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Destiny 2: Renegades ViDoc | Making of a Renegade

Step behind the scenes with Bungie and Lucasfilm Games as we explore how Destiny 2: Renegades took shape. Discover the vision, the collaboration, and the making of a Renegade.
Transcript
00:00This is Destiny with a Star Wars lens,
00:05like this really cool combination that hasn't been done before.
00:09I can't wait to take a Praxic Blade, the monster.
00:12Don't be a ridiculous fan. Stay cool.
00:15Wait, we gotta squat it up and play through. Oh, yeah.
00:30This is why we got into games in the first place.
00:40Early on, we developed this North Star authentically Destiny,
00:44unmistakably Star Wars.
00:46It has to be something that feels like a Destiny story.
00:49It can't feel like a one-off.
00:50This can't feel like a side quest, right?
00:52Like this has to be a continuation of the Fate Saga.
00:56I got this vision.
00:59I knew it came from the Nine.
01:03But with Star Wars Beats and Star Wars Visual.
01:11This is uncharted territory for Lucasfilm games
01:13in that this is the first time we're telling a story inspired by Star Wars
01:18within a different universe.
01:21At the heart of, like, I think every Guardian's identity
01:24is like this healthy, independent, rebellious streak.
01:28We were excited to actually explore that scoundrel fantasy.
01:33Bounty hunters, the syndicates going out and doing jobs
01:37with a ragtag team.
01:39We took inspiration from Star Wars to ensure the scale,
01:43visual language, soundtrack, and cinematic storytelling
01:47in Renegades delivered on everything fans
01:50have come to expect from the franchise.
01:52The Praxic Blade collaboration stands out to me.
01:56Because lightsabers are so iconic,
01:59it was absolutely critical to get that balance right.
02:02The team at Lucasfilm Games was just so solutions-focused.
02:05It wasn't, you know, it has to be this way.
02:07It was a lot of back and forth and asking questions about,
02:09how would this work?
02:10Let's talk about it.
02:11All right, oh, so we need a different energy source.
02:13Okay, what would that look like?
02:15It was all about, like, what is best for the player.
02:17When we announced this collaboration to the studio,
02:19James may or may not have been wearing a fighter pilot helmet.
02:23Yeah.
02:24Destiny and Star Wars shared that same beating heart.
02:28I was like, oh, this is going to be special.
02:30We were given such a unique challenge.
02:44How can we achieve the aesthetic and the feel of Star Wars
02:48without losing the narrative threads that we've created so far
02:52for Destiny at the same time?
02:54It wasn't until we found our footing with creating a foundation
02:58in Destiny that things started to click together.
03:01I remember the first time that we went down to San Francisco.
03:04We had this really big meeting where it was the Destiny narrative folks
03:08on one side and the Star Wars narrative folks on the other side.
03:11We broke the ice by just asking, what's the bad version of this?
03:15We had a really good laugh over what that looked like.
03:19And through that, we kind of uncovered that this should be
03:22the aesthetic, the vibe of Star Wars
03:24with the truth to Destiny's narrative that we knew needed to be there too.
03:37We begin two months after the Edge of Fate has happened.
03:40The world has moved and changed,
03:42and we're still trying to figure out what Binding the Nine means.
03:45The Vanguard have redacted the prophecy of extinction.
03:49They don't want the public to panic over this prophecy.
03:52The crux of our story is the Drifter asking us
03:55to help him break Vanguard law for good reason,
03:58to confront a new rising faction of Cabal called the Baron Imperium.
04:02It's what drives Eris to help the Drifter out as well as the player Guardian.
04:06When we were thinking about what kinds of characters should be in this release,
04:10we thought about the kinds of archetypes we see throughout Star Wars.
04:13Yeah, and Drifter is an easy parallel.
04:15He and Han Solo share a cocky attitude, both former criminals.
04:20In Star Wars, there's a plethora of sassy droids.
04:23We have our own version of that through ghosts, and Blue is no exception.
04:28No luck? Thanks for nothing.
04:30Blue is Drifter's ghost, and I think as soon as people hear her,
04:33they'll be delighted and incredibly surprised.
04:36Our voice cast is stacked.
04:38Dredge and Bale is portrayed by Alex Lee, who is amazing.
04:42You are supposed to protect the people, not rule them.
04:46And we also got Hollywood actual royalty Danny Houston to play Premier Loom,
04:51the head of the Baron Imperium.
04:53Being able to work with someone from that kind of IMDB page was such an honor,
04:58and I was completely normal the whole time.
05:01Surrender to the Baron Imperium.
05:04Loom became this sweeping militaristic figure that I think is going to be a really good parallel
05:08to Grand Moff Tarkin or other evil military leaders from the Empire.
05:13So even though we're introducing new characters,
05:15we're still looking backwards at some of Destiny Lore's most long-standing characters.
05:20Anor is another example of that. She's our Praxic Warlock.
05:24She's loosely meant to be a parallel to something like a Jedi in Star Wars.
05:30She was part of a Vanguard internal affairs group that would police guardians on the usage of darkness.
05:37Don't make me regret abandoning my post to help you.
05:40Not now, Anor!
05:41Yeah, she has to grow up with the times a little bit,
05:43because the world has changed and a whole lot of people are using darkness now.
05:47And she gets to grow and kind of ask herself, like, am I still adhering to my own values
05:52if I allow myself to be open to these kinds of ideas?
05:56The Drifter belongs with us!
05:58The Drifter left your cult long ago.
06:00And then there's Bael. Dredgen Bael.
06:02Dredgen is a dark guardian that represents absolute darkness.
06:06Dredgen Bael doesn't like the fact that we're ruled by a city of immortals who can't step down and that weren't elected.
06:13He's got kind of a point, but his methods for addressing that point suck.
06:17He makes many bad choices.
06:21One of my favorite parts about a lot of villains in Star Wars is that they have just like the capability of making a right choice,
06:27and then consistently do not make good choices.
06:30Bael is trying to fill a hole in his life in all the wrong ways.
06:34And he just can't, and he never will. But man, we're gonna hope that he does someday.
06:37The time of guardians as shepherds of humanity is over.
06:42This has been an opportunity where you love Destiny, you love Star Wars, you want to do something with both.
06:56What are you gonna put into it?
06:58Oh my god, it was such a challenge at first, finding that sweet spot of how do we make something that can live in both worlds,
07:05and not feel out of place in either, but also feel totally new and exciting.
07:10It wasn't always about where do we find the exact middle ground, 50-50 Star Wars and Destiny,
07:15because at that point you're feeling almost a little derivative.
07:19There's those moments along the way when we were like, this is just Star Wars.
07:23This is not the purpose of the collaboration.
07:26We want to have something kind of new that makes you think of both.
07:30I remember when we were trying to figure out what we're gonna do with our new Cabal.
07:35We started in that place where it's just Cabal wearing a Stormtrooper outfit.
07:39Yeah.
07:40But it wasn't until we injected more of that weird alien design of a lot of these armor sets,
07:44that was kind of what switched it over from this is too derivative to this is really working.
07:49I think it comes through in the visuals in every single map.
07:52There are little Easter eggs and little treats here and there that we hid around,
07:56and Lucasfilm Games has been awesome at collaborating with us,
07:59and even putting some of their input onto our maps so we can really give the players something exciting.
08:08The Switch flipped in my head like, oh, we would never have done this without this collaboration,
08:13was the Syndicates.
08:14Yeah.
08:15We're going places with the Vex and the Eliksni and the Cabal that we really weren't gonna go before.
08:21Oh yeah, and trench coats.
08:22And trench coats, yeah.
08:24We have Vex in trench coats that are playing cards.
08:27It's so awesome, and I don't think we would have dared do that if we didn't have this opportunity.
08:32No, and it was the perfect time in our universe to do it too.
08:35The Star Wars fans on the team just start coming out, telling their stories about what they're excited to build,
08:40and far be it from me to get in the way.
08:44We make a lot of weapons in Destiny.
08:47How do you take a weapon in Destiny, which we have literal like four digits of guns,
08:52and...
08:53Understatement.
08:54Right?
08:56And make something that feels new, but also does justice for Star Wars,
09:00and Blaster was really obviously the choice.
09:03They're roughly in two groups.
09:05There's Dynamic Blasters, which are intended to be harder hitting, firing a ton.
09:13Brute Force.
09:17And then we have a number of Balance Blasters.
09:22As you're shooting, shooting, shooting, and the heat is building up,
09:24you're going to have a venting opportunity where you can hit a perfect vent.
09:27It's like functionally a reload, so you can start shooting again much faster.
09:30Sweet.
09:31I gotta ask though, what about those Cabal Blasters?
09:40Are they accurate?
09:41Uh, what difficulty are you playing on?
09:43We have swords in Destiny, but we don't have a Praxic sword.
09:56We don't have a...
09:57We do not.
09:58It's an exotic primary weapon.
10:02That's kinetic.
10:05Where you can reflect a bunch of blasts.
10:11Kill enemies with it and throw it out and get a ton of damage.
10:14Having the sandbox be able to explore this new, like, ability ecosystem with renegade abilities.
10:29We've taken so much of this opportunity and turned it into what we can, like, grow.
10:38Every corner of the game, from the art, the design, the audio, the music, UI, the rewards, completely infused with the magic of the collaboration.
10:47It's really been a real treat to be a part of.
10:51Yeah, super satisfying.
10:53Good morning, everybody.
10:54Didn't mean to wake you up with that beat.
10:58Sorry.
10:59The overarching theme for this was to create a score for this release that felt like it was going to be good.
11:05cohesive as a whole.
11:06Good morning, everybody.
11:19Didn't mean to wake you up with that beat, sorry.
11:23The overarching theme for this was to create a score for this release that felt like it
11:28was cohesive as a whole.
11:30We're all talking to each other and collaborating with each other.
11:39We were able to explore different ways of orchestrating, different ways of writing with the orchestra
11:45that expand on the Destiny palette and make it fresh and new.
11:54When I look at the Star Wars scores, there were certain elements that naturally fit.
12:00String flourishes or wood flourishes that would play into a certain moment.
12:05When it's like, oh, I know I want something to peel more Williams, so I'll push it.
12:09Not this Williams, but John Williams.
12:13I'll push it more in that world.
12:15Another thing, too, is the amount of percussion.
12:18I had some ideas that felt more full-on Star Wars.
12:22And once you flesh out the percussion arrangement, it instantly sounds more Destiny as a result.
12:27For me, a lot of it was about framing, where when I used a lot of the Destiny themes,
12:32how I set them up and how I'm transitioning in and out of moments are much more Star Wars-y
12:36in terms of the harmony and orchestration.
12:40I think the most exciting part about this was the opportunity to work with these guys and Mike.
12:45You definitely made it a point to kind of bring us together and listen to each other's music.
12:53But Brendan, you wrote something with the most beautiful oboe solo in it.
12:56And it drives me nuts that I didn't think of it first.
13:00No one wanted to follow Brendan, is what it came down to.
13:03Brendan's cues just sound amazing from the start.
13:06I remember, Nolan, your first high-action cue.
13:19Everyone was like, oh!
13:21It's really fast, really intense.
13:28Josh kept on, like, spinning around and looking at you.
13:33Humans have to play this.
13:35Destiny has, like, so many themes, and that's, like, a great vehicle for doing the Star Wars spin.
13:48Our first meeting was discussing that main theme, and I remember hearing it for the first time.
13:59And everybody kind of perked up when we all heard it.
14:03We're all having ideas that were just a little bit different from one another.
14:07It was all sort of impacted what the final version of the theme was.
14:10Dredge and Bale, that kind of teed off the main theme, and the fact that we were exploring the idea of this kind of anti-Guardian character set in this story of scoundrels.
14:32We wanted something that would be a backbone to tell a longer arc story.
14:37It has a layer of ominousness to it.
14:39It has a layer of mystery to it.
14:41But it can be turned other ways.
14:44I felt a sense of menace.
14:46Yeah.
14:51I'm just excited to get to experience it with players.
14:54I just really hope that, personally, I've written something that they can really connect with and love.
15:00And if I can cause a couple of goosebumps in there, I'll take that as a bonus, too.
15:03I hope players get taken on a journey that inspires them and makes them feel like this world is really unique and really special.
15:14My favorite feeling as a creator is getting to watch someone's look of, like, absolute surprise.
15:20I want players to feel hope, that exciting, boundless potential that Destiny has, and the world of possibility that Star Wars unlocked.
15:43I've been waiting so long for this.
15:50I've been waiting so long for this.
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