Bungie 10 Yr Future Artwork Blast


10 Year Destiny Art Blast

“A world you need to be in”

This was one of many unique inventive pillars of Future, and stays my favourite to this present day. A world you need to be in can also be one you need to create for. It was an honor and privilege to create this world alongside so many passionate and proficient artists. It’s humbling to mirror on the colourful gaming neighborhood that shared it with us for the previous decade.

– Mike Zak, Artwork Course

Ten years of creativity by our proficient group of artists and it by no means ceases to amaze. Exploring the cosmos and every little thing in between has been such a enjoyable and wild journey with our artists and the avid gamers. We hope this look again into the visible time capsule recaptures these moments of pleasure for you. Eyes up, guardian!

– Shiek Wang, Artwork Course

At Bungie, we’ve been fortunate to witness what occurs when a bunch of proficient individuals mix their passions to construct superb experiences collectively for our neighborhood. Gamers will generally inform us about adventures that they had, or a selected reminiscence from our sport which had a profound impression on them. Having the ability to create these for our gamers and share these experiences with them might be one of the best a part of our jobs.

What an amazing factor to have fun this journey collectively and mirror on the paths we solid.

– Rob Adams, Artwork Course

Idea Artists




Root of Nightmares raid house vista shot, introduced to the participant after turning the primary nook. Was an absolute pleasure working with so many extremely expert people and groups in an effort to carry this expertise to life.


Jacob Gonzalez – Affiliate Idea Artist – Bungie




I selected this picture to showcase due to all of the early idea work that I did on The Ultimate Form, I felt that this idea was the one which had the largest impression on what the world was going to seem like in sport. There are moments when enjoying the enlargement the place you possibly can virtually see the idea instantly translated into the world, and as an idea artist having one thing like that occur is at all times particular.


William Kalkanis-Ellis – Employees Idea Artist – Bungie




This idea piece delves into the design of a Hive bridge construction, created when Hive setting artwork was nonetheless rising. The target was to experiment with varied architectural buildings that match throughout the Hive aesthetic palette and supply the Setting Artwork group modern concepts to align with stage and gameplay design intents.
Bungie’s stellar fame for distinctive art work impressed me to aim to make even my preliminary sketches stand out as achieved items of artwork, each time doable. With that objective in thoughts, I aimed to make sure my preliminary sketches exuded a conventional really feel, meticulously emulating the look of typical instruments, although created solely digitally. Of all of the artwork I contributed to the Future Universe, I imagine this piece greatest exemplifies my objectives in that it had a major impression on the Hive palette whereas reinforcing the corporate’s heritage of high quality presentation.


Darren Bacon – Senior Idea Artist




These designs maintain loads of private that means as they had been a number of the very first works of mine to go dwell in sport. After dreaming of working at Bungie for a few years, it was a very unforgettable second. Now, practically ten years later, I nonetheless really feel the identical pleasure any time I see individuals work together with one thing I used to be lucky sufficient to contribute to.


Dima Goryainov – Senior Idea Artwork Lead – Marathon – Bungie




This piece got here from a time of blue-sky exploration, the place we idea artists had been enjoying with what Future might grow to be. It most likely popped out because of some enjoyable with Photoshop’s scatter brushes—joyful accidents! Later, throughout Future 2, I explored pyramid ship designs, leaning into fractal nanotech and triangles. Earlier than shifting on, I explored a extra trapezoidal language, mixing in natural parts. The superb D2 artists introduced all of it to life—nice work everybody!


Dorje Bellbrook – Principal Idea Artist – Bungie




Setting design for Future 2: Curse of Osiris, particularly Mercury Previous, impressed by Dorje Bellbrook’s panorama design. Artwork Course by Shiek Wang.


Fan Gao – Idea Artist




On this portray I attempted to seize a temper of full of life celebration. I labored laborious on it, and it appears to have resonated with gamers through the years.


Jaime Jones – Idea Artist




These early explorations for Hunter capes are a very good instance of beginning to understand the potential of trend within the Future U.


Joe Cross – Franchise Artwork Director – Marathon – Bungie




Prototype design has at all times fascinated me by way of the uncooked idea of design. The look of unpolished is a pleasure to see particularly if individuals know the tip product. I had the nice honor of engaged on this Sparrow for Future 2


Muh Dipo – Idea Artist




The inventive work created for the Future model has at all times been an enormous inspiration for me. Subsequently, once I was requested to contribute to the Grimoire Anthology, I used to be ecstatic but additionally somewhat fearful. The standard of artwork produced by the studio and others is so excessive that I knew I wanted to supply my best possible work.


Richard Anderson – Illustrator




Capturing a serene world the place the life as soon as touched. It’s a second we introduce the greatness of the Traveler and the way it introduced every distinctive life types in every totally different planet.


Sung Choi – Senior Idea Artist




One in every of my private favorites to have labored on! Being the primary of a brand new combatant faction representing the Darkness and the Pyramid ships teased since Future 1 with tons of narrative and lore implications, it felt massively important and impactful to have the ability to assist outline the visuals and thematic parts for our first Disciple in addition to to put the groundwork for future Disciples like Nezarec, Calus, and the Dread!


Tobias Kwan – Senior Idea Artwork Lead – Marathon – Bungie

Character Artists




This was an excellent enjoyable set impressed by 80s, gundam, and mecha. I selected this piece as a result of I feel it turned out actually smooth, and I imagine it represents all I’d discovered throughout my 4 years at Bungie. I obtained to get actually into the smaller, granular particulars and it resulted in a clear and satisfying piece to make. It’s been a pleasure watching Bungie’s high quality bar improve through the years and I really feel this piece met the brand new bar.


Cherylynn Lima – Character Artist – Bungie




There have been so many items it was laborious to select one to share. That is the Lightfall Titan Thunderhead set. It was a really enjoyable piece to make, with some novel challenges as effectively. It was an honor to see it entrance and middle in advertising and marketing materials for such a giant launch! I put as many bullets onto this factor because the polygon finances would permit.


Lexington Dath – Character Artist – Bungie

By far my most favourite unique I’ve labored on. I needed to delicately stability the main points to maintain the foliage as lush because it might probably be, and I’m insanely happy with the end result. This additionally had loads of collaboration between design, VFX and QA to verify the flowers convey subclass data and is informative for all features of gameplay.


Alexandra Jackson – Senior Character Artist – Bungie




The Witness is by far the most important and most advanced character I’ve ever contributed to. And what an honor it was to have the chance to assist carry to life one of many largest baddies Future has ever seen. Seeing gamers battle the Witness in Salvation’s Edge and Excision, bringing a near the Gentle and Darkness Saga must be among the many highest highs of my profession.


Dewey Bonczyk – Character Artist – Bungie

Palette Artists




I’ve loved serving to to create the pure aspect of many environments within the Future universe, however the unique Tower Tree is closest to the hearts of many guardians, together with myself because the artist.


Steve Klipowicz – Employees Palette Artist – Bungie





Kevin Whitmeyer – Employees Palette Artist – Marathon – Bungie

World Artists




The Touchdown is an setting value exploring because of its lushness and charming nature. I meticulously crafted each element of this panorama as a Senior World Artist. I’m deeply grateful to the proficient designers, artists, and musicians, whose outstanding expertise introduced this collaborative imaginative and prescient to life.


Julio Juarez – Senior World Artist – Bungie




I had the pleasure of being the World Artwork Proprietor for The Misplaced Metropolis in Future 2: The Ultimate Form. This challenge was an unimaginable expertise, and I used to be lucky to work with many proficient people to carry this imaginative and prescient to life. I guided the visible and experiential growth from concepts and graybox fashions to a completely playable setting, collaborating with the Narrative and Exercise Design counterpart, Daniel Grafstrom.
Particular because of everybody who contributed to creating this enlargement an enormous success!


Omar Mazin – World Artist – Bungie




Retribution was the primary PvP map I labored on because the map proprietor. It started life within the distant previous as a Cabal Area Elevator within the clouds of Jupiter (to return out across the time of Taken King) however morphed throughout D2 preproduction into its present theme. Trying again on it now, the large underside of the huge Cabal ship with an animated skybox and flak explosions going off across the playspace is very epic for a single pvp map however I couldn’t be happier with the quantity of motion, animation and strong vibes we managed to attain.


Alex Might – Employees World Artist – Marathon – Bungie




The Leviathan embodied exploration, aspiration, thriller, and gluttony. The flowery, gold clad staircase and a number of secret entrances – keystoned by a entrance door passing underneath the open maw of an unlimited statue of Calus’ head – instantly established the tone of extravagance and interconnectivity inside. Between a number of Raids and a uniquely twisted Season, its labyrinthian halls performed host to quite a few unforgettable moments in Future historical past. Working with the insanely proficient group that introduced the Leviathan to our gamers is among the many most humbling and proudest achievements in my profession.


Andrew Hopps – Inventive Lead – Bungie




I joined Bungie’s Raid and Dungeon Group after spending 1000’s of hours falling in love with the sport. All nice tales have their climatic moments, and the monolith of a raid that grew to become Salvation’s Edge was simply that. This raid simply had the best stakes and expectations of gamers, together with myself as a fan. For many who have skilled it, the Verity Encounter is likely one of the most troublesome, influential, and distinctive raid encounters ever made. To me, that’s what Future Raids are. The height of gaming. The top of puzzle fixing, teamwork, build-crafting, storytelling, and artwork.


Christian Chojnacki – Senior World Artist – Bungie




The Ultimate Form strike, Liminality, was my first main contribution to Future – my favourite franchise of the final decade. It was an absolute blast working to visually understand the numerous tales and themes all through the expertise whereas serving to to create such a enjoyable and satisfying exercise. The picture I selected is the fruits of so a lot of these little tales and lore bits I contributed to and an area I collaborated with exercise design endlessly on to make it an extremely memorable encounter.


Craig Mesaros – Employees World Artist – Bungie




The Almighty was fairly impactful for me as an artist. It was one of many first occasions that I used to be given free roam to personal a excessive profile mission line in collaboration with an superior designer (Daniel Grafstrom). I used to be pushed to ship on an excessive explosive journey, and I felt that all of us delivered on it. Total it was certainly one of my favourite issues that I’ve ever labored on, and everybody’s contributions simply clicked. (Mick Jundt, Mark Goldsworthy, Eric Cassels, Ryan Kamins, Andy Xiao, Jeremy Baldwin, Andy Kreutzer)


Ed Brennan – Employees World Artist – Marathon – Bungie




Having the chance to assist construct the Shattered Throne was a particular spotlight for me as an artist in my profession at Bungie! I nonetheless bear in mind the primary time Brendan Thorne, the lead designer of the expertise, was approaching individuals about this new concept he needed to introduce “dungeons” as an exercise to Future 2. I used to be so excited to flesh out this distinctive imaginative and prescient and was given a stage of inventive management over the visuals and format that I had not but skilled on the time. This was an extremely daunting problem to me however our pleasure going into this challenge and our shared love for troublesome video games with puzzling areas and mechanics actually synergized and ended up being certainly one of my most fondly appeared again recollections engaged on the franchise.


Eve Astra – Employees World Artist – Marathon – Bungie




Savathun’s Hive have stolen the Gentle. We should invade her Throneworld and take it again.”
That was the pitch. Throneworld was such an thrilling concept, and the creativity and freshness the group was capable of produce nonetheless astounds me.
Seeing the bell atop Savathun’s palace, preventing to the summit, and being greeted by silence, aside from the ominous tolling overhead; out of so many iconic moments, this one is my favourite for a way easy however impactful it’s.
It took a complete group of proficient and passionate builders to make this launch so particular. I’m happy with and grateful to everybody concerned.


Marc Thompson – Employees World Artist – Bungie




Engaged on Warlord’s Smash felt like a love letter to the fantasy features of Future. From the beginning it appeared to ring a bell with the RAD group, inspiring so many proficient individuals to prepare dinner up one thing particular. I used to be answerable for spearheading setting artwork for the dungeon. From constructing the mountain fort, and sending gamers to jail, to the shock blight traversal. I’m happy with the RAD group and assume we made a memorable expertise for gamers.


Ryan Baker – Senior World Artist – Bungie




I spent a while modeling the mountain itself and tweaking it’s shaders. I additionally ended up making a climbing puzzle that gamers would quickly discover and climb half means up the mountain. I imagine there was a collectible up there, after which they may soar off to the social house under. The artwork of the easter egg wouldn’t come to fruition till launched into the wild, when you could possibly be within the social house and see and listen to a participant each from time to time comically fall to their dying.


Tyson Allen – Employees World Artist – Bungie

Vista Artists





Weston Jones – Vista Artist – Bungie




This was a extremely enjoyable piece to create. Questioning what result in the deserted buried metropolis and mixing that with the austere frozen world of Europa actually related for me. It’s a place I need to spend time in and discover. It was particularly fulfilling to then lastly understand the idea within the Past Gentle vistas. This has made and continues to make Future so compelling to work on in how the relatable is mashed with the alien.


Mark Goldsworthy – Vista Lead – Bungie




Pyramid ship inside skybox for Vow of the Disciple, certainly one of my all-time favourite backgrounds.


Eric Cassels – Employees Vista Artist – Bungie

Lighting Artists




The Moon will at all times maintain a particular place in my coronary heart. After transport Forsaken in 2018, I relit a number of areas from Future 1’s Moon vacation spot as a prototype. My objective was to show {that a} contemporary coat of paint, or on this case Lighting, might carry the placement as much as present day requirements. As pictures of those re-lights started to flow into across the studio, pleasure grew concerning the potential of bringing the Moon again in a future launch. This work finally developed into the Shadowkeep launch. I’ve carried this with me through the years as a private win and proof of the facility of Lighting in video games.


Mike Poe – Senior Lighting Lead – Bungie




Attending to collaborate with the proficient Dungeon and Raids group on Duality was a privilege – taking an current palette set just like the Leviathan and working with the dream logic of the house was a ton of enjoyable as we thought of easy methods to signify the character of Calus in an untraditional house. It was a spotlight of my time at Bungie, the place the talent, enthusiasm, and ingenuity of my teammates I labored with actually fueled my pleasure to assist create one thing distinctive and memorable for this season!


Adam Alexander – Senior Lighting Artist – Bungie




I’m happy with loads of the work I shipped with The Ultimate Form however this room feels notable in that it’s the place loads of the early concepts for a way we’d strategy form language with lighting actually got here collectively for me. From right here, loads of the concepts for the remainder of the strike started to click on into place. I additionally do have a private connection to caves with my background in spelunking once I was youthful and attending to work in some caverns for this launch was an actual spotlight.


Danny O’Hailey – Senior Lighting Artist – Bungie




I beloved lighting the aquarium HELM wing in Season of the Deep. 🎣 This HELM wing was a very advanced collaborative effort between lighting, world artwork, design, VFX, and NPCs. (Setting artwork by Todd Juno.) Followers optimistic reactions to the aquarium actually made my day. I used to be significantly impressed by the aquariums in Mass Impact 2 and Animal Crossing. It’s an honor to have added one other aquarium stuffed with collectibles to online game historical past. 🐠


Heather Parsons – Lighting Artist – Bungie




I actually love this piece and composition of the body. Pulling the participant ahead and down into an area that’s reaching up in direction of the participant. As a last secret exercise line for gamers I used to be excited to assist set up the visuals for the house, and make it a memorable second for the enlargement and Future 2.


Justin Mayle – Senior Lighting Artist – Bungie




I selected this picture from the Macrocosm setting within the Root of Nightmares raid. RoN was actually a visually lovely raid. Raids and Dungeons have been each difficult and thrilling to work on as a lighting artist. It’s at all times thrilling to see what new content material and theme the group have give you. Each time I’m impressed by their concepts and new visuals. I’ve gotten the possibility to work with many superb artists, designers, and different collaborators alongside the way in which. I at all times stay up for watching the World First Race for every raid launch.


Lani Ming – Lighting Artist – Bungie




In Shadowkeep we launched the long-teased Pyramids, and I used to be tasked with lighting its’ cryptic halls. We had a really truncated timeline to discover the artwork type of this model new species and we knew it wanted to make an impression. There was no prior artwork for the house, so I collaborated intently with super-talented world artist Marc Thompson to find the setting’s voice. I’m extremely happy with the stamp we had been capable of place on the start of the climax to the Gentle and Darkish saga.


Madison Parker – Lookdev Lead – Marathon – Bungie




“How’s your sister?” – Cayde-6


Ryan Kamins – Lighting Lead – Marathon – Bungie




This beautiful setting created by the Raid group, gave me an opportunity to do one thing uniquely attention-grabbing with the lighting. I imagined that the room would have been brightly lit from the middle of the ceiling till the Taken Blight absorbed a lot of the gentle, after which diffracted what remained right into a small portion of the seen gentle spectrum. It stands out in my reminiscence as a result of it was bonkers, and enjoyable to do!


Thad Steffen – Senior Lighting Artist – Bungie




I had the glory of lighting a part of the Cayde-6 and participant reunion cinematic for D2’s The Ultimate Form enlargement. Being the primary shipped cinematic I labored on at Bungie in addition to my first annual enlargement, I by no means anticipated to get the possibility to gentle the legendary Cayde. I discovered this shot of his acquainted body in opposition to the distinct panorama of the Pale Coronary heart vacation spot impactful and it might solely occur by way of the mixed effort of many various individuals and disciplines.


Tho Tran – Affiliate Lighting Artist – Bungie

Onerous Floor Artists




In all probability my private favourite weapon I made for Future 2. I felt I had loads of inventive enter to make the concept extra of my very own on this one, in addition to having extra affinity for typical/historic weapons.


Elliot Davis – Onerous Floor Artist – Bungie




The Theoretical Endothermics hint rifle was one of many first ornaments I had the pleasure of making. For me this encapsulates a creative journey from my early days right here at Bungie all the way in which up till now. Having the chance to be part of such an unimaginable artwork group as ours is nothing in need of a dream come true.


Chase Markham – Onerous Floor Artist – Bungie




I selected Buried Bloodline as a result of not solely was it my first unique weapon I had the privilege of engaged on, it additionally stays one of many extra novel-looking weapons in Future. It has a really understated, historical, virtually medieval look to it that I actually love.


Max Osta – Onerous Floor Artist – Bungie




I had a chance to work on Winged Wolf skimmer, which was a brand new automobile sort launched in Future 2 throughout Guardian Video games 2024.
Since Winged Wolf skimmer was the primary skimmer we had developed, not solely as an artist but additionally as a sport developer, it was a memorable expertise.
Creative decisions I needed to make and private enter I gave on this skimmer, I cherish the expertise, and I’m happy with the end result.
And I’ll always remember our gamers’ first response once we introduced the skimmer. Thanks.


Ryan Choi – Employees Onerous Floor Artist – Bungie

Animators

I had the glory of working with Design and VFX to create a Final Stand efficiency for Crota as a part of the Crota’s Finish Raid Reprise. Initially a callback to Crota’s iconic kneeling pose, we pivoted in direction of an animation demonstrating his mastery of the blade. After consulting with animators who labored on the unique Crota’s Finish and Kingsfall raids, I imagine the shipped content material tells Crota’s story because the son of Oryx and offers a memorable expertise for each returning and first-time raiders.


Brian Wang – Animator – Bungie

This piece is the Prismactic acquisition second. I selected this motion as a result of it’s some of the visceral and highly effective moments of our participant gaining a capability that now we have ever tried. It was an intense collaboration between each group concerned in our sandbox growth, and is one thing we’re extremely happy with. Animation by Doug Magruder with FX by Jay Bakke and Digital camera by Sam Dunn.


Doug Magruder – Animation Lead – Bungie

Whereas I used to be working within the NPC house for Lightfall, I had the chance to assist out on some finisher content material. Strand was popping out that yr and already had some superb visible language set by the group, so I needed to verify I delivered on that fantasy. Thread the Needle is personally particular to me as a result of it was my first participant sandbox animation, which finally led to my determination to affix the group. VFX by Ben Platnick


Gretchen Grasshoff – Animation Lead – Bungie

I selected this efficiency as a result of it helps stage all different emotes whereas placing your self into the enjoyable!


Jacob Hinds – Employees Animator – Bungie

Forsaken was a particular second in Future – Cayde’s dying grew to become the catalyst for a memorable participant journey, but additionally our first alternative to inform an evocative, significant story inside the sport. And for me, this launch meant supporting our cinematics group as we delivered visible storytelling that set a excessive mark for the franchise. Almost each cinematic artist contributed to Cayde’s last moments, together with associates in character artwork, lighting, and audio. Cayde’s final phrases remind me that my work is made higher by collaborating with others – and that we’re solely nearly as good as the way in which we deal with each other. In the long run, all now we have are the individuals we love.


Jim Levasseur – Incubation Artwork Lead – Bungie

Major Animator for Hive Wizard – 2013. I selected the Hive Wizard out of the previous 14 years as a result of combining animation layering, posing and runtime data with throttle, velocity, and acceleration inputs modified the way in which I feel easy methods to create a cohesive character. This led on to extra full and responsive characters, participant talents and autos just like the Hive Wizard, Cabal Warbeast, Guardian Motion Modes and Talents, the Participant’s Sparrow, Skimmer, Cabal Interceptor and Fallen Pike.


Matt Kelly – Principal Technical Animator – Bungie

Bosses & Combatant’s Animation Lead-2023
I’m excited to share this early exploration of the Witness Raid boss in The Ultimate Form.
Early on in creating the Witness Boss, a giant problem was “how will this massive and highly effective boss work together with gamers”? We’d been exploring the Arms coming by way of a portals, however this was the primary exploration remodeling the Arm into one thing extra summary.
Utilizing a number of variations of our Arm rig I attempted to think about this kaleidoscope and fractal impressed transformation. This piece actually resonated with the group and it wasn’t lengthy earlier than we laborious a 6 arm rig to make this actual in sport; and its actually neat seeing what number of of those concepts made it to the ultimate product.


Nathan Ross – Animation Lead – Bungie

My photographs from the Season of Daybreak marketing campaign in Future 2. This being one of many few cinematics we did with movement blur in publish, it was loads of enjoyable.


Nick Whitmire – Cinematics Animation Lead – Bungie

VFX Artists

The Crux of Darkness is a big, inverted pyramid object which mysteriously seems on Europa. So as to add to the thriller of this hulking, static object, I needed so as to add a novel res-in and res-out therapy. After utilizing an ordinary dissolve and a few GPU particles, I made a decision so as to add a random little shimmer of particles alongside the edges so as to add extra curiosity and thriller. As soon as I noticed how related the Stasis locks had been, I knew these needed to have the identical res-out therapy as effectively.
As a recognizable form within the skies over Europa, I really feel the crux showing and disappearing is an iconic a part of the Future lore.


Eric Greenlief – VFX Self-discipline Lead – Bungie

A confluence of Gentle and Darkness mixing collectively into one thing new – a effectively of Prismatic vitality. The primary problem was mixing three very distinct visible languages and ensuring all of them belong collectively and really feel balanced. The effectively and the remainder of the subclass acquisition efficiency was an enormous collaborative effort involving VFX, world artwork, lighting, UI artists, designers and extra, total taking us greater than a month to get good.


Artem Sorokin – Senior VFX Artist – Bungie

Most of my time engaged on Future has been within the participant talents space as a Visible Results Artist. This compilation focuses on the pivotal moments when gamers regain their powers in Future 2. Creating this cinematic was an unimaginable alternative to reimagine gameplay visible results with higher element and distinctive performances. Collaborating with group members to carry these highly effective moments to life has at all times been a rewarding expertise.


Dave Samuel – Artwork Director – Bungie

This was the primary massive raid asset I ever labored on and I MAYYYY have put extra time into it than I ought to have. I discovered a lot whereas making this and it actually set the foundations for all of the work I’ve performed for raids and dungeons. Plus, all that additional time simply made it look so cool!


Dillon Herick – Senior VFX Artist – Bungie

Riven is a tremendous boss filled with recollections for me from each a VFX and engineering perspective. I feel again to the group and the way we gave it our all to make one thing so excessive and particular. And thru that course of, I made some lasting associates as effectively.


Glenn Gamble – Employees VFX Artist – Bungie

That is the prismatic acquisition efficiency. The objective of this was to channel the uncooked energy of each gentle and darkish vitality, harnessing it throughout the participant to type a brand new sort of vitality known as Prism. This makes use of particle results, distortion and lighting strategies. It required a really shut collaboration between VFX, animation and digicam design. Credit: VFX – Jay Bakke, Animation – Doug Magruder, Digital camera Design – Samuel Dunn


Jay Bakke – Employees VFX Artist – Bungie

I selected for my featured piece Future’s first unique weapon, Thunderlord. When approaching the therapy for these hero-class property, we didn’t precisely know the way we’d painting their profit or distinction over different weapons, solely that they needed to be “additional”, and that every would obtain particular therapy– whether or not that be by way of design, laborious floor, animation, audio, visible results, or some mixture.
Ten years and 120+ unique weapons later, Thunderlord represents the cornerstone in an ever-evolving arsenal stuffed with magic, science fiction, and firepower.


Mark Flieg – VFX Artwork Lead, Rewards – Bungie

Reflecting on years of engaged on Future and Destiny2, it’s the defend pop and well being states that stick in my thoughts. The video is from exploratory work on the defend pop for D2. I begin to write out all the main points and understand I must summarize: On the time this video was taken we didn’t but have know-how in place to attract particle vfx “hooked up” to the first particular person view. The exploration within the video was a workaround. Within the video the guardian walks backward because the third particular person vfx efficiency is “dropped” into view. I bear in mind making an attempt this and being shocked. Considering: “this appears to be like cool!” Instantly desirous to share it and discover a strategy to make it actual.


Matt Dudley – VFX Artwork Lead – Bungie




Vault of Glass has at all times held a particular place in my profession. Previous to Bungie I didn’t have expertise with creating VFX. I took an curiosity to the work taking place round me and began asking questions on how some VFX had been being made. The VFX artists had been form sufficient to reply questions. This all finally led to being trusted with creating shaders of my very own. A kind of shaders being the backdrop to Vault of Glass. This was a turning level for me. Through the work on this VFX artists began asking me the way it was being made and it felt nice to have the ability to give again to all of those that helped me.


Mike Stavrides – VFX Lead – Marathon – Bungie

“Proper from the beginning, Music of Flame was meant to be a nod to the outdated Sunsinger’s Radiance tremendous, whereas nonetheless being one thing contemporary and thrilling, so we traded the wings for a photo voltaic eclipse type halo impact to create its new signature look.
The warlock isn’t any stranger to summoning elemental allies, so we leaned into that concept of being this sort of fiery falconer, including burning wings to the brand new grenade that will swoop concerning the battlefield, divebombing your foes.”


Zach Jaquays – Senior VFX Artist – Bungie




On Curse of Osiris, certainly one of my duties was making the portal into the Infinite Forest. I created some cool movement by way of vertex animation (with the assistance of Glenn Gamble) that felt each natural and mathematical on the identical time. It ended up turning into the important thing artwork for the enlargement launch and we even made a t-shirt with the portal design on it that I wore proudly! I’d by no means made something that was instantly became posters and t-shirt designs earlier than!


Sam Arguez – VFX Artwork Lead, Actions

Advertising Artists

In 2019, when Bungie grew to become a self-publisher, we seized the chance to carry our key artwork creation again in-house. Over time, I’ve had the privilege of each artwork directing and crafting key artwork for Future 2. One in every of my favourite initiatives is the important thing artwork for “The Witch Queen” enlargement. For this piece, I utilized 3D supply property, Quixel, KeyShot, and Photoshop to carry the imaginative and prescient to life.
The art work tells the story of three Guardians immersed within the swampy terrain of the Throne World, surrounded by the ominous presence of Savathûn and her Hive Guardians.
Check out the behind-the-scenes breakdown to see the way it all got here collectively.


Joseph Biwald – Advertising Artwork Director – Bungie

UI Artists




Engaged on UI/UX makes it troublesome to embody your efforts into single pictures however one of many areas I felt the place my impression was left on the IP long run was the type of 2D iconography which I helped outline once I joined the UI group means again in 2012. The subclass capacity icons needed to play on a mixture of simplicity for readability at small sizes but additionally to herald the minimalist graphic design rules set by artwork route. It’s cool to nonetheless see these in use 10 years later and have present visuals designers riff off of them and develop on the language I attempted to bake into every ingredient/class.


Ryan Klaverweide – Lead Visible Designer – Bungie



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