Pathfinder

Pathfinder was designed to bring Destiny’s pursuit systems into one clearer, more flexible experience. Instead of sending players across vendors, bounties, and weekly challenges, it gave them a path of objectives they could progress through directly from the Director.

My work focused on supporting that shift with a UI that made goals easier to understand, rewards feel more intentional, and player choice feel more visible.

Gameplay Captures

Inspiration

Our goal was to build upon the visual language of the Director, and define Pathfinder as the boots on the ground navigational view of the cosmic seafarer technology seen in Destiny’s UI.

We used real ancient sea navigation tools to define the visuals and layout of Pathfinder.

A Window Into a Larger Path

I wanted Pathfinder to feel like one piece of a larger puzzle, as if players were viewing a focused section of a bigger map. To create that feeling, we built the layout from a large radial structure and zoomed the screen into a smaller section of it.

Bungie Coworkers

I want to shout out all my Bungie coworkers. There’s too many to list, but I’ve always known my contributions would have been insignificant without your help. Thank you for your willingness, hard work, and laughs along the way.

UI Team

UI Feature Lead - Phil Etting

UI Design - Dustin Thaxton

UX Design - Mai Tsuji

UI Tech Design - Neon O’Dea


Destiny 2 imagery, interface artwork, and related game assets shown on this site are © Bungie, Inc. Bungie, Destiny, Destiny 2, and associated logos are trademarks of Bungie, Inc. This work is presented for portfolio purposes and reflects my contributions while employed at Bungie. I do not claim ownership of the underlying game assets.
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