Overview

Growing up, I was always a huge Halo fan. Halo is what sparked my interest in video games. When I received an offer to join Halo’s original developer team at Bungie, I was extremely honored. I was originally brought on as an associate VFX artist and quickly moved up the ladder to a mid-level VFX artist. I had the privilege to work under my manager Mark Fleig and to be mentored by Glenn Gamble. When I was brought on I started on the rewards content team. On this team, I was able to develop and ship over 100 assets as well as aid in the implementation of a templated VFX system to accelerate the production of rewards content. After some time on the rewards team, I was brought over to assist in other areas of Destiny 2. The raids and dungeons team had a VFX artist leave so I came in to help pick up the slack. It was here that I worked directly with staff artist Glenn Gamble who mentored me and developed me into a great VFX artist.

 

Shipped Expansions

Destiny 2: The Witch Queen

Destiny 2: Lightfall


Raids and Dungeons

Root of Nightmare Raid: Nezarec
Phases and abilities

 

Intro

Nezarec’s intro was the effect I was most proud of during my time over at Bungie. I had to interface with many disciplines to get this effect operational and in the end, it culminated into a cinematic statement effect. The timing was the hardest part to nail down. The systems team was able to set a 2-second delay between my lens flares lighting down the center column and the actual initialization of the breaking-out animation to buy me some time to build anticipation as the cracks on the coffin began to heat up. I worked with the animation team to sync up when he would blast himself from the air to the ground so I could have him push back the debris I had. I worked with the environmental artists to get me a few high-fidelity shattered debris meshes to surround him. Then with all of this in place, I was able to produce this amazing introduction for a menacing villain.

 

DPS

 

Final Stand

 

Death

Zo'Aurc Mid Dungeon Boss

Last Stand

Death

 

Rewards Content

When I was first hired at Bungie I was placed on the rewards team. This team oversees all the collectible assets in the game. This includes everything from Ships to Sparrows. Here is a look at some of the awesome assets I was able to creat FX for.


Unique Sparrows

 

Laser Trail Suite

 

On Destiny 2, we are required to make about twelve new sparrows a season. In order to accomplish this, we have templated a lot of the fx trail content to speed up development. When I joined Bungie, I decided to add to that template library. I created an entire suite of trail effects inspired by Tron. I call this suite: The Laser Trail Suite. I have a total of twelve different colored sparrow trails all using the same particle systems. This allows me to use this trail in many different situations. I also ported it over to our ships system as well.


Emotes

Here is a collection emotes that I worked on. Each emote was unique every season and needed a fresh coat of paint every time one was created.


Finishers


Ships


Environment FX


SpawnFX