After The Final Shape, Bungie set out to change how players build, gear up and level their characters, and to make armor matter again.
I led UI/UX for weapons, armor and the new power system: a team of six (two visual designers, two UX designers, a technical UX designer and a UI engineer), working with Systems, Economy and Destiny 2 leadership. It was my first time as an area lead.
Weapons and armor drop at Tier 1 to 5. Each tier adds more, and Tier 5 adds a unique ornament and combat flair.
This season's gear boosts weapon damage and armor damage resistance in PvE, and raises Portal rewards.
Power above the 200 cap, earned in harder content, shown in teal and reset each season.
Replacing a vague armor mod, a meter under each weapon fills with every kill, so players know exactly when the next kill drops an ammo brick.
Six archetypes, like Brawler (Melee and Health), set each piece's primary and secondary stats.
Wearing two or four pieces of a set unlocks bonus perks.
Six stats renamed Weapons, Health, Class, Grenade, Super and Melee, scaling to 200.
I set one rule for the gear tooltip: show only what a player needs to quickly decide what to do with an item (equip, dismantle, infuse or store). Everything else moves to the expanded panel, or lives only on the details screen.
That cut weapon level and all but the most important stats, turned perks and mods into a single row of icons, and moved More Info and Compare onto the tooltip. It made room for the new information, Seasonal Power, tier, archetype and set, without a longer tooltip.


Edge of Fate removed the ammo armor mod, because it was too unclear what it actually did. In its place, a meter under each weapon fills by a set amount with every kill, so players know exactly how many kills are left. When the meter is full, the next kill drops a Special (green) or Heavy (purple) ammo brick.
I did the technical UX and built the meters in the engine myself, and sat in the lead meetings that decided whether the feature would ship.
