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Bungie

Ch. 1 of 8
— CH. 1 · INTRODUCTION —

Contents

Bungie

8 sections
  • Bungie, the video game studio now based in Bellevue, Washington, counts as its first game a Pong clone called Gnop!, which is simply Pong spelled backwards. Alex Seropian wrote it in 1990, nearly twenty years after the original. He gave the game away free, yet he sold its source code for US$15. That small, slightly cheeky transaction was released under the Bungie name almost a year before the company was officially incorporated. Today Bungie is a subsidiary of Sony Interactive Entertainment. Between Gnop! and Sony lies a stranger journey than the name suggests. How did a mathematics student who wanted to avoid a regular job end up with a studio that shaped one of the best-known console franchises? Why did a company that started out making games for the Macintosh walk away from that platform? And what happened when a founder-led studio, famous for its irreverent humor, was bought by some of the biggest corporations in the games business? The answers run through a former girls' school in Chicago, a launch event with Steve Jobs, and a final update scheduled for a game that millions still play.

  • At the University of Chicago, Alex Seropian pursued a mathematics degree because the school offered no undergraduate degree in computer science. Living at home shortly before graduation, he felt his father's pressure to get a job. Starting his own game company turned out to be his answer. In May 1991 he officially founded Bungie Software Products Corporation, and its first publication was Operation: Desert Storm. Friends and family supplied the money. Seropian assembled the game boxes and wrote the disks himself. The game sold 2,500 copies, which was enough to make him look for another title to publish.

    That search led him to an artificial intelligence course, where he met a programmer named Jason Jones. Jones was porting a game of his own, Minotaur, from the Apple II to the Macintosh. By his own recollection, Seropian barely knew him in class and had formed a poor first impression because Jones owned a fancy computer. The two partnered anyway. Minotaur: The Labyrinths of Crete came out in 1992, with Jones finishing the code while Seropian handled design and publicity. Play depended on internet modems and AppleTalk connections, which were uncommon at the time. The game sold around 2,500 copies and built a devoted following. Both men are considered co-founders of Bungie.

    The pair chose the Macintosh over Windows-based computers because the Mac market was more open and Jones had grown up on the platform. Their roles were clear. Jones handled much of the creative and technical work, while Seropian was the businessman and marketer. Jones later said that what he liked about Seropian was that he never wasted any money. That frugality was necessary. The two assembled Minotaur boxes by hand in Seropian's apartment, and Seropian's wife was largely supporting him.

    Wolfenstein 3D then inspired Jones to write a 3D game engine for the Mac. The plan had been a 3D version of Minotaur, but its top-down perspective translated poorly, and the pair did not want to depend on modems again. They built a new story instead, and Pathways into Darkness arrived in 1993. Jones did the coding, while his friend Colin Brent created the art. Inside Mac Games named it Adventure Game of the Year, and Macworld called it the Best Role-Playing Game.

    Pathways beat sales expectations, and Bungie left its one-bedroom apartment for a studio on South Halsted Street on Chicago's South Side. In May 1994 Doug Zartman became the first full-time employee, hired to provide support for Pathways. Composer Martin O'Donnell later remembered the building as a former girls' school next to a crack house. He said it "smelled like a frat house after a really long weekend." Zartman soon moved into public relations, where he sharpened the studio's sophomoric, irreverent sense of humor.

  • For nearly six months, the team behind Marathon worked 14 hours every day. The project started as a sequel to Pathways into Darkness and turned into a futuristic first-person shooter. Pathways had taught the studio how much story mattered, so Marathon placed computer terminals in its levels where players could choose to read more about the fiction. One employee described the crew as a stereotypical small computer-game company, living on pizza and Coke.

    At the Macworld Expo, Bungie was mobbed with interest and orders. The game was not finished until the 14th of December 1994, and Jones and a few colleagues spent a day in a warehouse assembling boxes so some orders could ship before Christmas. The volume was unprecedented. Bungie's old system of mail and phone orders could not cope, so it hired another company to handle the tens of thousands of orders. Marathon served as the Mac's answer to DOS-only shooters such as Doom and System Shock, and it drew press attention from beyond the small Mac gaming market.

    Marathon 2: Durandal followed on the 24th of November 1995 and outsold its predecessor. The series introduced a cooperative mode, an idea that would resurface in later Bungie games. Then Bungie announced a port to Windows 95, and many Mac players felt betrayed. A flood of negative mail arrived. Seropian still saw the value in new markets and bigger supply chains, though he complained about the difficult terms and "sucky" contracts that distributors offered. The Windows version arrived in September 1996, and Marathon Infinity followed the next year.

    Bungie then left shooters behind for a strategy game, Myth: The Fallen Lords. It rewarded tactical management of units instead of the resource gathering common in rival combat strategy titles. Myth won several awards and grew a large, active online community. It was also the first Bungie game released simultaneously on Mac and Windows.

    That success let Bungie change Chicago offices and open a second branch in San Jose, California, called Bungie West, in 1997. Its first and only game would be Oni, an action title planned for the Mac, the PC and the PlayStation 2.

  • Steve Jobs, then Apple's interim CEO, unveiled Halo: Combat Evolved to the public in his keynote at Macworld Expo 1999. A closed-door screening at E3 in 1999 had come first. At that point Halo was meant to be a third-person shooter for Windows and Macintosh.

    Plans changed on the 19th of June 2000, the ninth anniversary of Bungie's founding. Microsoft announced that it had acquired the studio, which would join the Microsoft Game Division, and that Halo would become a first-person shooter exclusive to the Xbox. Jones said the details were a blur. He recalled years of talks with suitors, including a serious offer from Activision before Marathon was even published. What won him over was the chance to work with a company that took games seriously. Before that, he said, "we worried that we'd get bought by someone who just wanted Mac ports or didn't have a clue."

    Martin O'Donnell had joined Bungie only ten days before the announcement, and he pointed to a second pressure. Shortly before the release of Myth II, the team discovered that some versions of the game could erase a player's hard drive. The resulting recall of games about to ship cost nearly one million dollars. O'Donnell said on a Bungie podcast that this created financial uncertainty, though accepting Microsoft's offer was not something the studio had to do. Seropian and Jones refused to agree until the entire studio supported the sale.

    The deal had three parties. Take-Two Interactive owned 19.9% of Bungie at the time, and the rights to Myth and Oni passed to it. Most of Oni's original developers kept working until the game's release in 2001.

    Halo: Combat Evolved became a critically acclaimed hit, selling more than 6.5 million copies and becoming the flagship franchise of the Xbox. Halo 2 reached stores on the 9th of November 2004 and made more than $125 million on its first day, a record for the entertainment industry. Halo 3 arrived on the 25th of September 2007 and topped that with $170 million in its first twenty-four hours.

  • In October 2007, Microsoft and Bungie announced that the studio would split off and become a privately held company, Bungie, LLC. Microsoft kept a minority stake and the Halo intellectual property, and it would keep partnering with Bungie on publishing and marketing. Plans for an E3 2008 reveal were canceled by studio head Harold Ryan. Months later the mystery game turned out to be a Halo 3 prequel and expansion, first titled Halo 3: Recon and then renamed Halo 3: ODST. Halo: Reach, announced at E3 2009 for release in 2010, was the last Halo game Bungie developed.

    The studio kept growing, from roughly 120 employees in May 2008 to 165 in June 2009. Ryan oversaw the conversion of a former multiplex movie theater in Bellevue into offices of 80,000 square feet, replacing a space of 41,000 square feet.

    In April 2010, Bungie signed a 10-year publishing agreement with Activision Blizzard. New properties Bungie created under it would belong to Bungie, not Activision. On the 30th of June 2011, the studio launched Bungie Aerospace, whose Latin slogan, "Per audacia ad astra," means "Boldly to the stars." The program offered independent developers publishing, resources and support. Its first release, in November 2011, was the iOS game Crimson: Steam Pirates, from the startup Harebrained Schemes.

    Destiny, announced in 2013, launched on the 9th of September 2014 for the PlayStation 3, PlayStation 4, Xbox 360 and Xbox One. In January 2016, Ryan stepped down as president, and Pete Parsons, the chief operating officer and executive producer since 2002, became CEO. Destiny 2 followed in 2017. In 2018, the Chinese conglomerate NetEase invested $100 million in Bungie in exchange for a minority stake and a board seat.

    A year later, Bungie ended the Activision deal after eight years. It kept all rights to Destiny and began self-publishing, which meant moving Destiny 2 from Activision's Battle.net to Steam. Communications director David Dague rejected the idea of Activision as a "prohibitive overlord." He said the companies parted amicably over differing visions for Destiny.

    In February 2021, Bungie announced plans to more than double its Bellevue headquarters and to open a studio in Amsterdam by 2022. It also promised a new property, unrelated to Destiny, by 2025.

  • Sony Interactive Entertainment announced on the 31st of January 2022 that it would buy Bungie for $3.6 billion. Bungie would join the PlayStation family as an independent subsidiary, outside PlayStation Studios. Sony said at least $1.2 billion of the price was meant as incentives to keep current employees. Both companies said Destiny 2 would not change its platform availability. Sony also wanted Bungie's help entering live service games, having announced plans for at least ten of them by 2026. The Federal Trade Commission opened an inquiry in May, and the sale closed by the 15th of July 2022.

    The mood turned on the 30th of October 2023, when Bungie laid off approximately 100 of its 1,200 employees as part of cost cutting across Sony's studios. According to Bloomberg News, Destiny 2 revenue had fallen 45% in a year, and work on the expansion The Final Shape was lagging. That expansion slipped from February to June 2024, and the new game Marathon was pushed into 2025. Former chief legal officer Don McGowan put the headcount before the cuts at 1,600.

    In July 2024, Bungie announced 220 more layoffs, leaving about 850 employees, with 155 others to move into Sony directly. Parsons said the decision came "after exhausting all other mitigation options" and would let the studio set more realistic goals. One unannounced new property moved to a different PlayStation studio, later revealed as teamLFG in May 2025. Journalist Jason Schreier, citing people at Bungie, said the studio had pursued too many new projects too quickly after the acquisition. Management had expected "Bungie magic" to carry it through. In October, the Creative Studios arm moved into PlayStation Studios.

    The Edge of Fate expansion arrived in July 2025 and drew the lowest Steam player count of any Destiny 2 expansion. PC Gamer's Phil Savage blamed management and morale problems, questionable design choices such as content vaulting, and community toxicity. In August 2025, Sony's chief financial officer, Lin Tao, said Bungie was shifting away from independence toward a place inside PlayStation Studios. Parsons announced his departure on the 21st of August 2025, and Justin Truman, general manager of Destiny 2, took over.

    Sony's November 2025 report took an impairment loss of about $204.2 million, saying Destiny 2 sales and engagement had fallen short of expectations. It affirmed a total impairment of $765 million for the fiscal year ending the 31st of March 2026. On the 21st of May 2026, Bungie said the update arriving on the 9th of June would be the last live service addition to Destiny 2. The game would stay online, and Schreier reported that layoffs were expected afterward, with the studio focused on Marathon.

  • When artist Shi Kai Wang walked into Bungie for his interview, he realized he was the one overdressed. That told him this was where he wanted to work. Composer Martin O'Donnell described the culture as slightly irreverent and neither corporate nor bureaucratic. Frank O'Connor, the content manager and podcast host, recalled a GameStop conference where Bungie was told to wear business casual. His reply was that Bungie does not do business casual.

    Microsoft liked that spirit, though designer Jordan Weisman said the company nearly destroyed it, as it had at the now-defunct FASA Studio. Harold Ryan described how Microsoft first tried to assimilate Bungie into a standard building. Instead, the team tore out the walls of its section and sat in one big open space. He credited Seropian and Jones with staying steadfast about remaining somewhat separate. Even so, in 2007 Microsoft moved the studio to Kirkland, Washington, where it reincorporated as Bungie, Inc. Financial analyst Roger Ehrenberg had already declared the marriage doomed to fail. Bungie itself grew tired of new ideas being set aside for Halo.

    The magazine Edge described a typical employee as irreverent yet passionately loyal and fiercely self-critical, often recruited from the fanbase. Staff publicly criticize their own games and each other. They also compete in events like the Bungie Pentathlon, with teams playing Halo, Pictionary, Dance Dance Revolution and Rock Band. In weekly matches called Humpdays, Bungie even faced professional eSports teams and other studios at Halo, posting the results online.

    That online home was Bungie.net, the main portal between staff and fans. Under Microsoft it was seen as a rival to Xbox.com, but community management won out. For Halo, it recorded statistics for each game, including "heatmaps" showing where kills occurred. On the 31st of March 2012, those Halo services ended, completing the handover of Halo data to 343 Industries. For Destiny, the site tracks player statistics and accounts. To get closer to fans, Bungie hired respected voices from the community, including writers Luke Smith and Eric Osborne.

    Bungie's staff and fans, known as the Seventh Column, have rallied for causes. After Hurricane Katrina, T-shirt proceeds went to the American Red Cross. After the 2010 Haiti earthquake, Bungie gave to the Red Cross for each Halo 3 or ODST player wearing a heart-shaped emblem. The Bungie Foundation became a nonprofit in 2011.

    In December 2021, IGN reported on interviews with 26 current and former employees describing a male-dominated culture and crunch that discriminated against women since around 2011. Parsons apologized and promised to root out any "rockstar" attitude. Many alumni also built companies of their own, including Seropian's Wideload Games, Max Hoberman's Certain Affinity, and Martin O'Donnell's Highwire Games, founded in 2015.

  • In 2021, Bungie sued AimJunkies, a group owned by Phoenix Digital, which sold cheating software for Destiny 2. The claims covered copyright infringement and violations of the Digital Millennium Copyright Act. The first claims were dismissed, but an amended lawsuit went forward. AimJunkies countersued, alleging that Bungie had hacked the computer of the cheat's developer, and that was dismissed in 2022. Judge Thomas Samuel Zilly found too little evidence to let the DMCA claims proceed, and sent them to arbitration, where Bungie won $4.3 million. A jury then found for Bungie on the copyright claims in May 2024. The award was only about $63,000, matching AimJunkies' revenue. Yet the verdict was seen as significant, as the first jury ruling on game cheating software. AimJunkies said it planned to appeal.

    In October 2024, Kelsey Martineau sued Bungie in federal court in Louisiana, claiming the Destiny 2 "Red War" story was lifted from his 2013 and 2014 writing on WordPress. Bungie had retired the Red War story by then. To show how it differed, Bungie offered YouTube videos from creators and pages from a Destiny fan wiki. Judge Susie Morgan ruled in May 2025 that she could not accept that evidence, so the case continued. By November 2025 the parties had settled on undisclosed terms.

    Independent artists also found their work inside Bungie projects without permission. Artist Mal E found a 2020 drawing in a 2021 Destiny 2 cutscene, and Bungie later secured permission and added credit. In 2023, Julian Faylona found a cutscene image nearly mirroring a 2020 piece, and Bungie said a support studio made it and worked to compensate Faylona. Tofu_Rabbit spotted that the Nerf Ace of Spades gun, based on the weapon of the character Cayde-6, reused scratches and smudges from a 2015 design. Bungie said Nerf produced that design.

    The fourth case came in May 2025, when the artist Antireal showed that art she created in 2017 appeared in Marathon after its first open beta. Bungie found that a former art developer had used it without permission. It promised to correct the situation and began a full review of every art asset in Marathon to verify its originality.

Updated

Common questions

Who founded Bungie and when was it established?

Alex Seropian established Bungie in May 1991 as Bungie Software Products Corporation to publish Operation: Desert Storm. Programmer Jason Jones joined after the two partnered on Minotaur: The Labyrinths of Crete, and both men are considered co-founders.

When did Microsoft buy Bungie and what happened to Halo?

Microsoft announced its acquisition of Bungie on the 19th of June 2000, and Halo: Combat Evolved became an Xbox exclusive. Bungie split from Microsoft in October 2007, but Microsoft kept the Halo intellectual property.

What games has Bungie made?

Bungie made the Marathon series, Myth: The Fallen Lords, Oni, the Halo games from Combat Evolved through Halo: Reach, Destiny, Destiny 2 and Marathon. Its earliest releases were Gnop!, Operation: Desert Storm, Minotaur and Pathways into Darkness.

How much did Sony pay to acquire Bungie?

Sony Interactive Entertainment agreed to acquire Bungie for $3.6 billion, announced on the 31st of January 2022. The sale closed by the 15th of July 2022, and at least $1.2 billion was meant as incentives to retain employees.

Why did Bungie lay off employees in 2023 and 2024?

Bungie laid off approximately 100 of 1,200 employees in October 2023 and 220 more in July 2024. Bloomberg News reported Destiny 2 revenue fell 45%, and journalist Jason Schreier said the studio pursued too many new projects too quickly after the Sony deal.

What was the Bungie AimJunkies lawsuit about?

Bungie sued AimJunkies in 2021 for selling cheating software for Destiny 2, citing copyright infringement and Digital Millennium Copyright Act violations. A jury found for Bungie in May 2024, and an arbitration awarded Bungie $4.3 million.

All sources

143 references cited across the entry

  1. 4Bungie signs 10-year Activision dealPhil Elliott — April 29, 2010
  2. 6Bungie Activision ContractAlex Pham — May 21, 2012
  3. 9Sony completes $3.6 billion deal to buy BungieAmrita Khalid — July 15, 2022
  4. 10Sony closes deal to acquire BungieEric Van Allen — July 15, 2022
  5. 13JournalThey've Got Game; Tom Kang, AB'88, and Alex Seropian, SB'91, take video gaming beyond swordplay and shoot-'em-upRecchie, Benjamin — University of Chicago — Fall–Winter 2008
  6. 15Before They Were Famous: BungieLuke Plunkett — May 25, 2011
  7. 16Marathon Scrapbook, pages 1-2. From the Marathon Trilogy Box Set, Bungie, 1997.
  8. 19IMG Interview: Bungie's Jason JonesRouse, Richard III — Inside Mac Games — October 1993
  9. 22Halo: Xbox Only?Jim Preston — July 11, 2000
  10. 23JournalGame duo prepares for a 'Marathon' runBaltic, Scott — October 5, 1995
  11. 24NewsThe Making Of: Pathways Into DarknessDeniz, Tuncer — December 1993
  12. 26Bungie 20th Anniversary ViDoc: O Brave New WorldGossett, Chris — Bungie.net — August 4, 2011
  13. 27Monsters In a BoxMahin, Bill — March 23, 2000
  14. 28Official Bungie Podcast 12/12/2007: With Martin O'DonnellFrank O'Connor — Bungie.net — December 12, 2007
  15. 29The Gamasutra Quantum Leap Awards: StorytellingBoyer, Brandon et al. — Gamasutra — November 3, 2006
  16. 31NewsBuzz kill
  17. 34Heavenly Halo Announced from BungieVincent Lopez — IGN — July 21, 1999
  18. 35Bungie.net : Inside Bungie : HistoryBungie — Bungie.net — March 6, 2007
  19. 36Halo Weekly UpdateSoell, Matt — HaloPlayers — February 9, 2001
  20. 37NewsPrepare for all-out warAsher Moses — August 30, 2007
  21. 38Xbox 360 games we can't wait to playCNET — August 6, 2006
  22. 39Microsoft raises estimated first-day Halo 2 sales to $125 million-plusTor Thorsen — GameSpot — November 10, 2004
  23. 40The Complete, Untold History of HaloSteve Haske — 2017-05-30
  24. 42Microsoft: 'Halo 3' nets biggest day in entertainment historyTerdiman, Daniel — CNET — September 26, 2007
  25. 43Bungie Studios Becomes Privately Held Independent CompanyO'Connor, Frank — Bungie.net — October 5, 2007
  26. 44NewsMicrosoft, "Halo" maker Bungie splitBenjamin Romano — The Seattle Times — October 6, 2007
  27. 45Bungie Weekly What's UpdateO'Connor, Frank — Bungie.net — October 5, 2007
  28. 46MagazineBungie cancels announcement of surprise E3 gameSnow, Blake — July 15, 2008
  29. 49Halo Reach arrives 2010Sinclair, Brendan — GameSpot — June 1, 2009
  30. 50Reports: Halo: Reach Bungie's Last Halo Game, MoreNutt, Christian — Gamasutra — July 24, 2009
  31. 52Bungie Weekly Update: 16 May 2008Smith, Luke — Bungie.net — May 16, 2008
  32. 55MagazineBungie, Activision Sign 10-Year Publishing DealChris Kohler — April 29, 2010
  33. 56NewsBungie's Independence DayJim Reilly — April 29, 2010
  34. 60Destiny Video Documentary: Pathways Out of DarknessBungie Inc. — Bungie — February 17, 2013
  35. 62Destiny Announced for PlayStation 4David Dague — Bungie Inc.
  36. 63Destiny Announced for Xbox OneDavid Dague — Bungie Inc.
  37. 64Bungie president Harold Ryan steps down, Pete Parsons taking overMichael McWhertor — Vox Media — January 27, 2016
  38. 69Bungie Splits With Activision, Keeps DestinyJason Schreier — January 10, 2019
  39. 71Bungie Plans To Release A New Non-Destiny Game By 2025Kevin Knezevic — October 2, 2019
  40. 76Sony will spend $1.2bn on retaining Bungie staffIshraq Subhan — February 3, 2022
  41. 79Bungie is now officially part of SonyJay Peters — July 15, 2022
  42. 80Bungie and Sony make it officialTed Litchfield — July 15, 2022
  43. 86Sony's Bungie Faces Reckoning After Mass LayoffJason Schreier — August 2, 2024
  44. 100Welcome to the Future of Bungie.netO'Connor, Frank — Bungie.net — March 19, 2007
  45. 101VideoOfficial Bungie Podcast: Pre-Halo 3Bungie — August 20, 2007
  46. 102Bungie intros Halo 3 HeatmapsBramwell, Tom — Eurogamer — November 12, 2007
  47. 103Final Transition for Bungie.net Halo ServicesEric Osborne — Bungie.net — January 31, 2012
  48. 104The Destiny 2 Companion App Is Breaking My BrainEric Switzer — December 9, 2020
  49. 106MagazineSingle PlayerFear, Ed — November 8, 2007
  50. 107Shi Kai Wang, Bungie ArtistLeigh, Violet — Microsoft
  51. 108Bungie-Microsoft FAQBungie — Halo.Bungie.Org — May 11, 2000
  52. 109Microsoft "destroyed development culture" at FASA – WeismanBrice, Kath — GamesIndustry.biz — August 26, 2009
  53. 110Microsoft/Bungie Divorce Was InevitableEhrenberg, Roger — SeekingAlpha — October 9, 2007
  54. 111MagazineInside BungieStaff — January 1, 2007
  55. 112VideoOfficial Bungie Podcast: With Christian AllenBungie — February 4, 2008
  56. 113Humpday Challenge: Geezer GamersSmith, Luke — Bungie.net — November 1, 2007
  57. 114Halo 2 headset price cut for charityCaldwell, Patrick — GameSpot — July 7, 2006
  58. 115Bungie Aiding Flood VictimsKlepek, Patrick — 1Up.com — September 1, 2005
  59. 116Flood ReliefJarrard, Brian — Bungie.net — August 31, 2005
  60. 117Be a Hero!Osborne, Eric — Bungie.net — January 15, 2010
  61. 118Bungie Studios Auctioning off painting for CharityWebster, Andrew — Arstechnica — February 14, 2008
  62. 119That is One Charitable Soda MachineSmith, Luke — Bungie.net — March 20, 2008
  63. 120Child's Play Charity DinnerBertone, Paul — Bungie.net — December 18, 2006
  64. 121Bungie FoundationGuideStar
  65. 138Developer Focus: Giant Bite Pursues Life After HaloTakahashi, Dean — September 16, 2006
  66. 139New Halo 2 Maps revealed!O'Connor, Frank — Bungie.net — March 30, 2007
  67. 140Bungie Weekly Update: 02/25/2011Osborne, Eric — Bungie.net — February 25, 2011

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