Destiny 2

Destiny 2 Dev Tracker




24 Mar

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World artist and designer on Kingsfall cutters and Wall of... uh... Transept. This warms the deepest parts of my sadistic heart.


09 Mar

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Originally posted by [deleted]

This started off in a joking manner, but as I got more and more into the conversation I forgot and got lost on the argument. I haven't seen any ride along, they seem pretty cool but I dont really have the time

I was joking that I should have talked about it in the ride along but did not! So I wanted to answer you :) Removed the confusing part of my comment. It's a valid question!

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Originally posted by [deleted]

Why does no one ever talk about how the room you first fight Oryx in is literally right next to where you first get on the Dreadnaught? They try to pass it off as thought you go to "the ascendant realm" but its right f**king there.

Edit: /u/bng_hopps totally put me in my place and im totally okay with it

*I should have answered this in the ride along!

From a world building and design stand point, the proximity is quite intentional. We wanted players to see their final goal at one of the earliest points in your arrival on the Dreadnaught. Oryx is taunting you on your way in because he feels you are not even close to worthy of facing him, nor is he concerned with your immediacy to his altar in this realm.

When players first land on the Dreadnaught, they walk along a pathway which directs the players view towards the entrance to the Altar of Oryx. Once in his ascendant realm, players are directed to walk the opposite direction, towards the area where they first arrived on the Dreadnaught. Ideally, players recognize that it's where they first landed. If they paid close attention, they may have a moment of "I know where I am!" and also connecting the journey's start with the journey's end, including the view of the skybox from the altar filled with remnants of the initia...

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02 Mar

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Originally posted by turboash78

I find it interesting to see the game through the designer's eyes.
And I LOVE concept art.

Understanding the thought process and design decisions behind games was fascinating to me growing up. We were excited to pass along what we've done here and I'm glad that you enjoyed it!