Beyond Light was the third large expansion for Destiny 2. It introduced a new campaign, locations, weapons, abilities, and more. I was onboarded towards the end of Beyond Light’s development cycle to help push it out the door.
I worked as a quality assurance analyst on the Frameworks team where I helped Bungie ship Beyond Light. The Frameworks team was a large, multidisciplined group of artists, engineers, designers, and of course a small, but dedicated QA team. We primarily focused on game structure; things like multiplayer modes, questlines, co-op missions, and raids. However, my priorities mainly lied with co-op missions and questlines. I’d work with narrative designers to make sure dialogue was functional and stories were progressing properly. I tested on PlayStation, Xbox, PC and Stadia as well as working with the respective console dev kits. I would analyze test passes and routinely participate/lead playtests with designers, take notes for the session, and provide feedback.
I began working at Bungie during the height of Covid, when the studio was still getting their bearings to operate on a work from home basis. Due to this, the team and I had to overcome a considerable amount of technical difficulties. This was honestly the hardest part of the job for me! Yet, we still pulled through and managed to release Beyond Light on time, mid pandemic, pretty much bug-free.