BungieDestiny 2

Destiny 2 Visual Design & Iconography

UI, motion, and iconography across Destiny 2's lifespan, from the Shadowkeep Moon destination to the Gambit HUD, plus the 800+ 2D and 3D icons shipped for lore books, emblems, and HUD elements.

Role
UX / Visual Design, Iconography
Platforms
PS4 / Xbox / PC
Tools
Photoshop, Illustrator, 3DS Max, Keyshot, in-house UI editor
4
systems shipped: Director, Visual Design, Gambit launch, Gambit HUD
800+
icons and UI assets shipped across Destiny 1 and 2
6+ yrs
of continuous Destiny UI and visual design, 2013–2020

The problem

Each Destiny 2 expansion needed new destinations and activity types introduced in a way that felt familiar to returning players but signaled "something new" clearly enough to pull them back in.

Approach

  • Shadowkeep Director: low-fidelity wireframes for the new Moon destination, designed to emphasize the new area while keeping the overall Director layout familiar
  • Visual design: Photoshop mockups translated into in-game implementation, using red nebula imagery to pull the player's eye toward the new destination
  • Gambit activity screen: new launch screen designed to organize the growing set of Gambit activities by priority
  • Gambit score HUD: a visual cue system that alerts each team when their banked motes score is dropping, a gameplay blocker players needed to see instantly

Shipped design

Director & destinations

Destination reveals and Director maps, built to spotlight new areas while preserving the layout players already knew.

Director map, Dreaming City
Mars destination unlocked screen
Director destination node maps

Activities & seasons

The Gambit activity maps and the seasonal rank screen.

Gambit activity maps
Seasonal rank and Luna destination screen

Weapon inspection

A redesign exercise on the weapon inspect screen, in the current Destiny aesthetic.

Trinity Ghoul exotic weapon inspect screen

In motion

Crucible menu at scale

As feature lead for the PvP menu, I redesigned the Crucible screen to grow from 6 playlists to 18 plus the monthly Iron Banner event, without reshuffling the layout hardcore players had memorized.

From wireframes to shipped

Layout options tested with and without Iron Banner, the icon system that marks persistent playlists with circles and weekly rotators with diamonds, and the shipped menu variants.

Wireframe layout options, with and without Iron Banner
Playlist icon system: main playlists, rotators, and other
Final Crucible menu variants, standard and Iron Banner

Iconography

Alongside the screen work, I built and shipped over 800 icons across Destiny's lifespan. The system spanned lore books, player emblems, and HUD elements, and every icon had to read clearly at HUD scale while holding up as a full 3D render in marketing.

A sample across the three icon categories. Click any sheet to view it full-size.

Lore book cover set
Player nameplate emblems
3D-rendered engram icons
2D and 3D item icon grid
Insignia and rank icon system