
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
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.


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.






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!


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.
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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.

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


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.
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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.
Please feel free to reach out!
Experience
Bungie | UI Visual Designer
2021 - 2026
Education
BYU-I | BFA in Graphic Design
Graduated 2021