Try GOLD - Free
High Moon Studios
Edge
|November 2018
Embracing its destiny, a support act takes centre stage.

The call came, as High Moon studio head Peter Della Penna recalls, when Destiny was six months old. By which time, he and his team were already well and truly hooked on Bungie’s MMO shooter. As a brand-new proposition for both developer and publisher, it had already become apparent that this multi-year project was going to struggle to sustain its player base for its planned duration. And so Activision phoned Della Penna and asked if High Moon fancied making the switch from Call Of Duty to Destiny. Before he knew it, he and his senior staff were on a plane to Washington state. “There were some positive expletives involved,” the studio’s VP Matt Tieger says. “We loved the game and as gamers we’d always been fans of Bungie’s work – so the opportunity to work with them was really exciting for us.” Three and a half years later, the studio now finds itself entrusted with the expansion that not only begins Destiny 2’s all-important second year, but is also responsible for killing off one of the game’s most popular characters.
It feels like a pivotal moment in the life of a studio that, before that phone call, had taken a fall before coming back swinging. In 2014, High Moon partnered with Sledgehammer on another Activision behemoth, developing the PS3 and Xbox 360 versions of Call Of Duty: Advanced Warfare – incidentally, the last editions of the series to support older hardware. This established their reliability as a support team after having previously worked alone on a succession of licences, including Robert Ludlum’s The Bourne Conspiracy, three Transformers games and Deadpool. If the Transformers trilogy was a success, the latter – released before Marvel’s recent revival of the character – was not, and 40 employees lost their jobs after development finished.
This story is from the November 2018 edition of Edge.
Subscribe to Magzter GOLD to access thousands of curated premium stories, and 9,500+ magazines and newspapers.
Already a subscriber? Sign In
MORE STORIES FROM Edge

Edge UK
STRANGE SCAFFOLD
How to embrace the weird while keeping the culture and games focused on people
7 mins
November 2025

Edge UK
Post Script
A clockwork heart can't beat faster
4 mins
November 2025

Edge UK
Metal Gear Solid Delta: Snake Eater
Every tiny detail of protagonist Snake is modelled. The fabric of his fatigues darkens and grows heavy with water when he splashes through a stream or pond.
4 mins
November 2025

Edge UK
It Came From The Desert
Cinemaware's B-movie homage pushed the vision of interactive cinema to new heights
6 mins
November 2025

Edge UK
Shuten Order
Whatever the opposite of writer's block is, Kazutaka Kodaka has it.
4 mins
November 2025

Edge UK
Metal Gear Solid Delta: Snake Eater
Every tiny detail of protagonist Snake is modelled.
4 mins
November 2025

Edge UK
INDUSTRIA 2
Turning a minor FPS hit into a survival-horror seque
3 mins
November 2025

Edge UK
Mafia: The Old Country
Try to change Enzo's outfit at the start of a mission in Mafia: The Old Country, and you're given the option to \"disable story outfits\" – to use costumes that you might have obtained by purchasing the Deluxe Edition of the game or that are specific to other set-piece levels, such as the helmet and jodhpurs Enzo wears in a motor race.
6 mins
November 2025

Edge UK
BATTLESTAR GALACTICA: SCATTERED HOPES
The sound of Cylons
3 mins
November 2025

Edge UK
Echoes Of The End
Anyone who's played a big-budget action-adventure game from the past 15 years may get a sense of déjà vu from Echoes Of The End.
4 mins
November 2025
Translate
Change font size