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My Tenure At Bungie

As a Senior UX Technical Designer, I spent my days bringing features and screens to life in the frontend UI. Using the legendary Tiger Engine, whose DNA dates back to Halo: Combat Evolved, I worked with the commercialization team to bring features and player-facing bug fixes, as well as quality-of-life updates to a host of systems that include, but are not limited to:

  • ​The Eververse (In-game MTX storefront)

  • The Timeline (Historical map of major and episodic/seasonal releases)

  • The Reward Pass (Season pass interface)

  • Destiny Announcements (In-game message inbox system)

 

​Aside from my expected contributions, I also spent time documenting features that I worked on, features that needed refactoring or evaluation, and UX features that could use updates or consistency passes.

 

​I also had the opportunity to support Marathon for a short time rapidly fixing player-facing bugs, making quality-of-life updates to the UI by way of creating consistent standards and even documenting a complete overview of the front-end UI with best practices and inconsistency finds.

bungie-marathon-reveal.jpg

Some of my many contributions:

  • Refactored the Season Pass/Reward pass screen to support 3 new features:

    • Act gating system​

    • Variable length(reward count) reward track

    • Post rewards track Engram accumulation

  • Through iteration, clean documentation and razor sharp communication, my team and I were able to ship a feature that was in the works for an extended period of time (Destiny Announcements)

  • Adapted the Timeline screen and system to support additional nodes and display in a more presentable way adopting more data driven methods

  • Designed and stood up elements for the Call to Arms event/system at a blinding pace, permitting major time allotments for refactors or pivots and allowing the team to rapidly test ideas in engine

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