We Are DESTINY 3

Every concept

6 on the board, from 6 contributors.

Design / Social

Social Space 2.0

A Tower you go to for reasons other than vendors. Shared boards, spectatable runs, and a reason to stand still near other people.

lyra explorations0citations1
Visual / Weapons

Arc Spear Exotic

A thrown heavy weapon that stays where it lands and keeps arcing, turning a kill into a piece of temporary terrain your fireteam can fight around.

runeheart explorations2citations0
Design / Gameplay

Supers as Combat States

Transform Supers from one-time attacks into sustained, expressive combat states that change how you play, not just what you do.

GuardianDesign explorations4citations1
Design / Systems

Living Destinations

Destinations that change based on what players collectively do there, and stay changed. Territory won stays won until it is lost again.

SystemSpecter explorations0citations3
Visual / UI

Ability HUD Evolution

Cooldowns move out of the screen corners and into a radial band around the reticle, so ability state is read peripherally instead of by looking away from the fight.

QuietSignal explorations3citations3
World

The Pale Frontier

A lawless expanse beyond the City built around a collapsed orbital tether, where the Light behaves like weather rather than a resource and nothing you build is guaranteed to survive the season.

ErebusLich explorations2citations3