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Category: Bungie News
Bungie News and Destiny
This Week at Bungie – 6/23/2022
Community Focus – Critbuff


Welcome to our newest Community Focus post! Are you someone who tosses everything into their vault during their Tower runs with the hope that you will “sort it all out later?” Anyone? Just me? Well today, we are chatting with someone who has helped me figure out which weapons to keep when I accidentally fill my vault up for the second time this Season, Critbuff!
Hey, hi, hello! Thank you so much for hanging out with me today. Let’s start up with who are you, where are you from, and what got you into content creation?
I’m Critbuff and I currently call Hawaii home, but that will change soon as my family and I close shop here and move back to the mainland for my next, and final, military assignment. I moved a lot for the U.S. Army over the last nineteen years, but if I had to call any specific city or place my “home,” it would be St. Louis, Missouri.
I got into gaming when I was very young with the Nintendo Entertainment System back in the mid 1980’s. I was inspired to become a content creator after I started using YouTube as a tool to learn more about Destiny. I watched guides and weapon reviews from other creators and thought I could provide a unique perspective of my own to help other players make decisions about what they might want to use in the Crucible.
Leaving Hawaii sounds a bit sad, but also coming back to the mainland will probably make it a bit easier with the time zones. So, how did you find Destiny and when did you start playing?
I discovered Destiny while my wife and I were visiting her friend. The friend’s husband was running around in the Crucible on an Arc Blade Hunter. The gameplay immediately caught my attention, but more than anything it was the way the world looked. The characters, the Crucible arenas, seeing the Vault of Glass for the first time, and the user interface all caught my attention.
I didn’t start playing the game until shortly after The Taken King’s release. I started as a Warlock when I saw how amazing Nova Bomb was (and still is). While I started with the vanilla Destiny for XBOX, I quickly upgraded to The Taken King expansion after just a few weeks of playing the game.
We started around the same time! I also love that you started on Warlock. 🙂
So, what kind of content do you create?
A little bit of everything, but I suppose I’m best known for my weapons reviews. Rather than rushing to get a video out on everything new, I take the time to get 1,000 kills in the Crucible before I release an official “review.” People always ask me why I wait to get that many kills before I make the video, but the truth is it takes time to learn all the ins and outs of a weapon.
I also do first impressions videos of the first 100 kills, and I’ll make the occasional PvE build video too.
I think it is really neat that you go out and use the weapons that much before you review them. Personally, I toss it if it doesn’t feel right after shooting it at a wall, but I think I may need to adjust my testing process.
Alright, you kind of touched on it before, but main character and favorite loadout?
I’m a proud Warlock main! There’s no going back after you say “yes,” to the dress. I know it’s not the new hotness anymore, but I still love playing Shadebinder in the Crucible and PvE. The Osmiomancy Gloves and Coldsnap grenades are perfect for punishing overly aggressive players and yellow bar enemies alike.
Stasis truly is such a fun subclass, I love that! What kind of vibe does your channel maintain?
My YouTube channel is about gaming as a parent with a full-time job. I spend more than 40 hours a week at my job as a senior public affairs non-commissioned officer in the U.S. Army. I create content I hope is helpful and relatable for other Guardians who also have families to look after and work to get done.
A know a lot of players who don’t like using the meta. My videos are there to help them find out about that new Auto Rifle that might not have the best time-to-kill, but it’s got character and it’s fun to use. At the end of the day, it’s about finding out what works for you, and that’s not always the meta.
That last sentence is exactly why I haven’t taken off Outbreak Perfected since I acquired it (minus a short break with No Time to Explain because [swoon]).
Anything you are looking forward to?
I’m very excited to see what this Season’s story has in store for us! It’s all spooky and it’s touching to see the main cast of characters confronting their Nightmares. I deployed to Iraq multiple times in the early 2000’s and Afghanistan, too. I know what it can be like to live with some of the things Zavala has undoubtedly endured and seeing him achieve closure this Season (hopefully) is therapeutic for me, too.
Where can people find you?
Any final thoughts?
This one’s for Hippy (aka Liana):
A lot of people assume pirates prefer to be in the Navy. But they actually prefer the Arrrrrrrrmy.
Thank you again for sharing your favorite humans and creators with us, we truly love getting to know them!
*high fives*
Sam
Engineering Values Handbook – Player Experience First

(Not sure what this post is about? Check out
Living Bungie’s Values as Engineers.)
On to the second Bungie Value!

Teams are Stronger than Heroes—we think it’s just these four main points.
Our technology ambitions are led by our creative aspirations.
- All our engineering work is ultimately in service of our games, including work on tools, data pipelines, game clients, operations, security, and services.
- Sometimes we pursue world-first tech innovation to unlock a critical player experience, but we prefer to recombine existing best practices to enable experiences with high flexibility and reliability—we’re at our best as remixers and perfecters.
- We make games first and game technology second.
- We prioritize opportunities to adopt known off-the-shelf solutions to reduce our support surface and risk, even at higher overall cost.
| “The best games emerge when technology is a partner in the creative process—unlocking new possibilities, upgrading ideas, and joyfully creating something new together. I’ve found as an AI engineer, the code you write contains countless micro-scale design decisions, so it’s critical that you are aligning every day with your design partners. Going all the way back to Oni and Halo: Combat Evolved, and in all our projects past and future, we’ve strived to build those tight partnerships between individual engineers and designers. That’s where the magic happens.” Chris Butcher, 2000- |
We care about ultimate outcomes, not just fulfilling specifications.
- We don’t rely on leads or architects above us to get everything right, and we don’t blindly implement specs that are handed to us—we care how our work will ultimately show up in a workflow, internal service, or player experience. Therefore, we ask questions and suggest ideas regardless of our level (see: Strong Ideas Loosely Held). It’s possible to take this too far and “go rogue” or be too disruptive, so we balance this by maintaining good alignment with our managers, teams, and stakeholders.
- After delivery, we stay in close touch with customers to make sure our work is really having the desired impact.
- If an ecosystem isn’t working for customers, we believe something should change, even if our code is fantastic and performing as-designed.
| “One thing that surprised me a lot about the User Interface (UI) team I’m on is how much discussion time we spend on the “player experience,” beyond just the specific UI feature work we each need to do. The experience of our features is not driven just by those with the User Experience (UX) roles, but by everyone on the team giving their own input as a player themselves and from their perception of the player community. We all actively contribute to shaping ideas into the (hopefully) wonderful player experiences that they become. Not by our designated role, or by our job profile, but purely because we aspire to create an enjoyable experience that the players will love. There’s a lot of sharing of ideas early and often on my UI team, and there is also a lot of sharing across all of our UI teams to get more opinions into how we can create the best possible experience. Finding a better idea and then going through and modifying a feature we already spent a lot of time on can be really disruptive to our schedule, but it’s worth considering because the ultimate outcome is often more important than finishing something simply and swiftly.” Mason Coram, 2020- |
| “I remember a lot of debate and scheduling friction about a reward recovery system that would move items from one inventory bucket to another at different game transition times, to save them from deletion. This was in the Destiny 1 M3 playtest era (2013), and cutting features due to time was getting more common as we barreled towards launch. The reward recovery system survived because of a player-experience -first story: “iImagine how bad it would feel as a player to see the sweet rare exotic loot bauble of your dreams spawn and, due to bugs in other systems like physics, roll away inaccessibly or vanish on network disconnect.” That reward recovery feature still exists as the “postbox” where people currently store more stacks of things than they should have.
“I also remember delaying the initial rollout of the microtransaction (MTX) commerce system by several quarters to add player-first features. We really wanted to roll out MTX quickly to offer new avenues of cosmetics, so all delays were painful. The most involved delay was for a vendor refund system, which let you actually return purchased MTX items and get back spent Silver for a limited time. It was really costly to build the UI, it added a lot of tech and design debt, and we predicted it would get little use, so it was pretty unloved across the board as a standalone feature. We still did it though. Even with all of its drawbacks we felt a return system for “store credit” would be a key part of a responsible MTX rollout, because it would minimize player regret with an unfamiliar new system.”
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We drive down toil so we can spend more time delighting players.
- We seek opportunities to reduce toil and eliminate recurring support triggers so that everyone can spend more time focusing on novel player experiences!
- We constantly question our own workflows and seek to accelerate ourselves, to help reduce pressure and make our jobs more fun.
| “Today, May 18, 2022, I saw an email thread go by with a wonderful example of this. Alex Loret de Mola, an animation and AI engineer, sent a message to our EngHelp email alias, a catchall we have for “as an engineer I need help figuring something out and I’m not sure who to ask”. He was hitting a crash deep in our code reflection generator and wasn’t sure why. Three people engaged within an hour—both with advice on changing his code to follow reflection rules to fix the specific crash, and with advice and conceptual background on how a couple of other things in his in-progress changelist probably weren’t going to work the way he wanted. At this point, Alex’s issues were all fixed, and that could have been the end of the thread, but it wasn’t.
“He wanted to fix the reflection generator crash, to make it so any future person making the same mistake would get a nice error message that would tell them how to fix it. A domain expert quickly volunteered how to get the reflection generator under a debugger and repro a specific case (it’s tricky because normally it’s run automatically and very few people debug it). Two other people offered quick upgrades to that advice. Alex used their instructions, found the issue, prototyped a fix, got a code review, and submitted it. Alex even took their reflection-debugging instructions and found a good wiki home for them. Now Alex knows how to debug the reflection generator, that information is discoverable for other engineers, and a confusing build system crash will never happen again—that source of toil is just gone.”
|
Our code powers connection.
- We seek out and propose new possibilities for bringing players together and inspiring positivity and friendship.
- We think about the social consequences and externalities of our systems and algorithms.
- We study and explore emerging innovations in digital communication and togetherness technologies.
| “When working on Crossplay, we started looking at player names and we were faced with a choice between trying to provide players with global name consistency or maintaining the status quo setup. We pushed to try to provide players with consistency across multiple platforms via Bungie names vs using platform names directly, which would change if a person logged on from a different platform. This required broad and deep code work, it radically influenced our visual designs, and required us to carefully plan and align with platform-holders. But in the end, I think the user experience was worth the effort!” Henry Vogler, 2012- |
See you next time for value #3 – Strong Ideas Loosely Held!
-Bungie Engineering
This Week At Bungie – 6/16/2022

This week at Bungie, zones.
Welcome back to the TWAB. How have you been? It might seem a bit odd to ask you that since we are speaking in this medium to a broad audience, but the important thing is we care about you and hope you are doing well.
It’s another exciting week in the world of Destiny. The story continues to play out through Sever missions; no spoilers here but it’s been fun watching you experience the story as it unfolds week over week. This week’s Nightfall is a tough one in The Corrupted, but if you rise to the challenge, you have your first shot at earning Horror’s Least Pulse Rifle. On the PvP side, this week is your first chance to take advantage of short cooldowns with Solar 3.0 by having some fun in Mayhem.
Control Those Zones
It’s a simple premise but there are a few things you should know to help your fireteams be more successful and strategic.
Stacking players on the zones is going to capture them far quicker than trying to go at it solo. It can be a little easier to slip one player behind enemy lines to try to take a zone, but they are going to have to pull some heroics for longer periods of time. Controlling an area and being able to safely gather three or more Guardians is the most efficient way to cap a zone. Just watch out for a well-placed Nova Bomb!
Capture Times
- 1 Guardian: 22.5 Seconds
- 2 Guardians: 10 Seconds
- 3+ Guardians: 7.5 Seconds
The initial capture is going to give you one point and you will get two points for every fifteen seconds you hold a zone after that. So, keeping a zone has more value than initially capturing it.
The first team to 125 points wins! If a team falls too far behind and we detect that even if they held two zones for the rest of the match, they wouldn’t get enough points to catch up, a mercy rule will come into effect.
Those are the basics. We will be monitoring the conversation and looking forward to all of the feedback you provide on how this mode plays in Destiny 2.
Speaking of controlling zones… tomorrow, Trials of Osiris will feature the Zone Capture variant. It will also be a Trials rank bonus weekend so jump in and make Saint-14 proud!
Pride Strike Team
Hi friends! We are back this week with our next installment from the Pride Strike Team: The History of Pride at Bungie.
Back in the Before Times, Bungie sponsored the Seattle Pride parade several years in a row. It started in 2017, shortly after the Bungie Diversity Committee was formed, and we were both a sponsor and participant for that year, 2018, and 2019. This would have continued into 2020, but the parade was cancelled with the start of the pandemic. In 2018, we also released Bungie’s first inclusion, diversity, and equity pin/emblem combo, the Pride pin and True Colors emblem, as well as a Bungie Pride T-shirt, which you can see in these pictures. In 2019 we collaborated with several other studios to join the parade.


Beyond this, we’ve got some fun plans coming for the future of celebrating Pride at Bungie. We can’t quite speak to them yet, but we promise they will be…. colorful. 😊
Xoxo,
Bungie Pride Strike Team
Player Support Report
Season of the FEELS

Another week another patch, that is four in a row if you are keeping count. And you know who is keeping count? Our Player Support team. They are keeping a close eye on what ongoing issues are active and are here to keep you up to speed on what we are currently tracking.
This is their report.
4.1.0.3 RESOLVED ISSUES
Earlier this week, Hotfix 4.1.0.3 was released to the world. Below is a list of some of the issues that were resolved with this hotfix:
- The Hrafnagud ornament for Celestial Nighthawk was unavailable to equip.
- Some players were missing Void and Arc subclass unlocks.
- Players could not use Armor Synthesis.
AIRBORNE EFFECTIVENESS ISSUE
We are currently investigating an issue where some Exotic armor pieces are not granting the advertised airborne effectiveness stat correctly when equipped. The affected Exotic armor pieces are as follows:
- Sealed Ahamkara Grasps
- Lion Rampant
- Peacekeeper
- Peregrine Greaves
- Wings of Sacred Dawn
GCX EMBLEM DISTRIBUTION
Players who have donated towards the GCX celebration should expect all donation emblems to be distributed around the week of June 27, 2022.
KNOWN ISSUES
- Please note that the Flawless Thoughtstealer Triumph requires players to complete all encounters in the Duality dungeon without any members of the fireteam dying.
- The Tears of Contrition Scout Rifle displays the incorrect magazine options when Shaping the weapon at the Relic, and upon Shaping it, it is displayed incorrectly.
- The Without Remorse Shotgun does not appear in Collections.
- The Conflux legend Lost Sector requires The Rift Legend Lost Sector to be unlocked.
- The Leviathan destination weekly challenge does not progress for some players.
- Certain weapon damage buffs are not functioning correctly in PvP, including the Will Given Form buff from the Ager’s Scepter catalyst.
Whatever Happens, Happens

Sam: Happy TWABsday, Guardians! This week we are back with two neat movies and some art that might knock your socks off. First up on deck for the movies this week, we are watching a trailer that was done in the style of one of my favorite anime. There is just something about merging those two worlds into one that just works. And last but certainly not least, we have a beautiful showcase of some of the raids in Destiny 2. We will shout this until the end of time, but the Bungie Raid team is pretty incredible, and seeing it from your point of view is also 10/10.
Movie of the Week: Destiny Bebop
Movie of the Week: The Beauty of Raids
Have Hammer, Will Explore

Hippy: Another week, another slew of amazing creations from the Destiny community. The Seasonal story brings all the feels—the laughs, the cries, the “who the heck!?”—so we figured some comfort was well-deserved. Do you know who else deserves some comfort? My boo Eris, so it’s to the spa to de-stress and unwind. There is also some sweet Titan art that a lot of you seemed to love and as a Titan main, I can’t say I’m mad at it.
Enough talk; let’s get right into this week’s art, shall we?
Art of the Week: The Other Half
Art of the Week: Destiny’s Sunbreaker
B-b-b-BONUS Art of the Week: Let There Be Leisure (Warning for use of strong language in the original poster’s caption.)
Don’t forget to tag us in your creations when that inspiration hits you. Be sure to use #AOTW, #MOTW, and #Destiny2Art to make sure nothing is missed!
Have a great Friday tomorrow and a great weekend!
<3 Cozmo
Game Dev Diaries: The Hidden World of Audio

Here to explore this underbelly of creativity are a few members of the Bungie Audio team, giving us a closer look at the joys, the drawbacks, and the complexities of what it means to bring a video game to life by adding another layer to the pixels on the screen. One reason we wanted to highlight this part of audio design is because when talking about a game’s audio, the conversation is often centered around a title’s official soundtrack. While a game’s musical styling is important, that is only one small aspect of the aural experience, and that’s what we are diving into today.
In Destiny 2, you might be playing around with new loadouts only to be intrigued by a weapon’s sound effect when it’s fired. Or perhaps you are enthralled by the ambiance of Season of the Haunted, with that edge of horror that takes the apparent journey to darker, more subtle depths. There’s a lot that goes into these sounds, including a design precision that can take something from the real world and transform it into a magical experience that guides players into a multi-level sensory adventure. That journey wouldn’t be possible without people like senior Vanguard Audio Lead Jennie LaBonte, Senior Sound Designer Carlye Nyte, and Senior Sound Designer Juan Uribe.
From crafty ways to get around creative blocks to some of the more psychological elements attached to sound design, we’re talking about it all today!
What does an audio designer do?
“Number one? We don’t work on music. That’s a thing almost everyone thinks every audio designer does,” jokes Nyte when opening up about beginning her quest into the audio world. “That, or for a game like Destiny, people just assume we only work on weapon sounds and nothing else. Which, [Juan] Uribe does, but a lot of us don’t. There is this entire gamut of other sounds that are in-game that people don’t really notice. Some do, and that’s always cool, but audio is about all sounds coming together for a ‘whole’ audio experience.”
LaBonte laughs, adding, “Oh yeah, it’s complex. And all of these sounds we work on have to be done manually each time, it’s not something that is just auto-generated or auto-populated. No. Audio takes an army to manually put each puzzle piece together with care.” To add to this point, Nyte shares that this past week alone, her entire task was placing emitter effects on lights, ensuring that the sounds, the blinks, and the rate of emission all make sense. This ensures that when a player passes by each flicker, each light, that the effects tied to that part of the area won’t break the immersive experience. Wild, right? Those tiny lights you pass when on your way working through a Lost Sector? The small bulbs that illuminate the way in the new Duality dungeon? They are so much more than simple decoration, they’re important aspects of a much larger picture.
“Our job is to go in and look at everything an environment could have to offer and define each area,” adds LaBonte. “It’s not simple either, it’s not just ‘here’s a small area, blanket one audio cue.’ Each room is different and maybe in one of those rooms, the narrative is that something is stirring in the background. How do you account for that experience and what would it sound like? What would it feel like?” When you think about it, the underlining audio of any video game can make or break the experience. In a horror game, it’s what adds to the psychological pressure. In a whimsical game, this type of audio magic can make the player feel safe and free. It’s extremely nuanced, not some easy switch to flip, and it takes a keen ear and understanding of the world to come up with the perfect fit.
The language of alien weapons
If you play Destiny, then you know we’ve got some pretty weird weapons in the game. We’ve got a chainsaw Sword, we’ve got a Grenade Launcher that literally launches giant alien worms, and another weapon that seems to be sentient and is bent on wreaking as much havoc on the universe as it can (looking at you, Telesto). With so many weapons that don’t actually exist in the real world, how do you even begin to curate their sounds? How does an audio designer translate a Narrative note that says “alien worm gun go boom” into something that sounds believable?
“It all starts with concept art or a stray idea from Narrative,” explains Uribe, who is currently working on weapon audio design for Destiny 2. “Maybe you get a fully fleshed-out concept or just some basic direction. Then, an entire team groups up, like concept artists and VFX folks and looks at any given concept thread together. You look at an idea and think, ‘OK, cool, this could be really fun.’ You might have technical people weigh in saying a scope is too big, or that there is too much on the screen. Or you’ll have the creative team come in and have some amazing new ideas that are awesome to see but sometimes can be too complex for the current goal.”
Once a concept is approved for a weapon, the 3D artists build it out, and then the granular work of Audio can begin. This type of work is intricate and precise; it includes recording bespoke sounds, curating samples from sound libraries, and using synthesizers. As audio designers begin to craft effects for any given weapon, the rabbit hole of what does and doesn’t work is explored. It’s here that many sound designs can be left on the cutting room floor. I mean, as funny as it would be if Witherhoard meowed like a kitten every time it fired, it probably wouldn’t be the smartest choice.
I’ve been struggling a bit lately so here’s a 6 part video thread of some of the cool stuff I got to work on for Lorentz Driver, AKA, the “star wars weapon”! 1st vid – my inspired by R2D2 droid chatter alerting you when you’ve acquired a target! 1/6 #gameaudio pic.twitter.com/2GBMRj75gD
— Juan Pablo Uribe (@juanpaudio) September 27, 2021
“What if we did an alien language instead,” Uribe reflected. And with that idea, the picture started to come together. “I remember thinking to myself, ‘Who would this alien be?’ Then, ‘What race do I need to mimic to make this work?’ Many of the alien languages we have in-game are far too complex, especially when looking at how many components were wanted for a weapon like this, so I started thinking outside of the languages we know. So, I went in with a sort of Star Wars-inspired R2-D2-style of beeping and booping. That was just sound design, yet it made the scope of the weapon more doable. So now, when you acquire Lorentz Driver and take on bounties with it, you get these cool little robot noises rather than some random voice talking your ear off.”
Uribe laughs then, adding, “Oh, and then there’s the worm launcher (Parasite). That one took a whole army of dialogue people to figure out. You have the voice actor who actually records the lines and delivers them, and then you have the SFX people. That was a fun one, but Lorentz Driver was a special instance where I got to be the one to make the other teams react a bit more, whereas usually in the field of audio, we are usually always reacting to already-developed concepts. This time, they came to us with an idea, and by using smart sound design, I was able to counter with a different idea that was more doable and that they liked even better.”
The hidden wonders of horror.
But sound design isn’t just about weapons and weird alien robots beeping and booping at you while you’re trying to survive. It’s also about setting up the environment for the overall story. With Season of the Haunted and previous Seasons post-Shadowkeep, the Audio team at Bungie has been able to delve deeper into the realm of horror, something that LaBonte couldn’t wait to get her hands on. More so, because of the challenges of creating a scary atmosphere even in moments where there were no visual cues in the environment. (Abject terror, anyone? Especially when those lights went off for the first time in the Sever mission and all you could hear in the darkness were ominous sounds like you were about to die? No? Just me? All right then.) According to LaBonte, “This was fun because not all of the jump scares in things like the Presage mission or Sever had obvious visual cues, so it was about being able to set the tone of being super scary and achieving that organically and not as a reaction to something happening on screen.”
While talking about the creative freedom with jump scares, it’s easy to spot LaBonte’s infectious grin and Uribe’s wide-eyed excitement. It’s easy to see how much fun the team had this Season. Being able to create an entire horror experience with things that players can’t actually see was an exciting opportunity for Audio as they worked together to craft an expertly designed auditive path that has players turning their heads every which way because they swear that they just heard something behind them.
“We really account for the environment,” explains Nyte. “What kind of sound would happen if a place like the Derelict Leviathan was real? When you first walk into the Pleasure Gardens, what does that feel like? What does that sound like? You immediately cross into that threshold and hear wood cracking in the background in all different directions, all heard through a backdrop of giant trees. Because the player is hearing these sounds, but they can’t actually see what is making them, it feels like there is danger skittering all around you—but there’s nothing there.”
Nyte is quick to add her own love of horror, and the added horror elements in Destiny 2 was an awesome opportunity to delve deeper into that love. With that in mind, she adds that “missions like Sever are fun to work on because combat isn’t the sole focus, so you’re left to your own devices to figure out what’s going on [in-game], piecing things together. It’s kind of like the movie Alien where you’re having to figure out on the fly what is going on while knowing there is this lurking danger and feeling that pressure of finding the answers sooner rather than later.”
At the mention of Alien, Uribe adds, “I’m a big fan of the fear factor of knowing some ’big bad’ is out there following you around, no matter where you go. Kind of like Alien Isolation where the alien is always on the ship and is always a threat. Or Nemesis in Resident Evil where he can just pop out of a wall at any given moment with no warning. But the player still has to keep going, they have to complete the mission, even with that ever-present threat on the periphery. There’s that permanent tension, and that’s a really fun concept to work with.”
Audio design is a marriage of concepts; audio supports the gameplay, and the gameplay supports audio, but what’s really fascinating is the psychological impact when these two forces come together perfectly. Nyte adds, “When gameplay creates this consistent tension, the player enters this state of mind where they are carefully listening to every single little thing, whether they are aware of it or not. And when they get into that state, it’s ridiculously fun and easy to scare them.”
The challenges of an open world
Audio design is technical and challenging no matter what, but with Destiny 2 having larger environments with factors that are constantly changing, there are unique challenges when landing that perfect sensory goal. “It’s hard, for sure,” says LaBonte. “An open-world game like Destiny makes it difficult to script those moments that have an impact, less so with more linear missions like Presage and Sever.”
Nyte agrees, adding, “It’s surprisingly difficult to make it all sound good when there’s a bigger scope. Whether it’s one person running through a mission or an entire fireteam hitting a jump scare at the same time, there’s a lot of logic and planning that has to go in to make sure that sounds land the way we want them to for all players, regardless of how close they are to one another. If one player runs too far ahead, like in a strike or something, and triggers something significant like a jump scare, our job is to make sure that even the people that are left behind still experience it in some way.”
There are also various travel systems to consider. Experiencing an environment on foot will not sound the same as it does on a Sparrow. How fast is a player moving? Are they falling down a hole? Going through a portal? How would the wind rush by sound when aboard the Always on Time Sparrow, drifting past aggressive enemies and other players in combat? This is just one of the many areas where Audio has a chance to shine, taking something already incredible and making it extraordinary.
“There’s a lot of technology going on there when looking at a player’s agency,” says Nyte when talking about this particular aspect of audio design. “When players drop down a deep chasm or fly down a chute, we use data from their velocity and direction to highlight that movement with sound; a lot of which are wind recordings. Sometimes we’ll mix in other digital sounds or a creative layer that we run through a bunch of different effects processing to make something sound weird or more interesting.”
While this is only one example of how various audio moments are calculated to fit any given situation, it’s one that I can’t help trying to pick out now that I have that type of imagery in my head.
The bright side to this expansiveness is that there is more freedom to get some of those more unique sound ideas out into the wild. Not every in-game sound can be made with a bowl of mac ‘n cheese, but that doesn’t mean there aren’t other interesting stories behind some of the common sounds we hear regularly. “One of my favorite sounds to work on is the one where you stun an Unstoppable Champion,” Uribe shares. “I don’t remember exactly how my brain got there, but I remember I made the sound that had this cool explosion effect, but for some reason, it just didn’t click well with the scene when looking at raids and dungeons. There’s just too much combat going on and the stun explosion didn’t set itself apart enough from the rest of the fighting sounds. I wanted the players to hear when the stun happens. I knew I needed to cut through the mix, through that noise. I was working from home one day when a few contractors were working in my apartment —it was loud, and the drill sounds never stopped. They just kept going and going until eventually, something snapped in my head, and it went from being an annoyance to being an inspiration. So, I did what an audio designer does: I started recording.”
The whine of the drill started to gain ground as an idea, causing Uribe to stretch it out a bit and adjust the pitch ramp to make it even higher, and viola—the stun sound was born.
“I remember when Matt Frickleton, our audio producer, had a baby and she was making the craziest sounds,” recalls Nyte. “When we started working on Season of the Haunted, he sent us a recording of her and I remember thinking I didn’t really know what I would use that for but that I thought I could make it work. Turns out, it was perfect because we processed it for two different sounds for the Season, as well as the intro mission’s purple hallway sequence.”
Other times, it’s just good food that makes the cut. “Remember when I ate Pagliacci pizza, and my stomach started rumbling so loudly?” LaBonte shares laughingly. “It was kind of embarrassing because my stomach was totally interrupting a movie, we were all watching at the time. And, I mean, I felt fine, but it was kind of cool because immediately my mind went to ‘this is perfect Hive tech’ and thus, the Cryptolith sounds were born.”
A fun bit of trivia that you may not know is that the journey to bringing Rasputin back for Season 10 was one that was rife with uncertainty and challenges behind the scenes. LaBonte worked on this, and she knew she had to get creative fast because the people that worked on Rasputin previously were either no longer working at Bungie or attached to other projects, so it felt a bit like starting from scratch—only that scratch has even more expectations because it’s not something entirely new.
In her quest to bring Rasputin back into the storyline in a believable way, she had to dive deep into what this character would sound like and what was doable with the team’s current scope. After racking her brain for a solution, she started to dive deep into the different languages of Destiny 2 voice actors. She eventually found that Destiny voice lines in the Russian language had something special, so she reversed those spoken lines, and it was then where she began her process of helping to rebuild Rasputin for this new narrative.
The next challenge came with the pitch of the Felwinter’s Lie quest. LaBonte explains, “It was really challenging because all I had to work with were these random lines I created for Rasputin throughout the Season that did not match the emotional storyline between Rasputin and Ana Bray in this mission. Instead of being heartfelt, the lines sounded angry and there was a lot of yelling. So, I had to go in and make over eighty different files and variations and cut them up individually in order to make them sound less like a random yelling man and more like the emotional confession of a tyrant who is pouring out his heart.”
It’s the little things that can mean the most
The H.E.L.M. portal sound really was a fan favorite, so how was it made? “Some things we make are really simple with just a few sounds we’ve recorded layered together,” says Nyte. “Tracks on tracks, sometimes, with all the different pieces that come together to make a whole. Remove one layer, and the whole vision collapses. For the portal, I don’t know why but I had it in my head that I needed it to have a human breath element. Since I always have a microphone on my desk, I just recorded myself taking different breaths, screaming into the mic, and other voiced sounds. Then, I just started processing each layer. Working in core elements like that play a small but meaningful role when crafting the desired design.”
The journey to working in games
Not everyone that works in gaming sets out with this industry in mind. In fact, these three creatives began their careers wanting to work in other industries, but their love for games won out. Uribe, for example, got his start mixing music and sound engineering for bands. LaBonte started her journey in film, but then realized that post-production life just wasn’t for her, and “the schedule sucks, to be honest.” Nyte, on the other hand, went to school to become a recording engineer, though not specifically for games. All three grew up playing video games and they learned that their passion for digital adventures could lead to an exciting future of helping to create them.
“It’s just exciting to see it all come together,” says LaBonte of her experience working in games. “All of the different attributes that contribute to how good of an experience a player has, it’s complicated but it is really exciting when it all comes together and seeing how gaming fans react.”

Nyte adds, “That’s one of the biggest reasons I wanted to work on Destiny specifically, being able to watch the community react and knowing that I could be a part of the reason why their audio experience was so cool. Audio design is something I really like, so being a part of a game that I enjoy so much and getting to watch the community enjoy it as well? It’s really cool.”
“You don’t really see that in a ton of gaming communities,” she adds. “The ongoing community excitement is what really drew me into Bungie’s world. I want people to hear my stuff. I want them to notice my stuff, and it drives me to do a better job because I know people are listening. Some people are paying attention, and every time I make even the tiniest of sounds, I remind myself that someone is going to find that sound and for them, I need to always make it sound good.”
A new normal, adjusting to work during a global pandemic
There is a lot of joy that comes with working in the audio field, especially for those creative folks that love to work in collaborative environments. Bungie’s Audio team is exceptionally close-knit, so when the world froze at the start of 2020 due to COVID-19 and the teams flipped their entire processes upside down to work from home, there were some challenges. Not only did the isolation break up the natural flow this team had nurtured, but it also made it more difficult to work through things like creative blocks.
“Working from home definitely has its positives and negatives,” says LaBonte. “We had these really great mix and Foley (the reproduction of everyday sound effects) rooms so we would come in as a group for what we called Foley Fridays to just bring in random stuff and make weird sounds. Not necessarily for anything specific, just as something to get the creative juices going, and it was always such a cool collaborative moment that it really felt like genuine team bonding. I was a little sad to have lost that aspect when working from home because that kind of collaboration is inspiring.”
Uribe agrees heartily, adding, “I do miss things like Foley Fridays. Things like our Creative Lead noticing when we’re struggling with certain projects, or if we’ve hit that inspiration wall. He would notice those things when we were in the office, and he’d take us to go record oddball sounds for no reason other than to just be silly and let some of that tension go. Those sounds would get added to our library and that would make it easy to get right back into it. I think I would go back to the studio full time, but I know many want to stay remote and I support that too.”
Being able to walk the halls and catch a glimpse at what the art team is working on and feel that jolt of inspiration is something that is difficult to replicate in the solitary of pandemic life, but not impossible. One way that the team keeps that collaborative support alive is through regular video calls. “We do these full Audio team syncs once a week and then a separate sound design-specific sync every other week,” says Nyte. “It’s obvious that the audio team loves spending time together and when we all get into a room together and just chat, it’s magic.”
Despite many of us still working from home, the Audio team, much like all of the teams working hard to make these worlds feel magical, continues to innovate new ways to bring Destiny 2 to new heights. From the whimsy of Starhorse to the horrific depths of Derelict Leviathan, the Audio team has been there to ensure that each experience feels—and sounds—unique and brimming with the promise of what’s next.
Artist Spotlight: The Starhorse, the Witch, and the Risen





This Week at Bungie – 6/9/2022

This week at Bungie, we’re prepping to make Saint-14 proud once more with this Season’s return of Trials of Osiris, showing off some nifty new ways to put your fashion spin on some beloved Exotics, and a deeper dive into recent airborne accuracy changes.
We’ve officially made it to week-three of Season of the Haunted. We’ve seen some growth, we’ve grinded some dungeons, and—if you’re like me—you bawled your eyes out over a certain character that rhymes with flow. Alongside a new story beat, players have had some more time to play around with Iron Banner’s Rift mode. While the team continues taking in the feedback on the latest reiteration of this PvP experience, Valus Forge needs some time to clock out and not rank up that overtime. This, of course, means it’s Saint-14’s time to shine once more with Trials of Osiris, and he’s arriving bearing gifts of new armor and new weapons.
But first, let’s talk about one of the dominating conversations happening over the past few weeks: our version of “I believe I can fly.”
Weapons Team: Quick reminder of our stated goal for the airborne changes: Destiny has extremely fluid and expressive airborne movement, but that movement must be balanced against grounded players lest it become oppressive. We want all players who enjoy that playstyle to be able to build into it, but they’ll have to make tough choices about what they leave behind to do so. Successfully engaging in the air will no longer be as simple as, “put an Icarus Grip mod on it,” but the upside for heavily investing in it will be higher.
We’re putting together a detailed explanation of how airborne effectiveness (AE) interacts with aim assist and accuracy for players who love to dig into the details, but that’s going to take a little longer and we wanted to address some points of confusion early.
Firstly, the Season 17 patch notes included a line that incorrectly stated that “All primary weapons have their airborne accuracy penalty removed”, this should have been qualified as “At 60 Airborne Effectiveness, all primary weapons have their airborne accuracy penalty removed”.
That said, at base, primary weapons generally shoot straighter while airborne than they did before (for example the HC base accuracy cone AKA error angle is now 0.8 degrees compared to 0.97 last season), and you can now fully eliminate the airborne accuracy penalty (meaning: your weapons will shoot as straight as they do while on the ground), which wasn’t the case before.
Note that even if the center of the accuracy cone is directed at a target, if your accuracy cone is wider than the target on your screen, any single projectile can still miss. For this reason, we recommend that you try to hit one of the important thresholds on a primary weapon:
- 30 AE: similar accuracy to pre-Season 17 Icarus Grip, suitable for jump shots at mid-range
- A hand cannon’s accuracy cone at 30 AE is 0.48 degrees, compared to 0.47 degrees last season with Icarus
- 60 AE: fully removes the airborne accuracy penalty and allows for more accurate longer-range airborne shots.
Keep in mind that Special weapons are penalized more heavily while airborne than Primary weapons and must get to 100 AE to eliminate the airborne accuracy penalty. Shotgun spread angle is heavily penalized at 0 AE, this penalty is reduced with higher AE and eliminated at 100.
We’re keeping an eye on feedback on airborne gameplay in general, and are looking into cases where players miss shots they feel like they should have hit. In these cases, it helps a lot to know exactly what the player’s build was for the occurrence, so if you are posting a clip or making a comment, please also include the weapon, with perks and mod, Exotic armor, and any subclass build (including aspects and fragments) that you were running. This could be in text or by making sure screenshots or videos show the build elements.
In Season 18 and beyond we plan on giving players a few new ways to build into the stat (including making the stat visible in the weapon inspection screen) and updating some exotic weapons that we felt could use a bump to AE.
What Else is Coming Next
We’ll have a small mid-Season weapon balance update shipping with Solstice, which will include some buffs to weapon subfamilies that have been languishing for a while, a fix for certain Special weapons not getting enough ammo per Special brick for one defeat in PvP, and some tuning for oppressive Exotic weapons.
Beyond that, we’re wrapping up production on the Season 18 weapons and the matching balance update, which will be of a standard, appropriate size (no novels this time). Some highlights: revisiting some weapon subfamilies, Legendary perk and Exotic weapon tuning and adding intrinsic anti-Champion functionality to several Exotic weapons.
If you’re into the PvP side of Destiny 2, then you may have noticed that we have been playing around with some ideas concerning the more competitive side of this experience. With Freelance, Zone Captures, and tweaking other odds and ends have all played into a bigger vision for what Trials of Osiris could be. Now, after a short break, Trials is back and comes bearing some sweet new armor to monkey around in. No, seriously, there’s an actual monkey:
With Trials back in action, the Lighthouse awaits. We’ve already revealed the new weapons on the way with the return of Trials, but just in case time has been a cruel memory stealer, here’s what players can look forward to (in addition to the armor seen above):
Weapons:
- Forgiveness Sidearm
- Burden of Guilt Fusion Rifle
Sparrow:
- Falcon’s Chase Sparrow

And a shiny new Ghost Shell that you can catch a glimpse of in the armor image above. Not a secret but come on, some things need to be a mystery.
This week’s Trials of Osiris is Elimination, so good luck out there and make Saint-14 proud! And just because I’ve shown immense restraint by holding back dad jokes in recent TWABs, I get a freebie: What do you need to open your new Trials of Osiris armor? A mon-key, duh.
OK, bye.

At the start of Season 17, we introduced players to Solar 3.0 and all of the possibilities that comes with it. To add a little more team bonding into the mix, we had a few Fragments that were kept a secret for the community to work together to uncover. As we knew you would, everyone pulled together to take on the new Nightmare Containment activity, despite a few technical hiccups, and got the job done, fully unlocking these new puzzle pieces that make up a bigger fiery picture. For those fellow statistical nerds out there, here’s a quick breakdown of the event, and an answer to the most important question we’ve ever asked: How many Guardians does it take to blow up a lightbulb?
- Over 1.6 million players completed at least one Nightmare Containment during the event.
- Guardians averaged ~13.8 Nightmare Containments per character.
- One dedicated player even completed over 390 Nightmare Containments over the course of the event.
- In the first 24 hours, one Guardian successfully completed 78 Nightmare Containments.

We hope you’re having fun playing with all of the new build possibilities that Solar 3.0 has to offer, and we can’t wait to see all of the new ways that this community will band together in the years to come.
In the Eververse, you’ll see a few new Legendary ornaments for class items. They are undeniably cool looking if you ask me but if you look a little closer, you’ll notice a special Exotic tie-in. Not only do these ornaments look stylish, but they also have an Exotic synergy special effect. The latest fashion trend pairs with the original iteration of a few important Exotic pieces, check out what’s new below:
Cloak of Bakris:
- Cloak of Bakris pairs with the Hunter helmet, Mask of Bakris.
- Adds a Stasis effect on the cloak’s collar.

Mark of the Falling Star:
- Mark of the Falling Star pairs with the Titan chest piece, Cuirass of the Falling Star.
- Adds an Arc effect on the mark’s trim.

Bond of Battle Harmony:
- Bond of Battle Harmony pairs with the Warlock chest piece, Mantle of the Battle Harmony.
- Adds an Arc effect on the bottom of the Bond awning.

Last week, we shared a new addition to the Bungie Store that allows for yet another way for Guardians to show off the love and pride they have for their communities. Bungie’s Pride 2.0 collectible pin is a beautiful way to share that pride with the rest of the world alongside the beautiful new Prismatic emblem. Today, we have our Pride Strike Team that consists of people from all over the studio, including our Trans @ Bungie Inclusion Club, to talk about some of the ways we celebrate Pride month as a studio and as a community. There’s even a fashion opportunity, because you know we’re suckers for those. Take it away, Pride Strike Team!

Pride Strike Team: Happy Pride Month Guardians! As many of you know, Bungie is filled with an incredibly diverse group of humans that help in all aspects of creating this game. A bunch of us are members of the LGBTQIA+ community, and together with some allies to see what we could do to share our everyday lives with the Destiny community. This year we have a really fun and colorful ask of the community, but we think it’s better requested with equally colorful quotes:
Robert B: “Show us your Pride, Destiny fans!”
David S: “Show off your best Destiny LGBTQ+ headcanon!”
Kailani M: “‘Light is a spectrum, why limit yourself to a single hue?’ SHOW US THE RAINBOW, GUARDIANS!”
Sam B: “Show us your gay Destiny (safe for work) art, please!”
So, to clarify what we’re trying to say, we are asking you to show us your Destiny-themed Pride art. And those of the non-artist variety, never fear! We have something for you too! Introducing, Dresstiny: Pride Edition! Show us your favorite Destiny fashion while wearing your Trans emblem or Pride emblem and we will share our favorites! And if you are asking yourself, what do I get out of this? Well, a colorful sense of community and inclusion.
Pride month is incredibly important to us here, not just as Bungie employees, but also as people. Because of this, we have a few more celebrations on the horizon, so keep an eye out on Bungie comms throughout the month of June to see what we’ve got cooking up next.
Love,
The Bungie Pride Strike Team
Egregore? More like egregore-geous.

This week, our Player Support team has been diving deep into the various reports players have been sharing with the dev team, including some updates on ongoing issues that are currently being investigated. This week’s portion centers around PlayStation 4 user reports around Silver, Artifice armor mod slot bugs, and an update on what has been successfully patched. As investigations continue into various topics, here’s what Player Support has for the community this week thus far.
PlayStation 4 Silver Sync
Artifice Armor Mod Slot Clarification
With the release of Hotfix 4.1.0.2 we have partially resolved an issue causing Artifice armor to lose the Artifice mod slot at the start of Season 17.
Newly acquired Artifice armor will now successfully have the mod slot available, however we are continuing to investigate a fix for existing armor pieces that previously lost their Artifice mod slot.
4.1.0.2 Resolved Issues
Earlier this week, Hotfix 4.1.0.2 was released to the world. Below is a list of some of the issues that were resolved with this hotfix:
- Enhanced Bait and Switch no longer activated upon shooting enemies with all three equipped weapons.
- The Trespasser Exotic weapon was unavailable to reacquire from Collections.
- When in the Tower, character previews may appear extremely zoomed in.
Iron Banner Challenges
Guardian Games Emblem
Players who qualified for the Tower’s Finest Triumph can now claim the Guardian Games’ Glory Claim emblem from Bungie Rewards. The deadline to claim the emblem is July 7, 2022.
Known Issues
While we continue investigating various known issues, here is a list of the latest issues that were reported to us in our #Help Forum:
- Calus Mini-Tool and Drang (Baroque) don’t get gold Masterwork borders after upgrading to two Enhanced traits.
- Trials of Osiris gear may have the Flawless glow enabled by default when a player has not gone Flawless.
- Item tooltips disappear when players dismantle items in the Postmaster without moving their cursor.
- The Pyretic Footfalls ornament for the Path of the Burning Steps Exotic appears in Phoenix Cradle’s ornament section. .
- Sometimes Step 4 of the Iron Banner “Forging Iron” quest didn’t complete when obtaining Iron Banner Engrams from Saladin’s inventory.
- The achievement/trophy for unlocking subclasses no longer completes.
- The Iron Banner Crucible intro does not display any player stats.
- Bells in the Duality dungeon can be activated with splash damage.
- Some players can get trapped inside the Gauntlet obstacle course in certain Sever missions, blocking them from obtaining rewards.
- We are investigating an issue causing players to be unable to use Synthweave to unlock new Armor Synthesis ornaments from the Appearance Customization menu. Players can work around this issue by unlocking the armor ornaments via individual armor previews quickly after selecting to preview their appearance.

Hippy: We’ve got another awesome week filled with creative tributes from the community. And can I just say? Y’all are our brand of quirky; there is no limit to what this community creates and there really is no limit to the amazing ideas we’ve seen you Guardians bring to life. It’s inspiring to see and I’m not just saying that because one of the videos mashes up Destiny with another beloved series.
Oh, and we’re totally doing another bonus round, how could we not?!
Movie of the Week: Final Destiny: Wish XV
Movie of the Week: Duality (Warning for brief flashes at the 00:19 mark)
This week’s bonus round was just too funny to pass up. We all love a good lore post, but the below video blends comedy, mathematics, lore, and the perfect meme-post into one eloquently made video. Hope it brightens up your day because this was great.
B-b-b-Bonus Round Movie of the Week: Inquiring minds want to know: How much birdseed has Saint-14 actually bought?

Sam: Happy TWABsday Guardians! Do you ever feel like if you blink you miss something? That’s how we feel going through all of the AOTW and MOTW submissions every week. I know we say this a lot, but y’all are just so talented.
This week we have some really fun Solar art in two really neat styles, can we just talk about the shading on that hand-drawn piece, followed up by a spacewalk that made me pause for a minute, and think about how we are all here at the same time, and that is pretty rad.
Art of the Week: Don’t Fear the Reaper
Art of the Week: Gammatrap, but Cute
Art of the Week Bonus Round: Spacewalk
As always, don’t forget to tag us in those awesome creations for your chance at the spotlight! Feel free to tag your epic art and movies by using #Destiny2Art #AOTW, and #MOTW!
We’re now delving into week-three of Season of the Haunted and this week’s storyline gets intense. If you haven’t experienced it already, we recommend getting some tissues. Maybe some comfort food too, just to be safe.
Until next time, stay kind and go give Zavala a big ‘ol hug for me.
“I should go,”
Destiny 2 Hotfix 4.1.0.2
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ACTIVITIES
Raids and Dungeons
- We have fixed an issue where Pinnacle gear was dropping more than once per week in the Master version of the Duality dungeon.
- Encounters from either Legend or Master, whichever is completed first, reward pinnacles once per week per class.
- Pinnacle rewards were unrestricted in Duality Master mode before this change
- Fixed an issue that blocked progress in Grasp of Avarice final boss encounter.
- Captain Avarokk might still show some shaky animations during the fight.
- Fixed an issue that could cause an activity crash during the Caretaker encounter in Vow of the Disciple.
- Removed Powerful rewards from Deep Stone Crypt when it’s not a weekly featured Raid.
Gameplay and Investment
Weapons
- Fixed an issue where some weapons wouldn’t get Deepsight progression
- Fixed an issue where the enhanced version of Bait and Switch was not working.
- Fixed an issue where Adaptive Munitions was not working on Glaives.
- Fixed an issue where the Exotic Sidearm Trespasser was not available in Collections.
- Fixed an issue where the Season Pass Auto Rifle Firefright was not available in Collections
- Fixed an issue where the Conscripted ornament for Traveler’s Chosen could no longer be equipped
Armor
- Updated the description of the Roast ‘Em perk on the Hunter Exotic arms Caliban’s Hand: “Proximity Knife scorches targets it damages with its explosions, or ignites targets on a direct kill.”
- Fixed an issue where Artifice Armor lost their special mod socket.
Abilities
Warlock
- Heat Rises:
- Added behavior: Consuming your grenade now also releases a burst of cure x2 around you, healing you and your nearby allies. Consuming a Healing Grenade increases the strength of the burst to cure x3 and consuming a Touch of Flame Healing Grenade provides Restoration as an additional benefit.
- Icarus Dash:
- Added behavior: While airborne, rapidly defeating targets with your Super or any weapon cures you.
- Celestial Fire:
- Each Celestial Fire projectile now applies 10 Scorch stacks. This is increased to 15 stacks with Ember of Ashes equipped.
Titan
- Burning Maul:
- Buffed damage in PvE by 25%.
- Roaring Flames:
- While Roaring Flames is active, your uncharged melee attack now deals Solar damage and applies 30 scorch stacks to targets per hit. This is increased to 40 stacks with Ember of Ashes equipped.
- Fixed an issue where the Roaring Flames Aspect wouldn’t proc on some Solar grenade kills.
- Consecration:
- Fragment slots increased from 1 to 2.
- Raised the height of the secondary attack’s ground wave by 25% to more easily catch players who jump too late.
Miscellaneous
- Ember of Benevolence
- Fixed an issue that caused this Fragment to activate and refresh inconsistently.
- Should now always activate from:
- Allies entering your Healing Rift or Well of Radiance.
- Healing allies with a Healing Grenade, Heat Rises grenade consume, Edge of Intent Warlock Glaive turret, or Phoenix Dive landing detonation.
- Hitting allies with Lumina’s Noble Rounds or Boots of the Assembler orbs.
- Fixed an issue with Vortex, Voidwall, and Solar grenades causing them to deal less damage than intended against PvE targets.
General
- Fixed an issue where certain Rare armor was able to be dismantled for Legendary rewards.
- Fixed an issue where the Season 17 Season Pass +10 ranks bundle was not properly showing on Eververse.
- Fixed an issue with the Russian translation for the perk Sleight of Hand. Now it properly states the perk functionality.
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Community Focus – Adrienne Fiore

After a nice little two-week break, we are back with another Community Focus. With so much talk about Mara Sov witnessing Crow’s struggles with his own Nightmare in Season of the Haunted, this particular Community Focus has comes at an interesting time. When I first saw this cosplayer’s Mara, my jaw dropped to the floor. From the beautiful craftsmanship of the costume itself to the incredibly expert makeup that gave her that coveted Awoken look, everything about her Destiny 2 cosplay journey has sucked me in. Hopefully, our community feels the same!
Meet Adrienne Fiore, a US-based cosplayer that makes me feel almost bad for being angry at Mara and her crafty manipulations. Whether you love her or hate her, she’s a boss, and Adrienne perfectly captured this character’s essence in a way we’re are excited to share.
So, without further ado, let’s get into it.
Adrienne, welcome! Super excited to chat with you and show our community some of your awesome projects. Before we get started, go ahead and tell us a little bit about yourself!
I’m Adrienne! I’m great, but I’d be better if I was playing Destiny right now! [laughs] I’m a single mom with a nine-year-old son (who also loves the game!). I also work full-time as a manager at Outback Steakhouse, so I sometimes don’t get to play as much as I’d like. I started gaming back with the first NES (shhh, I’m not old I swear) and from there, I was hooked. Throughout the years, I’ve owned every gaming console and have played thousands of titles, but it wasn’t until Destiny 1 came out that I finally found a game I could stick with. Over the years, I have made new friends and gotten current ones to play Destiny with me, and it’s honestly been great, especially with how much games like these evolve with time.
I agree! Live-service games are great in a lot of ways, especially for players that want to feel connected to a world without that world going stale. We connected over a post you made with your Mara Sov cosplay on a wonderful Facebook page called The Ladies of Destiny. Honestly, I was floored by how spot-on your Mara expressions were. I’ve got to ask, when did you get your start in cosplay, and what made you pursue that?
I actually first cosplayed as Mara in 2016 at MegaCon! Over the years, I’ve had several other characters I’ve cosplayed, but I’ve always wanted to redo Mara and improve on her as a way to test myself and see how my skills have evolved. Because of that, I’ve slowly been tweaking the entire costume over the years. My very first cosplay though wasn’t a gaming one, it was Daenerys Targaryen from Game of Thrones (we don’t talk about season eight). One of my friends is super crafty, so she helped me get my start and because she’s such a good friend, she’s almost always down to help me with whatever new project I have in my brain. I got into cosplay for a pretty simple reason: I like looking like a badass! [laughs]
Is there a dream cosplay that you’d love to do one day, with no limits? Asking for me because I can’t even sew to fix a button despite numerous efforts to learn, so this whole process is magical to me!
Honestly, my two dream cosplays would be Final Fantasy’s Sephiroth and Mara Sov’s new outfit! Ever since she showed up in Destiny 1 and we had the The Queen’s embassy, I’ve been obsessed with all things Awoken and Mara Sov. In the first Destiny, I even had the full set of the Queen’s gear and rocked the cloak for the entirety of the game. No regrets. [laughs]
Hey, the dedication is admirable! Plus, you brought up ‘ol Sephi from Final Fantasy. That’s an instant win.
Speaking of wins and Destiny goodness, inquiring minds want to know: What subclass is your main squeeze when in-game? Are you a “my build must be perfect at all times” player or an “anything goes” type?
I’ve been a Hunter main since day-one (RIP Cayde), lately though I’ve really been focusing on a Stasis build. I know, I know, “Stasis hunters, cue angry noises,” but it works. For weapons, my go-to loadouts are Gjallarhorn, Suros Regime, Wish Ender, and Telesto. I do also have a soft spot for the Halloween extras. I’m still rocking the witch broom Sparrow from a couple of years ago. What can I say, I’m loyal.
I’m forever plagued by being surrounded by Hunter mains, the struggle is real. [laughs] Just kidding, I like that you love the class so much that you’ve experienced it evolve through the years, I think there’s something really special about that.
Because you’re such a naturally creative person, I’m lowkey dying to know where you would like to see the Destiny 2 story go from here?
Figures I’d say this because of my cosplay, but I just love the Awoken so much, I want more story surrounding them! The Dreaming City is my happy place, so anything related to that is amazing!
Even though I really miss Cayde-6 and I wish there could be some way to bring him back, I love Crow’s evolution and I have been enjoying seeing more about him. Really though, I just want to see him experience some happiness. He’s not Uldren, he deserves a fresh start.
I feel like the Dreaming City and your desire to see Cayde return could have so much potential for theories. We’ve seen some wild ones from the community about him and the Awoken! I’m pretty guilty of that too, even though I work here. Wanna trade gaming theories about what could be on the horizon?
Not so much a wild theory regarding specifics, but I do think it would be really awesome to have a mission here or there where we can play as an NPC. Like Variks, or maybe even Exo Stranger. It would be neat to see different perspectives of this world, even just for short bursts through a side quest or something.
Dibs on being a Servitor so I can just roll around like a big ball all day and do nothing yet still wreak havoc. Another favorite question I love to ask, especially to cosplayers because of how your minds see elements and how they translate into the real world: If you could come up with your dream subclass, what would it be? Anything goes, get weird if you want to.
Hmm. I think if I could craft a subclass, it would be a sort of do-it-yourself (DIY) one. A subclass where you could combine elements from all of the classes (within reason), so I can pick and choose what I like from each and still make it my own. I mean, just imagine having Blade Barrage and Stasis melee to freeze?! How cool would that be?
Also, not related, but please give me a Mara Sov action figure to buy.
Mara Sov subclass, roger that! Because of your relationship with the convention scene, is there anything you’d like to say to the Destiny 2 and gaming communities at large?
Just have fun. Do what makes you happy! I get a lot of grief for the littlest of things, like playing Destiny or investing in cosplay, but none of that has ever stopped me. It shouldn’t stop you either! Let people be happy and just be kind. Also, if you want to do a Destiny cosplay, or just cosplay in general? Do it! I don’t see it enough and I’d love to see more cosplayer takes on characters from Destiny 2.
You are such a joy to talk with, thank you for taking the time to chat about your love of Mara and your Hunter dedication. It was honestly a blast! Before we let you go so you can dominate in some Sever action, is there anyone you’d like to give a shoutout to? Don’t forget to tell people where they can find you to follow your cosplay journey!
I owe all of my raid and dungeon experience to KobnarCan on Xbox! He always makes a spot for me whenever I do finally have time to play. It means everything to me.
For anyone interested, you can follow me on Instagram! I also post my non-Destiny cosplay, progress shots, and more!
And that’s a wrap on another Community Focus and yet another inspiring community member. It’s always a good time when we get a chance to sit down with other players and get inside their heads a little bit to see the game world through their eyes. Adrienne was no exception, especially with the loyalty to her favorite characters. As a massive Crow fan, I understand those feelings and I know some of you all do too.
You are all inspirations and I hope that even when times are tough, when everything gets a little dark, that you remember that you matter. You are special, you are loved, and you are so incredibly appreciated. So don’t dim that light, keep shining. We’ll be here to watch you take over the world.
“I should go,”
<3 Hippy
