

Rhulk - Boss Design Retrospective
I was the Combatant Designer that led the design of Rhulk for the Vow of the Disciple Raid - collaborating with June Meyer who owned the design of the Raid Encounter and the highly talented inter-disciplinary team of Animators, 3D Artists, VFX Artists, Production and QA that made up the Raid & Dungeons half of the Bosses team on Destiny 2.
It was a highly collaborative environment with many stakeholders both on and off the team including art direction, narrative, audio, and many many contributors. As the Combatant Designer, I was responsible for designing his combat gameplay, abilities, performances, and determining the key details and priorities that were important for us to accomplish in our execution of those to achieve the goals he needed to in order to succeed.
In practice that meant creating design specs, leading and informing the execution of the team's artists, art leads and higher up stakeholders, executing the implementation in the engine of his behavior and combat gameplay, and constantly evaluating and updating his design during iteration and playtesting in parallel with the Raid team's iteration on the encounter side.
Nearly all of the concept art found here was created by Tobias Kwan and can be found on his art station at https://www.artstation.com/artwork/lR6QXJ


Challenge 1 - Making Diamond with Gold
The biggest challenge that immediately stood out to me was that this character, whom I had given the dev-name of "Subjugator" in my design spec (which in a cool twist, years later became the lore/narrative name for the sandbox combatants based off him) was going to be a member of the mysterious "Pyramid Race" that caused The Collapse in Destiny lore.
To me this meant that it was critical to his fantasy and player expectations that that he did not look or move like any combatant race players had fought before, if he moved in combat like a Fallen or Vex or Cabal or any other units, it could massively undermine his impact even if he was otherwise successful.
In our 'Bosses Taxonomy', a Boss that could not re-use an existing combatant's skeleton/rig/base animations generally required 'Diamond' scope to pull off (Riven from the Last Wish Raid, 'Raid' Oryx from the Kingsfall Raid, 'Story' Oryx from the Taken King Campaign, and Aksis from the Wrath of the Machine Raid are each examples of 'Diamond' Bosses) as the time/iteration/work just to create the base motions/functionality on a new skeleton (idle, fully new/custom locomotion sets, hit/damage responses, look/aim screens) alone could cost almost as much animation time as a full suite of custom attacks - not including death performances, DPS, wipe, intro, etc...
The problem was that on paper with our timeline, we only had time/resources more aligned to a 'Gold' scope boss here, basically 70% of the scope we've historically needed to accomplish a boss that couldn't reuse an existing set of base animations/locomotion/etc.
Because of that, almost every aspect of Rhulk's design at least in some part was influenced by this constraint. For example, the fantasy of presenting him as being on another level beyond the guardians such that he doesn't feel the need to really exert himself or do many attacks to deliver a huge threat was not only a design decision to meet player expectations around the threat/danger of these 'Pyramid Race' characters - it was also because I felt we could lean into him doing less (therefore less animations), as a feature in support of his fantasy/character design - presenting him as unflinching, a character who sees the player as ants so to speak and a chore he doesn't feel the need to take seriously/exert himself against for most of the fight (until they get under his skin).
Indirectly, this constraint also created the conditions that led to one of his most iconic attacks emerging later in iteration - his kick.

Challenge 2 - Digitigrade style legs creating locomotion problems
We had solved for the animation scope problem in part by digging up and re-using a combatant prototype from another project that never shipped but had a full, very new/alien looking skeleton, rig, and base motions, so we could start from something that already at least had that going for it even if we ultimately would end up changing nearly all those animations during iteration (Still much quicker to do than try to stand up a blank slate from scratch where much of the team may be blocked until the base animations are further along). What we ended up with and Art Direction built momentum around was a combatant featuring very long, digitigrade legs (tl;dr - leg/foot morphology that results in a gait/stance that causes the creature to stand/walk on the toes/digits of the feet rather than the soles/flat of the feet (plantigrade) - it can have a lot of implications for stabilization/balance and gait)
This was super cool, and everyone liked it - it was alien-like thus very different than any existing combatant's feel which was important and this seemed fine until we started iterating on the locomotion set to get the character more in-line with that haughty, superiority complex sort of vision I had when we got caught between multiple rocks/hard places.
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Because the boss was much bigger than players (and needed to be to feel imposing) it meant that at his run with the way his locomotion was authored, he outran players significantly which didn't make for good combat pacing/tempo (Nezarec would be a later boss where I did lean into that dynamic with the support of an encounter/context that worked with that but here it was a very different arena we wanted that was mostly the fireteam vs Rhulk when they got up to his 2nd phase). But then we struggled to find a run animation that moved the character slower without creating a very awkward gait given his long legs.
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The way the character accelerated and decelerated from walk/run in its combat felt awkward as unlike plantigrade creatures which our locomotion systems worked great for, digitigrade creatures, especially ones with long legs like his skeleton had, we found need very different movement performances at different speeds to be believable in how they are balancing and shifting weight (walking, versus striding, vs running are very different) is much more complex compared to the flat footed way plantigrade characters can walk/move.
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Strafing had a similar problem where forwarded movement was very different than side movement and it was awkward to see the character blend between them.
The end result was a character that felt indecisive in it's combat when it kept accelerating/decelerating and changing direction. While that could be fine for a character who was acting very nimble and taking a fight seriously or had a bouncy gait like we did on say the Cabal Warbeasts, that was problematic here as this character's fantasy/execution really needed to exude confidence to work so he had to commit to what he was doing, and his fantasy didn't have room for constant movement that seemed like it would use a lot of energy...
With this I pitched two solutions to the animation team:
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If he is too fast when running, we can't find a slower run locomotion style that feels correct, AND it feels weird to have him accelerating/decelerating all the time - what if I adjusted his design so that he only ever walks?
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To solve for the strafing weirdness, what if I also adjusted his combat movement logic such that he almost never will strafe?
The vision/fantasy I pitched was: In his mind, there is a 0% chance he can be killed or lose this fight and is just going thru the motions of stepping on the bugs before him (at least until they get under his skin a bit, which is what DPS/phase 3 is which is a far more aggressive stance/motion). So for this phase 2 movement, there is no need to take cover or reposition or stand anywhere, he is basically impending doom as he calmly walks directly towards his target performing his attacks with an almost casual indifference.
Around the same time a 'hands behind his back' idea/vison I had for conveying his sense of superiority in this phase was facing some growing skepticism from art leads given it was a departure from our proven animation pillars/model that a combatant should be clearly brandishing a threat (weapon or threatening magic hands at their target).
These solutions all came together at the right time and started working out incredibly well and we stayed the course, resulting in his iconic confidence/aura that players heavily resonated with.





