Brendan Thorne – Design Director

Design Director at Bungie, currently working on the Destiny franchise, including Destiny 1, Destiny 2, and its DLC expansions.

Games

Destiny 2 Season of the Wish unveiled as new update teases 15th wish after  5-year mystery - Dexerto

Destiny 2: Lightfall - Season of the Witch (2023)

Destiny 2: Season of the Deep is Available Now on Xbox - Xbox Wire

Pre-purchase Destiny 2: Lightfall on Steam

Destiny 2 Beyond Light new subclasses: Behemoth, Shadebinder and Revenant |  Laptop Mags11  Destiny-2_Black_Armory-art  CurseofOsirisTitledestiny2 rise of irondestiny-the-taken-king-button-v2jpg-434f7c TheDarkBelowdestiny1 defiance wildstarlogo

My Work

Destiny 2: Live Game // Design Director on the Live Game team, delivering seasonal content updates. Directed two parallel design teams.

Destiny 2: Lightfall // Design Director on the annual Destiny expansion. Directed three design teams and collaborated with other Destiny groups and Directors. Ensured creative and process alignment between design teams, the Creative Director, and the Expansion Leadership Team. Drove complex cross-disciplinary features, identified risks and mitigations, ensured that teams were appropriately staffed, resourced, happy, and healthy.

Destiny 2: Beyond Light // Activity Design Discipline Lead. Assisted Design Directors in activity development, triage, and closing to maximize quality.

Prophecy // Third dungeon in the Destiny 2 franchise. The players enter the strange, surreal realm of the mysterious entities known as the IX, seeking answers about the nature of the coming Darkness. I was the feature lead and principal designer for this activity.

Pit of Heresy // Second dungeon in the Destiny 2 franchise. The players invade a Hive stronghold in the depths of Luna to face a resurrected Hive demigod. I was the feature lead and principal designer for this activity.

The Shattered Throne // First dungeon in the Destiny franchise from the D2: Forsaken expansion. Players explore a massive haunted city and face what lies within. Designed for 1-3 players, intended as an aspirational endgame PVE activity for pinnacle solo players, but designed to support a fireteam as well. I created this activity mode and was the principal designer.

Scourge of the Past // Raid activity from the D2: Black Armory DLC. Players race against time to recover Golden Age tech before the Fallen get there first. I was responsible for the final boss, Insurrection Prime.

Last Wish // Raid activity from the D2: Forsaken expansion. Players invade the Dreaming City to seek and slay an ancient dragon and fulfill one last wish. I did some initial design work on the Morgeth encounter and some additional design work before moving to the Shattered Throne project.

Eater of Worlds // Raid activity from the D2: Curse of Osiris DLC. Players delve into the stomach of the exiled Emperor’s ship and discover that a Vex mind has taken root within. I was responsible for both phases of the final boss encounter, Argos.

Leviathan // Raid activity from Destiny 2. Players heed the exiled Emperor’s call and face him aboard his planet-devouring flagship. I was responsible for the Castellum encounter, as well as “The Underbelly” Watcher and secret chest systems.

Wrath of the Machine // Raid activity from the D1: Rise of Iron expansion. Players fight to the heart of the Siva virus complex and destroy the Fallen who have harnessed it. I was responsible for both phases of the final boss encounter, Aksis

Kingsfall // Raid activity from the D1: The Taken King expansion. Players invade the dreadnought of the Taken King, Oryx and commit regicide. I was responsible for the Totems encounter and the Daughters of Oryx encounter.

Crota’s End // Raid activity from the D1: The Dark Below DLC. Players descend into the dark below to face a Hive Demigod in his own dimension. I was responsible for the Bridge and Deathsinger encounters.

Vault of Glass // Raid activity from original Destiny. Players explore the Vault of Glass and travel through time to destroy a time-controlling Vex lord. I was responsible for the jumping puzzle and additional design work.

Defiance // Third-person shooter MMO on Xbox, PS3, and PC. I worked on the public questing system, missions, world design, and crossover content for the Syfy TV series Defiance.

Wildstar // Sci-fantasy MMORPG for the PC. I worked on quests, world design, and prototyping.


About Me

Game designer since 2007. I specialize in activity & content design, team leadership, scripting, and creating AAA content for shooters, action & adventure games, online games-as-a-service, and MMOs. My focus is on creating fun, memorable, and highly replayable multiplayer experiences for players that drive innovation, winback, and retention.


Contact

brendan.thorne@gmail.com


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