TLW to interact with RDM with a much more limited set of buffs that do not increase range but still provide them with some amount of increased accuracy.
4. Radiant Dance Machines have surged in popularity in Crucible since the rework, but the increased usage has not been unilateral. In fact, we're seeing nearly three times the adoption on MnK (Mouse and Keyboard) compared to controller. After the recent issue with Lodestar's hip fire precision aim assist being significantly higher on MnK than controller, we dug deeper into Radiant Dance Machines setup and realized that the same issue is present, albeit in a less significant amount. In 8251, we will be normalizing the precision angle threshold bonus provided by the accuracy buff between controller and MnK when using RDMs, and have also corrected the issue in a few other places that it could appear, for example the Legacy frame intrinsic perk on Estoc and BxR. This will reduce the ease of getting critical hits when hip firing on MnK when paired with one of these items, and should bring the effectiveness more in line with controller.
5. Regarding Lighting, we've been watching the conversation around our recent Trials weekend featuring Solitude. There are a few spaces on the map, doors specifically, where players can feel blinded by exterior lighting, or have difficulty identifying enemy barricades due to the warm lighting of Mars. As such, this map won't be featured in Trials for the remainder of the season. We're also looking at examples of other maps having rough spots where it can be hard to see. While we can't promise immediate action or changes, we're looking to get some bugs filed for future opportunities to either tune the lighting or make changes to help combat in those spaces.
We're continuing to monitor various strategies and weapons within PvP and will provide additional details for future tuning passes when we can!