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Art directing marketing visuals for Destiny 2 has been especially rewarding because it has given me the opportunity to work with so many talented artists whose work l've admired for years. It has also allowed me to hire and develop both internal and external creative talent to support the...

69,262 次观看 • 3 个月前 •via X (Twitter)

32 条评论

CANAD1AN KRONIC 的头像
CANAD1AN KRONIC3 个月前

@DestinyTheGame Thank you for everything, Ive loved your art work and I truly hope we can see you again one day when destiny 3 is being made

sophie!! :3 🏳️‍⚧️ 的头像
sophie!! :3 🏳️‍⚧️3 个月前

@MoltenSlowa @DestinyTheGame these just always captured the vibe of what it feels like to play each thing represented in the pictures. thank you for your work

King Hamson 的头像
King Hamson3 个月前

@KevinRAGES @DestinyTheGame One of the few universes that made me want to look at every small detail it had even beyond the big picture we were given

Piggy 🐽 的头像
Piggy 🐽3 个月前

@DestinyTheGame I love you

🥷🏽TheGreatNinjaDan🥷🏽 的头像
🥷🏽TheGreatNinjaDan🥷🏽3 个月前

@Flauzino_FLZ @DestinyTheGame Was really tired and read your name as "Bigweld". That's all I wanted to say. Thank you for your time.

Archival Mind~ELS Observer 的头像
Archival Mind~ELS Observer3 个月前

@DestinyTheGame I was always a fan of the boot images made from D2Y3-onwards. Just another example of the art and art direction being amazing.

Emms 的头像
Emms3 个月前

@DestinyTheGame So many wallpapers over the years - thank you and to all the artists you've worked with for the surprise and enjoyment they've given me in getting to experience this universe artistically in ever new and jaw-dropping ways

Nazasu 的头像
Nazasu3 个月前

@DestinyTheGame All of the Witch Queen and Final Shape stuff are certified BANGERS! Side Note: Do you know who was the people who worked on the Red War and Year One illustrations!?!

Neosayswtf05 的头像
Neosayswtf053 个月前

@DestinyTheGame it can’t be over this feels like a break up like i’m losing someone i love i do love destiny

WitchHunterRobin 的头像
WitchHunterRobin3 个月前

@DestinyTheGame can you link me the artist who made the Duality Shotgun?

Save Destiny! 的头像
Save Destiny!3 个月前

@DestinyTheGame 🔥🔥

SonyTheSquanderer - Toland #WeWantDestiny3 的头像
SonyTheSquanderer - Toland #WeWantDestiny33 个月前

@DestinyTheGame Destiny 3 art please!

Ethan 的头像
Ethan3 个月前

@DestinyTheGame You're guys art has always been amazing and is something I will deeply miss

Chris Quinn 的头像
Chris Quinn3 个月前

@DestinyTheGame 😢

Tally Ho-Calico 的头像
Tally Ho-Calico3 个月前

@DestinyTheGame These were always so well done, thanks for all your hard work over the years.

Tiny 的头像
Tiny3 个月前

@DestinyTheGame nice

Quill ☕ 的头像
Quill ☕3 个月前

@DestinyTheGame Thank you!

Sooshi 的头像
Sooshi3 个月前

@DestinyTheGame i love all the splasharts for destiny. Especially the Queen's knight artwork

Benny 的头像
Benny3 个月前

@DestinyTheGame Your art is truely next level. Everytime i came across a new season and saw it, i instantly wanted to engage with the content

yh 的头像
yh3 个月前

@DestinyTheGame Absolutely beautiful work would love to see how some of these came to life from start to finish. Truly amazing thanks you for your work.

Timothy Mark! 的头像
Timothy Mark!3 个月前

@DestinyTheGame it's damn right amazing, I hope you get the chance to continue your amazing work for destiny one day if the stars align and we get another destiny game.

Luki 的头像
Luki3 个月前

@DestinyTheGame The art team always, always, always delivered, you guys have done incredible work over the years, we're lucky to have such a talented creative team behind the game.

SonyTheSquanderer - Toland #WeWantDestiny3 的头像
SonyTheSquanderer - Toland #WeWantDestiny33 个月前

@DestinyTheGame We appreciate you, now probably more than ever

Retro Man 👾 wholesome hero 的头像
Retro Man 👾 wholesome hero3 个月前

@DestinyTheGame I need multiple Destiny art books of all the fantastic art here and from the other amazing artists

Daniel 的头像
Daniel3 个月前

@DestinyTheGame Fantastic!

HolySpank 的头像
HolySpank3 个月前

@Flauzino_FLZ @DestinyTheGame #WeWantDestiny3

Lancee 的头像
Lancee3 个月前

@DestinyTheGame your art is beautiful and a true inspiration to me as an artist. thank you so much for everything youve done to inspire people. you should be so proud

Adam Howe 的头像
Adam Howe3 个月前

@MoltenSlowa @DestinyTheGame Art team always banged, thanks

q27 的头像
q273 个月前

@DestinyTheGame Dw destiny 3 soon

Cliftonius Maximus 的头像
Cliftonius Maximus3 个月前

@DestinyTheGame #WeWantDestiny3 @Sony @Sony_XDEV @Playstation @PS_Support_US @Bungie @DestinyTheGame @Destiny2Team @MarathonTheGame

裏切り - DT 的头像
裏切り - DT3 个月前

@DestinyTheGame Do you take in special requests from fans from time to time? Just wondering.

HungrySnake [TeEm] 的头像
HungrySnake [TeEm]3 个月前

@DestinyTheGame #wewantdestiny3 @Sony @PlayStation

相关视频

Destiny 2 left a permanent mark on my life. The memories I’ve made with this game, both as a player and as someone lucky enough to work on it, will forever stay with me. Not just because of late nights running King’s Fall with friends, or grinding out the Crucible Glorious Seal in solo queue like a complete maniac, but because Destiny 2 challenged me, shaped me, and pushed me toward becoming the creative I am today. My journey into digital art and photography started back in 2007, when I began taking screenshots in Halo 3 and entering Bungie community art contests. The relationships I built during that time eventually opened the door to an opportunity with Bungie’s Gameplay Capture team in 2014, helping the team capture footage for a new game called Destiny. I had no idea then that a commendably short two-week contract would turn into an incredible 12-year journey with this franchise. I originally came to Bungie hoping to pursue environmental concept art, but along the way I had the opportunity to work on marketing art and quickly fell in love with it. Creating marketing art for a franchise like Destiny challenged me in so many different ways. It forced me to expand my technical, creative, and communication skill sets, constantly adapt, and keep learning new tools and workflows just to keep pace with the live-service beast that was Destiny 2. It means a lot to be able to look back and say with confidence that I had a visual impact on Destiny 2; but the most meaningful part of it all was getting to work alongside and learn from so many incredible artists at Bungie, and seeing firsthand just how much care, effort, and humanity it takes to make work like this possible. It’s hard to fully capture how much energy, skill, and collaboration goes into every visual part of a game like Destiny 2. That work is shaped by artists from different backgrounds, experiences, disciplines, and perspectives. Each of them, including me, left a small part of themselves in what they created. To me, that’s what makes a game like Destiny 2 feel truly meaningful and memorable. Especially now, in a world increasingly saturated with content and driven by instant output and gratification through AI, I keep coming back to the value of process. For me, and for so many of my peers, it was never only about arriving at the final image. It was about the journey it took to get there. The late nights. The iteration. The problem-solving. The trust. The shared pursuit of trying to make something special. To my peers, I’m deeply proud of what we built together, but even more grateful for how we built it. We challenged each other, inspired each other, and kept showing up for one another through every high and low, as Destiny 2 has had many. That kind of shared effort leaves a lasting mark. What we made mattered. What we gave mattered. And the impact of what we built together will stay with us, and this community, for a long time. Shoutout to the current and former members of Creative Studios, the VizD team, and the many Bungie developers and marketers who helped shape this chapter of my life. I’m especially grateful to the teammates who believed in me, encouraged me to embrace failure and new beginnings as essential parts of artistic growth, and pushed me to take on challenges even when they felt beyond my reach. You showed me that the strength of a team will always surpass that of any individual hero. As my work on #Destiny2 comes to a close and I look toward the future, I plan to spend the next few weeks sharing some of the pieces I had the chance to create or art direct that mean the most to me. For now, I’ll leave you all with a collage of some of my personal favorite pieces to work on across Destiny 2’s lifetime. These projects mean so much to me because many of them started as personal passion projects or late-night concept sketches, inspired by playing early builds of Destiny 2 and by the incredible work of our development team.

Biwald

73,319 次观看 • 3 个月前

A Plea for Difficult Images (A small rant about what I think art is today) Why does the contemporary art world embrace the ugly, the every day, the absurd, the nonsensical, and the visually and conceptually challenging? Why is that? You know this is the case because, 5 out 10 times, you come out of a contemporary art museum asking: What just happened!? What the f*** is this? Why is this art? Well, it is a long story, but let's start with something basic, like, pretty, beautiful images have been done ad infinitum up until the 20th century. Every pretty sunset, cityscape, landscape, still life, and portrait has been done before to perfection. You just need to open up a history of art book, and you will find hundreds of examples of pretty images. The challenge for artists after the invention of the photographic camera, which rendered things so perfectly, was to see other things. The challenge for artists today is to see the world differently: ugly, weird, absurd, unrecognizable. The artist´s mission suddenly became to ask questions and to think and represent differently: art is the place where we can have no certainty; where it is ok to make no sense and just present questions. Beautiful things still get made. Cute is still a thing in 21st-century art, But for completely different reasons. Beauty is not done for beauty's sake, but to challenge why we would, after thousands of years, still want to see beautiful images. Abstract art was once a f*** you to the establishment. But ever since the world tamed it, abstract art has become decorative at best. The last moment or revival of this form was called "Zombie Formalism" for it´s complacent visuals with "modernist and expressionistic styles,” which worked perfectly to please collectors interested in flipping works of art they did not understand from emerging artists who essentially crafted hundreds of generic images indistinguishable from one another. Contemporary art has moved into a space where artists tend to challenge art and beauty. They´ve become philosophers of the image, and in doing so, they have left many viewers perplexed and confused as to what exactly it is that they are witnessing or supposed to connect with. It seems that art today asks viewers and collectors to go on the same trip that the artist has gone through: understand thousands of years of art, read all the books that questioned why that was all made, and experiment with them in what can be considered art today. For those curious about art and collecting, they usually come to art with a blank slate and arrive at pretty pictures and, as many viewers for thousands of years, enjoy what they are looking at. The creators of those pretty pictures call themselves artists, and so it seems the system works. But when those pretty pictures escape the niche they are produced in and try to mingle with the contemporary art world, rarely do they become accepted, because, the museums, the informed collectors and the contemporary art market ask the questions of why pretty pictures again? Why today? How is this advancing our understanding of art? How is this commenting on all we know about art? What are these poster-looking, perfectly designed illustrations proposing to the art world that we have not considered before? And so those questions need to be answered for pretty images to be seen as art. And pretty is not only an aesthetic concept, but it is also about the intentions and the way the artist is capable of expressing his artistic intent. You can have “pretty intentions,” and that, too will be challenged. Simple themes, simple concepts without historical and conceptual rigor, are torn down and debunked because why do we need pretty artistic intentions anymore? Why do we need to see images based on explorations of color or form, self-portraits as an exploration of self, the line between reality and fiction, and the list goes on... These ideas have already been explored to the depths of their possibilities and those explorations became movement in the past. To go down that path again is a matter of practicing or studying to be an artist, but the contemporary art world rarely could see this as a proposal to move forward the world of art. So, you see, a plea for difficult images is a plea to be committed, respectful, thoughtful, and innovative. We cannot move forward, as in all practices that thrive on “the new,” without committing to understanding and challenging what came before. Science asks this of us, technology asks this, literature asks this, and cinema, too. We need pretty images, but they should only be a path to something way more profound. To do and understand art takes time, vulnerability, and a willingness to change… not everyone is willing to take that path. (Healed by Jess Mac)

alejandro cartagena

41,396 次观看 • 2 年前

One of the workflows I helped advance and lead for Destiny 2 was our static compositing pipeline for marketing visuals. When we were creating marketing content for #Destiny2, we always needed strong key visuals for weapons, characters, abilities, and other in-game elements. Unlike a traditional gameplay screenshot, where everything is baked into one static image, composited shots let us isolate individual elements and light them more precisely. That gave us a lot more flexibility to build scenes with better legibility, clearer focus, stronger lighting, improved contrast, and a more intentional overall look. One of the biggest strengths of compositing is having access to individual layers in Photoshop. That layered approach not only makes the editing process easier, but also makes the final artwork much more flexible. Images can be adapted for trailer motion graphics, reworked for print, or pushed further as creative needs evolve. Destiny 2 composites are built using Adobe Photoshop alongside in-game captures. Using advanced development tools, we light, capture, and isolate characters, weapons, and props directly from the game environment, all of which were originally created by the talented Bungie 3D art teams. Those assets are then brought into Photoshop, where they’re cut out and assembled into custom scenes using layered compositions and visual effects. The composites highlighted below are a few of the Destiny 2 pieces I’ve worked on that are meaningful to me. Let me know what your favorite is!

Biwald

67,940 次观看 • 3 个月前

Summary 2025 🎨 This year has definitely been the most incredible, prolific in my artistic career! Won two official Art contest organized by PlayStation, had my art exhibited at the Fluctuart Galerie in Paris, I also had the honor and opportunity to be officially commissioned by some extremely talented people and studios that I admire, to create official illustrations for Control by Remedy Entertainment, Blades of Fire by 505 Games and MercurySteam, as well as by indie studios that I love with all my heart too, such as Digixart and Lowbirth Games to create special, festive goodies for their teams🖤many thanks to Juha, Antonela, Raphaelle and Chloe, Aicha, I appreciate you all a lot and I am so grateful for the trust. ✨️ The highlight for me was without a doubt being commissioned by the family of Guillaume Broche, creative director of the GOTY Clair Obscur Expedition 33, to create an unique piece for his birthday, a large 1-meter panoramic artwork 🖤 (A big thank you to his brother, Adrien, for his trust.) Then I had the opportunity to collaborate with all the voice actors of Expedition 33 and their agency. Even though the year started off in the best possible way with my work, I had a very difficult and painful year physically, with my health. I don't talk about it often, I'm not really recovered, and the daily pain is sometimes really, really hard to bear. To everyone, I hope you enjoyed this year of non-stop drawings, time lapses, paintings, cosplays, goodies, and I hope you'll still be here with me next year, because I have so many cool things planned for you all!🥰 Thank you for all the love, constant support, the kindness and all the encouragement I received every single day here and on every social media. You made my 2025 an amazing year and I will never forget it. Thank you to all the beautiful people who commissioned me and trusted me enough to let me draw your pets, your kids, your families. This means the world to me. Thank you for all the person who helped me every time my art was stoten, I am so, so grateful. For everything. 🙏🏻🖤

Krystine Art 🎨

40,057 次观看 • 8 个月前

It's time to talk about something. My artwork workflow. This is going to be a long one. As some of you may know, I work with our in-house artist, and have for over 3-4 years. He has done all of the Kurosun , GLSSWRKS and tekkusai designs - even the logos. Yes, seriously, it's all the same guy. Of course, Kurosun art has existed before the age of good generative AI , back in 2022. So it was always from idea straight to human drawing. With GLSSWRKS, the workflow was always to use AI as reference, and then let the artist work for weeks or months until it feels just right. After our first release, which was really similar to the original AI reference, we decided to never keep them that close again. Our artist has taken more liberty to make their own version of each idea, making over 60 versions of each character, by hand. My own tekkusai releases are much the same, the ideas start from a reference, and the artist then gets to work and stays in the loop with me, we work back and forth for a long time until it feels right. So, some people have asked, what's the reason for working this way? Well, I think that artists are important. I highly value working with both my artists (one for artwork, and one for 3D visuals). Their taste matters to me. Our back and forth matters to me. Our friendship matters to me. The fact that they get paid matters to me, and that is something that will never change. Every pixel from the artwork is drawn by a human, with only references being generative AI. This is the reason I have always said "AI hybrid, but there is a real artist that works hard and gets paid", because to me, that's the part that matters. Apex took two months of work just on the art/3D visual side. It took even longer to develop this surface and coating. If you're wondering why now, I think it's the right time to talk about it. Before anything else is sold. Before any rumors circulate. Everyone is entitled to their own opinion and where they draw the line. This is where I draw mine. Much love to everyone, tekk

tekkusai

34,802 次观看 • 2 个月前