top of page

The Tonic Capsule, a seasonal activity screen.

bea hindman

Please enjoy a collection of my work for the live-service videogame Destiny 2. In my UI Design work I center accessibility, intuitive use, and experiences that reinforce the lore of worlds players love!

destiny 2

ui designer

& artist

Ablative Armor
Ablative Armor

A brand new enemy archetype, "Ablative Armored" brought with it a need from a new enemy nameplate.

 

I was able to help design for this new shield type, with the goal to help players easily differentiate Ablative enemies from others. 

Ablative Armor.png

A screengrab of the Ablative Armor enemy nameplates.

Nameplate Updates

I was able to work with amazing tech designers and engineers to do an accessibility pass on all of our already existing enemy nameplates.

NAMEPLATE medium bar new.png
NAMEPLATE medium bar old.png
Hover to see how the Old Enemy Nameplates
NAMEPLATE mini boss new.png
NAMEPLATE mini boss old.png

The New enemy nameplates contrasted against the Old, for each major enemy type, in descending order of enemy difficulty, rank, health, and abilties.

Nameplate designs before and after, respectively

bea hindman

Fun Fact 3!

As a player of Destiny 2 myself, and an avid raid runner, debuffs like Unstable Light (shown to the right) were my guiding pillar in pitching for the High Priority channel up at the top by the players' health bar.

Unstable Light is a debuff that, left unchecked, will fail the six-player mission it takes place in.
I may or may not have been the reason of several re-starts of this raid.

Fun Fact!
Screenshot 2026-08-02 205206_edited.jpg
Buff icon

When creating a more unified buff container language, I  designed all subclass-related buffs to appear in a diamond shape. This is because in Destiny 2, your chosen super and subclass are always presented in a diamond!

Buff Icons and Channels

Destiny 2 has over 500 unique buffs and debuffs that will affect players. For several years, the game only displayed four at a time.

​

I was able to redesign the buff/debuff icons for better accessibility, and also got to pitch and help implement two new additional buff channels.

New Buff Icons

The New Buff icons! We focused on clarity of positive or negative impact, with the weighted pips helping those indications.

Hover to see the Old Buff Channels and icon styles!
Buff Channel Reworks
OLD Buffs

A Raid Boss, Golgoroth, posed to help show off the new Buff Channels and icon styles.

Fun Fact 2!!

Together with engineers and tech designers, we were able to create a tagging system so that, in engine set up, each buff can easily be sorted into their correct channels!

We were able to create a "Priority Rating System" as well! Now, Activity and Sandbox Designers can assign ranked importance to buffs, controlling where a buff displays amongst others in its channel.

HUD Updates

The HUD became a home for a lot of my work, and a big part of the challenge on a space like the HUD is the limited space we can use before players can't even see what they're aiming at.

​

This sections shows off some work I was able to integrate into the HUD!

The new subclass needed a new meter for its unique power, Transcendence!!

The Glaive Reticle and Meter in action.

My work on the Overheating Meter for the new Blasters weapon type.

The Glaive Reticle animation isolated.

Resisted Damage Numbers, the red numbers indicating to players that their damage output is being minimized, or isn't optomized.

Check out Destiny 2 icon art I've done!

Perk icons

Emblems

Waypoints

etc.

Please feel free to reach out!

Experience

Bungie | UI Visual Designer

2021 - 2026

Education

BYU-I | BFA in Graphic Design

Graduated 2021

Here's some illustrative art I've done!

Posters

Illustrations

3D Models

etc.

bottom of page