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Destiny 2 - Season Pass (Episodes / 3-Act model)
Overview
For The Final Shape release, the Season Pass pivoted to a time-gated Act structure and expanded from 100 to 200 rewards. The update introduced recurring engram accrual as XP was earned and added new navigation patterns so players could move through a much larger track quickly and confidently.
User problem
- A larger reward track needed to stay understandable and easy to navigate
- Time-gated Acts required clear progression and unlock timing without confusing players
- Players needed reasons to return throughout the season as narrative beats unlocked
Success criteria
- Deliver a scalable Season Pass experience that supports a larger track and Act-based gating
- Introduce new visual definitions and navigation that make the expanded track feel manageable
- Establish a foundation for future Season Pass evolution (even if this specific model was short-lived)
My scope
I focused on the navigation and content-driven logic that powered the Act structure. The goal was flexibility: the system needed to handle variable reward counts and up to three (or fewer) Acts without requiring constant engineering intervention.
Key challenges
- Act navigation had to work even as reward counts changed late in development
- The solution needed to be authored in content (not hard-coded), while still being predictable and easy for creators to control
- Navigation had to remain intuitive across multiple inputs (left/right navigation, Act buttons, and pagination)
Key decisions
- Identified early that Act buttons needed to “jump” to variable locations as the track changed, and that existing navigation wasn’t sufficient
- Wrote a spec + feature brief proposing a “jump to” addition to the navigation system
- Designed the “jump to” behavior to accept expressions (dynamic destinations) or explicit hierarchy points, simplifying creator control while keeping the system flexible
Outcome / impact
- Shipped a major overhaul by building cleanly on top of existing architecture, enabling later pivots (including removing the Act structure) without rework-heavy rewrites
- Thorough documentation enabled a clean handoff to the next Tech UX Designer for the following Season Pass iteration
Skills / tools
- Product-minded systems thinking, UX navigation design, content-driven logic, spec writing, cross-discipline alignment, documentation
Role
Senior UI/UX Technical Designer
Project type
Feature
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Destiny 2 - Season Pass (Episodes / 3-Act model)
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