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Bungie: “The most toxic experience of my life” – developers unpack –

Former developers of “Destiny 2” are critical of the management at Bungie. However, they praise the close connection and cooperation within the team.

The announcement of the end for „Destiny 2“ triggers a lot of negative reactions in the gaming industry. Former developers are taking advantage of this situation critical review on the time at the developer studio Bungie.

“Working at Bungie was the most toxic and dysfunctional experience of my professional life,” said the former lead narrative designer Michael Zenke.

Employees were like friends

However, he is extremely positive about his former colleagues: “But the incredible people with whom I was able to work were among the best in the world in their fields, and I still consider them all friends to this day.”

Also the former QA test lead Uriah Belletto paints a bleak picture of Bungie’s leadership. He openly criticizes management and says that at a certain point those responsible “forgot that people play games for fun.”

According to Belletto, there was a lack of understanding for players who often seek simple pleasures in “Destiny.” An example of this is character customization. Meaningless or entertaining elements were always important for users, while the studio increasingly lost sight of this aspect. He also emphasizes that the collaboration in the raid and dungeon team was still great. Here you could work to push creative boundaries.

Ash Poprik also speaks positively about his colleagues. He is sad about the end of “Destiny 2”, but at the same time emphasizes his pride in the time we spent together. The team is “really something special”. According to Poprik, all of the employees were talented and very compassionate. He would also like to see each other again later in his career. These people were “like a breath of fresh air” to him.


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In summary: The former developers praise the commitment of their direct teammates highly. In contrast, there are clear words addressed to the responsible management. The management ultimately lost sight of the community’s actual joy of playing, which is why the mood in the entire studio suffered.

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