Bungie

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* Bungie Studios (2000–2007)

**Bungie, Inc.** is an American video game developer based in Bellevue, Washington. The company was established in May 1991 by Alex Seropian, who later brought in programmer Jason Jones after publishing Jones' game *Minotaur: The Labyrinths of Crete*. Originally based in Chicago, Illinois, the company concentrated on Macintosh games during its early years and created two successful video game franchises called *Marathon* and *Myth*. An offshoot studio, Bungie West, produced *Oni*, published in 2001 and owned by Take-Two Interactive, which held a 19.9% ownership stake at the time.

Microsoft acquired Bungie in 2000, and its project *Halo: Combat Evolved* was repurposed as a launch title for Microsoft's Xbox console. *Halo* became the Xbox's "killer app", selling millions of copies and spawning the *Halo* series. On October 5, 2007, Bungie announced that it had split from Microsoft and become a privately held independent company, Bungie LLC, while Microsoft retained ownership of the *Halo* franchise intellectual property. It signed a ten-year publishing deal with Activision in April 2010. Their first project was the 2014 first-person shooter, *Destiny*, which was followed by *Destiny 2* in 2017. In January 2019, Bungie announced it was ending this partnership, and would take over publishing for *Destiny*.

Among Bungie's side projects is Bungie.net, the company's website, which includes company information, forums, and statistics-tracking and integration with many of its games. Bungie.net serves as the platform from which Bungie sells company-related merchandise out of the Bungie Store and runs other projects, including Bungie Aerospace, charitable organization the Bungie Foundation, a podcast, and online publications about game topics. The company is known for its informal and dedicated workplace culture.

## History

### Background and founding (1990–1993)

In the early 1990s, Alex Seropian was pursuing a mathematics degree at the University of Chicago, as the university did not offer undergraduate degrees in computer science. Living at home shortly before graduation, his father's wishes for him to get a job convinced Seropian to start his own game company instead.

Seropian's first video game was a *Pong* clone, written and released nearly 20 years after the original, called *Gnop!* (*Pong* spelled backwards). The game was created in 1990, almost a year before Bungie's official incorporation, but was released under the Bungie name and is considered by Bungie as its first game. Seropian released *Gnop!* free of charge, but sold the source code for the game for $15. *Gnop!* was later included in several compilations of early Bungie games, including the *Marathon Trilogy Box Set* and the *Mac Action Sack*.

Seropian officially founded Bungie Software Products Corporation in May 1991 to publish *Operation: Desert Storm*. Seropian culled funding from friends and family, assembling the game boxes and writing the disks himself. *Operation: Desert Storm* sold 2,500 copies, and Seropian looked for another game to publish.

Seropian met programmer Jason Jones in an artificial intelligence course at the University of Chicago. Jones was a longtime programmer who was porting a game he wrote, called *Minotaur*, from an Apple II to the Apple Macintosh platform. Jones recalled, "I didn't really know [Alex] in the class. I think he actually thought I was a dick because I had a fancy computer". Seropian and Jones partnered to release the role-playing video game as *Minotaur: The Labyrinths of Crete* in 1992; while Jones finished the coding, Seropian handled design and publicity. The game relied on then-uncommon internet modems and AppleTalk connections for play and sold around 2,500 copies, and developed a devoted following.

The team focused on the Macintosh platform, not Windows-based personal computers, because the Mac market was more open and Jones had been raised on the platform. While Jones was responsible for many of the creative and technical aspects, Seropian was a businessman and marketer. "What I liked about [Seropian] was that he never wasted any money", Jones recalled. With no money to hire other personnel, the two assembled *Minotaur* boxes by hand in Seropian's apartment. While the pair remained low on funds—Seropian's wife was largely supporting him—the modest success of *Minotaur* gave the duo enough money to develop another project.

Inspired by the shooter game *Wolfenstein 3D*, Jones wrote a 3D game engine for the Mac. Bungie's next game was intended to be a 3D port of *Minotaur*, but Jones and Seropian found that *Minotaur*'s top-down perspective gameplay did not translate well to the 3D perspective, and did not want to rely on modems. Instead, they developed a new storyline for the first-person shooter that became *Pathways into Darkness*, released in 1993. Jones did the coding, with his friend Colin Brent creating the game's art. The game was a critical and commercial success, winning awards including Inside Mac Games' "Adventure Game of the Year" and *Macworld*'s "Best Role-Playing Game".

*Pathways* beat sales expectations and became Bungie's first commercial success. Bungie moved from a one-bedroom apartment to a studio in Chicago's South Side on South Halsted Street; Seropian and Jones's first full-time employee, Doug Zartman, joined in May 1994 to provide support for *Pathways*, but became Bungie's public relations person, honing Bungie's often sophomoric sense of humor and irreverence. Bungie composer Martin O'Donnell remembered that the studio's location, a former girls' school next to a crack house, "smelled like a frat house after a really long weekend" and reminded staff of a locale from the *Silent Hill* horror video games.

### *Marathon*, *Myth* and *Oni* (1994–2001)

Bungie's next project began as a sequel to *Pathways into Darkness*, but evolved into a futuristic first person shooter called *Marathon*. It introduced the rocket jumping mechanic to gamers (then known as "grenade hopping") and was the first control system where players could use the mouse to look up and down as well as pan side-to-side. *Pathways* had taught Bungie the importance of story in a game, and *Marathon* featured computer terminals where players could choose to learn more about the game's fiction. The studio became what one employee termed "your stereotypical vision of a small computer-game company—eating a lot of pizza, drinking a lot of Coke" while the development team worked 14 hours every day for nearly six months.

After showing the game at the Macworld Expo, Bungie was mobbed with interest and orders for the game. The game was not finished until December 14, 1994; Jones and a few other employees spent a day at a warehouse assembling boxes so that some of the orders could be filled before Christmas. The game was a critical and commercial success, and is regarded as a relatively unknown but important part of gaming history. It served as the Mac alternative to DOS PC-only games like *Doom* and *System Shock*. The game's volume of orders was unprecedented for the studio, who found that its old method of mail or phone orders could not scale to the demand and hired another company to handle the tens of thousands of orders. *Marathon* also brought Bungie attention from press outside the small Mac gaming market.

The first game's success led to a sequel, *Marathon 2: Durandal*. The series introduced several elements, including cooperative mode, which made their way to later Bungie games. The game was released November 24, 1995, and outsold its predecessor. When Bungie announced its intention to port the game to the Windows 95 operating system, however, many Mac players felt betrayed, and Bungie received a flood of negative mail. Seropian saw the value of moving into new markets and partnering with larger supply chains, although he lamented the difficult terms and "sucky" contracts distributors provided. The game released on Windows 95 in September 1996. *Marathon Infinity* was released the following year.

After *Marathon*, Bungie moved away from first-person shooters to release a strategy game, *Myth: The Fallen Lords*. The game stressed tactical unit management as opposed to the resource gathering model of other combat strategy titles. The *Myth* games won several awards and spawned a large and active online community. *Myth: The Fallen Lords* was the first Bungie game to be released simultaneously for both Mac and Windows platforms.

The success of *Myth* enabled Bungie to change Chicago offices and establish a San Jose, California based branch of the studio, Bungie West, in 1997. Bungie West's first and only game would be *Oni*, an action title for the Mac, PC and PlayStation 2.

### *Halo* and buyout (2001–2007)

In 1999, Bungie announced its next product, *Halo: Combat Evolved*, originally intended to be a third-person shooter game for Windows and Macintosh. *Halo*'s public unveiling occurred at the Macworld Expo 1999 keynote address by Apple's then-interim-CEO Steve Jobs (after a closed-door screening at E3 in 1999).

On June 19, 2000, on the ninth anniversary of Bungie's founding, Microsoft announced that it had acquired Bungie and that Bungie would become a part of the Microsoft Game Division. *Halo* would be developed as an exclusive first-person shooter title for the Xbox. The reasons for Bungie accepting Microsoft's offer were varied. Jones stated that "I don't remember the details exactly, it was all a blur. We'd been talking to people for years and years—before we even published *Marathon*, Activision made a serious offer. But the chance to work on Xbox—the chance to work with a company that took the games seriously. Before that we worried that we'd get bought by someone who just wanted Mac ports or didn't have a clue". Martin O'Donnell, who had joined Bungie as an employee ten days before the merger was announced, remembers that the stability of the Xbox as a development platform was not the only benefit. Shortly before *Myth II*'s release, it was discovered versions of the game could erase a player's hard drive; the glitch led to a massive recall of the games right before they shipped, which cost Bungie nearly one million dollars. O'Donnell stated in a Bungie podcast that this recall created some financial uncertainty, although accepting the offer was not something Bungie "had to do". Seropian and Jones had refused to accept Microsoft's offer until the entire studio agreed to the buyout.

As a result of the buyout, the rights to *Myth* and *Oni* were transferred to Take-Two Interactive (which at the time owned 19.9% of the studio) as part of the three-way deal between Microsoft, Bungie and Take-Two Interactive; most of the original *Oni* developers were able to continue working on *Oni* until its release in 2001. *Halo: Combat Evolved*, meanwhile, went on to become a critically acclaimed hit, selling more than 6.5 million copies, and becoming the Xbox's flagship franchise.

*Halo*'s success led to Bungie creating two sequels. *Halo 2* was released on November 9, 2004, making more than $125 million on release day and setting a record in the entertainment industry. *Halo 3* was released on September 25, 2007 and surpassed *Halo 2*'s records, making $170 million in its first twenty-four hours of release.

### Independent company (2007–present)

On October 1, 2007, Microsoft and Bungie announced that Bungie was splitting off from its parent and becoming a privately held limited liability company named Bungie, LLC. As outlined in a deal between the two, Microsoft would retain a minority stake and continue to partner with Bungie on publishing and marketing both *Halo* and future projects, with the *Halo* intellectual property belonging to Microsoft.

While Bungie planned on revealing a new game at E3 2008, Bungie studio head Harold Ryan announced that the unveiling was canceled. Almost three months later, Bungie announced that the new game was a prequel and expansion to *Halo 3* titled *Halo 3: Recon*. The next month, Bungie changed the game's title from *Halo 3: Recon* to *Halo 3: ODST*. At E3 2009, Bungie and Microsoft revealed the company was developing another *Halo*-related game, *Halo: Reach*, for release in 2010. *Reach* was the last game in the *Halo* franchise to be developed by Bungie.

Bungie continued expanding, though it did not commit to details about new projects and ship dates. The company grew from roughly 120 employees in May 2008 to 165 in June 2009, outgrowing the studio Microsoft developed. Ryan helped redesign a former multiplex movie theater in Bellevue into new Bungie offices, with 80,000 square feet (7,400 m2) replacing the 41,000 square feet (3,800 m2) the company occupied previously.

In April 2010, Bungie announced that it was entering into a 10-year publishing agreement with publisher Activision Blizzard. Under Bungie's agreement with Activision, new intellectual property developed by Bungie will be owned by Bungie, not Activision, in a deal similar to the EA (Electronic Arts) Partners Program.

On June 30, 2011, Bungie announced the "Bungie Aerospace" project; its slogan, "*Per audacia ad astra*", translates to "Boldly to the stars". The project is intended to provide independent game developers with publishing, resources, and support, including access to the Bungie.net platform. In November 2011, Bungie Aerospace published its first game, *Crimson: Steam Pirates*, for iOS, developed by startup video game developer Harebrained Schemes. In addition to publishing and distributing *Crimson*, Bungie Aerospace provided players with statistical support and a dedicated discussion forum on Bungie.net.

In 2013, Bungie announced *Destiny*, which launched for the PlayStation 3, PlayStation 4, Xbox 360, and Xbox One platforms on September 9, 2014. During January 2016, Ryan stepped down as president and Pete Parsons, who had been the company's chief operating officer and executive producer since 2002, became its chief executive officer.

Chinese video game conglomerate NetEase had invested $100 million into Bungie in 2018, in exchange for a minority stake in the company and a seat on the company's board of directors.

Bungie terminated its publishing deal with Activision in 2019, after eight years; as per their agreement, Bungie retained all rights to *Destiny* and will self-publish future installments and expansions. This included transitioning *Destiny 2* from using Activision's Battle.net to Steam. Bungie's communications director David Dague dispelled ideas that Activision was a "prohibitive overlord" that limited Bungie's creative control, and instead stated that both companies amicably split due to different ideas of where the *Destiny* franchise should head.

Bungie plans to develop and launch a non-Destiny related franchise by 2025.

## Bungie.net

Bungie.net serves as the main portal for interaction between company staff and the community surrounding Bungie's games. When Bungie was bought by Microsoft, the site was seen as in competition with Microsoft's own Xbox.com site, but community management eventually won out as the bigger concern. The site has been redesigned several times.

During Bungie's involvement with the *Halo* franchise, the site recorded statistics for each game played. This information included statistics on each player in the game, and a map of the game level showing where kills occurred, called "heatmaps". On January 31, 2012, Bungie announced that, as of March 31, 2012, Bungie.net would no longer update *Halo* game statistics and *Halo* player service records, host new user-generated *Halo* content, or operate *Halo*'s "Bungie Pro" service. Bungie's cessation of these services on March 31 completed the transition process of all data for *Halo* games being managed by 343 Industries. Bungie.net records player's statistics for their game franchise *Destiny*. In addition to the collection of data and the management of *Destiny* player's accounts, the website serves as a form of communication between Bungie and the community.

While Bungie had long provided places for fans to congregate and talk about games, as well as releasing new information and screenshots over Bungie.net, it historically had made less effort and been less successful at providing access to the inside workings of Bungie and its staff. As part of a move to become more familiar with fans, Bungie recruited recognized and respected voices from the fan community, including writers Luke Smith, Eric Osborne, and others. The developer hosts a podcast where staff members are interviewed in a round-table, informal atmosphere.

Bungie also has an iOS and Google Play application that allows stat-tracking for their game *Destiny* on the go.

## Culture

 File:Bungee solo.png
Martin O'Donnell described Bungie's workplace culture as "a slightly irreverent attitude, and not corporate, bureaucratic or business-focused"; artist Shi Kai Wang noted that when he walked into Bungie for an interview, "I realized that I was the one who was over-dressed, [and] I knew this was the place I wanted to work". Bungie's content manager and podcast host, Frank O'Connor, comically noted that at a GameStop conference, the Bungie team was told to wear business casual, to which O'Connor replied "We [Bungie] don't do business casual".

This informal, creative culture was one of the reasons Microsoft was interested in acquiring Bungie, although game designer Jordan Weisman said that Microsoft came close to destroying the company's development culture, as it had with the now-defunct FASA Studio. Studio head Harold Ryan emphasized that even when Bungie was bought by Microsoft, the team was still independent:

>
> One of the first things [Microsoft] tried after acquiring Bungie, after first attempting to fully assimilate them, was to move Bungie into a standard Microsoft building with the rest of the game group. But unlike the rest of the teams they'd brought in previously, Bungie didn't move into Microsoft corporate offices – we tore all of the walls out of that section of the building and sat in a big open environment. Luckily Alex and Jason [Seropian and Jones, Bungie's founders] were pretty steadfast at the time about staying somewhat separate and isolated.
>
>

In 2007, Microsoft eventually moved the studio to Kirkland, Washington, where it reincorporated as Bungie, Inc. Despite the move, financial analyst Roger Ehrenberg declared the Bungie-Microsoft marriage "doomed to fail" due to these fundamental differences. Bungie also pointed out that it was tired of new intellectual property being cast aside to work on the *Halo* franchise. *Edge* described the typical Bungie employee as "simultaneously irreverent and passionately loyal; fiercely self-critical; full of excitement at the company's achievements, no matter how obscure; [and] recruited from its devoted fanbase".

The Bungie workplace is highly informal, with new and old staff willing to challenge each other on topics, such as fundamental game elements. Staff are able to publicly criticize their own games and each other. Fostering studio cooperation and competition, Bungie holds events such as the "Bungie Pentathlon", in which staff square off in teams playing games such as *Halo*, *Pictionary*, *Dance Dance Revolution*, and *Rock Band*. Bungie also faced off against professional eSports teams and other game studios in *Halo* during "Humpdays", with the results of the multiplayer matches being posted on Bungie.net.

Bungie's staff and fans, known as the "Seventh Column", have banded together for charity and other causes. After Hurricane Katrina, Bungie was one of several game companies to announce its intention to help those affected by the hurricane, with Bungie donating the proceeds of special T-shirts to the American Red Cross; after the 2010 Haiti earthquake, Bungie sold "Be a Hero" T-shirts and donated money to the Red Cross for every *Halo 3* or *ODST* player on Xbox Live who wore a special heart-shaped emblem. Other charity work Bungie has done included auctioning off a painting of "Mister Chief" by O'Connor, a *Halo 2* soda machine from Bungie's offices, and collaborating with Child's Play auctions. In 2011, Bungie formed a nonprofit organization, named Bungie Foundation.

## Related companies

Many of Bungie's employees have left the company to form their own studios. Double Aught was a short-lived company composed of several former Bungie team members, founded by Greg Kirkpatrick. Seropian left to form Wideload Games, developer of *Stubbs the Zombie in "Rebel Without a Pulse"*, and later co-founded Industrial Toys. Other companies include Giant Bite, founded by Hamilton Chu (producer on *Halo* and *Oni*) and Michael Evans (project lead on *Oni*), and Certain Affinity, founded by Max Hoberman (the multiplayer design lead for *Halo 2* and *Halo 3*). Certain Affinity's team included former Bungie employees David Bowman and Chad Armstrong (who later returned to Bungie). The studio collaborated with Bungie in releasing the last two downloadable maps for *Halo 2* and the downloadable Defiant Map Pack for *Halo: Reach*. 343 Industries, a game studio formed by Microsoft to manage the *Halo* series following the launch of *Halo: Reach,* also includes a few former Bungie employees, including Frank O'Connor. In 2015, long-time Bungie employee Martin O'Donnell started a new game studio known as Highwire Games.

## References

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52. ↑ Bungie Inc.. "Destiny Video Documentary: Pathways Out of Darkness". *YouTube.com*. Bungie. https://www.youtube.com/watch?v=EwOUi4JDC4o. Retrieved February 26, 2013.
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54. ↑ Dague, David. "Destiny Announced for PlayStation 4". *Bungie.net*. Bungie Inc.. http://www.bungie.net/7\_Destiny-Announced-for-PlayStation-4/en-us/News/News?aid=10302. Retrieved February 26, 2013.
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