DESTINY 2: Beyond Light

The Technocrat | Activity type: Campaign Story Mission, Replayable Mission

Video walkthrough (external link)


The grand lobby of the Bray Exoscience complex, which was a shared space for multiple activities. For my mission, we used this space for a multi-wave encounter built around a bipedal mech, who starts on the central raised platform. Because of its size, we needed to make sure all of the paths around and through the space were a bit wider than average while also maintaining a solid density of cover objects.

Artist and image credit: Sam Rucks


Deeper in the facility, we opted for more of a “cavernous tech” look, with a ton of negative space to create some really dramatic and unique backdrops for combat. In this transitional area, players face off against combatants on the platforms as well as flying enemies coming from the rear of the space.

Artist and image credit: Jeff Horal


This space was built to accommodate a miniboss encounter and challenges the player to engage with enemies on multiple vertical levels at once. It also provides multiple flanking paths along both sides of the space and leverages the central structure as a significant blind to break up lines of sight for both players and combatants.

Artist and image credit: Jeff Horal


Leaning into the “cavernous tech” theme again for this space, we wanted to include a minor traversal challenge for players as they try to reach the highest platform here, in the foreground. During the mission, each platform is defended by a sniper so we made sure to include enough room out of sight to the sides for players to use as cover once they reached each platform.

Artist and image credit: Jeff Horal


This is the final boss fight arena for the mission, where players face off against the Technocrat (who enters from the distance, riding on the back of a flying combatant). The arena was built to emphasize negative space as a key gameplay element and players must keep moving and jumping between platforms, dodging the Technocrat’s grenade attacks and fending off the packs of supporting enemies chasing them around the room.

Artist and image credit: Jeff Horal