The Work
After completing my work for the final update of Destiny 2, Monument of Triumph, I got to move over and do some work for Marathon for season 2 release. I was quickly spun up on some of the engine and tech differences that were unique to the Marathon team. I was quickly given some bugs to fix but also a brand new screen to create from start to finish and a related screen to completely overhaul.

For the first new screen I added the abilities overview screen. This is the first time a screen had multiple videos on a screen that weren't obscured but there were limitations to displaying more than one video component at a time. To get around this limitation, only one video component is visible at a time, and each non playing video is actually just a bitmap of the first frame of each video. On hover the video player becomes visible and starts playing.

Because of the addition of a new runner, the runner select screen was also overhauled. Runners were now displayed in grid squares with Rook being a differently shaped element. Parallax was also removed from the art in the background so that we could display custom art per skin. D-pad and WASD navigation was added to the runner selection as well.
I worked closely with the art team to determine the workflow for getting custom art assets per skin to this screen and wrote out the documentation in a way so that any dev could walk through the art, investment, and tech UI steps themselves when implementing new skin art assets which should speed up production as only one person could do it instead of 3.
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Unfortunately Art was unable to create all the assets for each skin before season 2 launch, so only the skins new to season 2 had shown different art, but the rest will come in time.

