Bungie
{{Short description|American video game developer}}
{{About|the video game studio|the type of elastic cord|Bungee cord}}
{{pp-move|small=yes}}
{{Use American English|date=March 2018}}
{{Use mdy dates|date=June 2018}}
{{Infobox company
| name = Bungie, Inc.
| logo = Bungie Logo - Official.svg
| logo_caption = Logo used as of 2009
| type = Subsidiary
| industry = Video games
| former_name = {{Unbulleted list|Bungie Software Products Corporation (1991–2000)|Bungie Studios (2000–2007)|Bungie, LLC (2007–2011)}}
| founded = {{Start date and age|1991|05}} in Chicago, Illinois, U.S.
| founders = {{Unbulleted list|
}}
| hq_location_city = Bellevue, Washington
| hq_location_country = U.S.{{cite news |last=Bishop |first=Todd |date=March 19, 2009 |url=http://www.bizjournals.com/seattle/blog/techflash/2009/03/Report_Bungie_moving_to_former_movie_theater_41537332.html |title=Report: 'Halo' maker Bungie moving to former movie theater |website=American City Business Journals |access-date=July 31, 2010 |archive-date=August 23, 2012 |archive-url=https://web.archive.org/web/20120823204939/http://www.bizjournals.com/seattle/blog/techflash/2009/03/Report_Bungie_moving_to_former_movie_theater_41537332.html |url-status=live }}
| key_people = {{Unbulleted list|
| Pete Parsons (chairman and CEO)
| Jonny Ebbert (CCO)
| Jason Jones (CVO)
}}
| products = List of Bungie video games
| parent = {{Unbulleted list|
| Microsoft Game Studios|(2000–2007)
| Sony Interactive Entertainment|(2022–present)
}}
| num_employees_year = 2024
| website = {{URL|https://www.bungie.net/|bungie.net}}
| module = {{infobox network service provider|child=yes}}
}}
Bungie, Inc. is an American video game company based in Bellevue, Washington, and a subsidiary of Sony Interactive Entertainment. The company was established in May 1991 by Alex Seropian, who later brought in programmer Jason Jones after publishing Jones's 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.{{cite web|url=http://www.ign.com/articles/2000/06/20/microsoft-buys-bungie-take-two-buys-oni-ps2-situation-unchanged|title=Microsoft Buys Bungie, Take Two Buys Oni, PS2 Situation Unchanged|author=IGN Staff|date=June 19, 2000|access-date=January 15, 2018|archive-date=November 16, 2020|archive-url=https://web.archive.org/web/20201116134218/https://www.ign.com/articles/2000/06/20/microsoft-buys-bungie-take-two-buys-oni-ps2-situation-unchanged|url-status=live}}{{Cite web|url=https://www.zdnet.com/article/bungie-ceo-talks-microsoft-deal-5000108427/|title=Bungie CEO talks Microsoft deal|first=Peter|last=Cohen|website=ZDNet|access-date=September 10, 2018|archive-date=January 13, 2019|archive-url=https://web.archive.org/web/20190113051237/https://www.zdnet.com/article/bungie-ceo-talks-microsoft-deal-5000108427/|url-status=live}}
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 franchise. 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.{{Cite web |url=https://www.gamesindustry.biz/articles/bungie-signs-10-year-activision-deal |title=Bungie signs 10-year Activision deal |date=April 29, 2010 |website=gamesindustry.biz |access-date=July 20, 2022 |archive-date=July 20, 2022 |archive-url=https://web.archive.org/web/20220720023913/https://www.gamesindustry.biz/articles/bungie-signs-10-year-activision-deal |url-status=live }}{{Cite web |url=https://www.vg247.com/bungie-signs-10-year-deal-with-activision |title=Bungie signs exclusive 10-year Activision deal on "next big action game universe" [Update] |date=April 29, 2010 |website=VG247 |access-date=July 20, 2022 |archive-date=July 20, 2022 |archive-url=https://web.archive.org/web/20220720023913/https://www.vg247.com/bungie-signs-10-year-deal-with-activision |url-status=live }} Their first project was the 2014 first-person shooter, Destiny,{{cite web |title=Bungie Activision Contract |url=http://documents.latimes.com/bungie-activision-contract/ |work=Los Angeles Times |date=May 21, 2012 |access-date=May 22, 2012 |archive-date=October 19, 2012 |archive-url=https://web.archive.org/web/20121019112329/http://documents.latimes.com/bungie-activision-contract/ |url-status=live }} 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.{{Cite web |url=https://gamerant.com/destiny-bungie-activision-split-publish/ |title=Destiny to Be Self-Published by Bungie After Split from Activision |date=January 10, 2019 |website=Game Rant |access-date=July 19, 2022 |archive-date=July 19, 2022 |archive-url=https://web.archive.org/web/20220719123506/https://gamerant.com/destiny-bungie-activision-split-publish/ |url-status=live }}{{Cite web |url=https://www.polygon.com/2019/1/10/18177457/destiny-bungie-activision-split |title=Bungie splits with Activision, acquires rights to Destiny |date=January 10, 2019 |website=Polygon |access-date=July 19, 2022 |archive-date=June 20, 2019 |archive-url=https://web.archive.org/web/20190620195625/https://www.polygon.com/2019/1/10/18177457/destiny-bungie-activision-split |url-status=live }}
Sony Interactive Entertainment completed its acquisition of Bungie in July 2022, with Bungie remaining a multi-platform studio and publisher.{{Cite web |url=https://www.engadget.com/sony-closes-bungie-acquisition-playstation-studios-190623763.html |title=Sony completes $3.6 billion deal to buy Bungie |date=July 15, 2022 |website=Engadget |access-date=July 16, 2022 |archive-date=July 16, 2022 |archive-url=https://web.archive.org/web/20220716004437/https://www.engadget.com/sony-closes-bungie-acquisition-playstation-studios-190623763.html |url-status=live }}{{Cite web |url=https://www.destructoid.com/sony-closes-deal-to-acquire-bungie-industry-news/ |title=Sony closes deal to acquire Bungie |date=July 15, 2022 |website=Destructoid |access-date=July 16, 2022 |archive-date=July 16, 2022 |archive-url=https://web.archive.org/web/20220716004550/https://www.destructoid.com/sony-closes-deal-to-acquire-bungie-industry-news/ |url-status=live }}{{Cite web |url=https://gamerant.com/playstation-bungie-acquisition-complete/ |title=PlayStation's Acquisition of Bungie is Now Complete |date=July 15, 2022 |website=Game Rant |access-date=July 16, 2022 |archive-date=July 16, 2022 |archive-url=https://web.archive.org/web/20220716004437/https://gamerant.com/playstation-bungie-acquisition-complete/ |url-status=live }}
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, a charitable organization called The Bungie Foundation, a podcast, and online publications about game topics.
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.{{cite journal |author=Recchie, Benjamin |date=Fall–Winter 2008 |url=http://thecore.uchicago.edu/fallwinter08/got_game.shtml |title=They've Got Game; Tom Kang, AB'88, and Alex Seropian, SB'91, take video gaming beyond swordplay and shoot-'em-up |journal=The Core |publisher=University of Chicago |access-date=October 1, 2009 |archive-date=July 27, 2020 |archive-url=https://web.archive.org/web/20200727050752/http://thecore.uchicago.edu/fallwinter08/got_game.shtml |url-status=live }} 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,{{Cite web|url=http://www.bungie.net/en-us/AboutUs#page=games&game=10127|title=Bungie : Profile : About Us : Games|access-date=23 April 2013|archive-date=November 12, 2020|archive-url=https://web.archive.org/web/20201112015118/https://www.bungie.net/en-us/AboutUs#page=games&game=10127|url-status=live}} but was released under the Bungie name and is considered by Bungie as its first game.{{cite web |url=https://kotaku.com/before-they-were-famous-bungie-5805264 |title=Before They Were Famous: Bungie |first=Luke |last=Plunkett |date=May 25, 2011 |website=Kotaku |access-date=June 14, 2019 |archive-date=September 29, 2020 |archive-url=https://web.archive.org/web/20200929083403/https://kotaku.com/before-they-were-famous-bungie-5805264 |url-status=live }}Marathon Scrapbook, pages 1-2. From the Marathon Trilogy Box Set, Bungie, 1997. Seropian released Gnop! free of charge, but sold the source code for the game for US$15. Gnop! was later included in several compilations of early Bungie games, including the Marathon Trilogy Box Set and the Mac Action Sack.
File:Bungie Software Products Corporation.svg
Seropian officially founded Bungie Software Products Corporation in May 1991 to publish Operation: Desert Storm.{{cite web |author=Xbox World 360 |date=October 8, 2007 |url=http://www.gamesradar.com/the-history-of-halo/ |title=The History of Halo; How two students went from Pong clones to the biggest game of all time |publisher=GamesRadar |pages=1–4 |access-date=October 9, 2009 |url-status=dead |archive-url=https://web.archive.org/web/20120527132156/http://www.gamesradar.com/the-history-of-halo/ |archive-date=May 27, 2012 |df=mdy}} Seropian culled funding from friends and family, assembling the game boxes and writing the disks himself.{{cite episode |title=Bungie |url=http://g4tv.com/icons/episodes/3741/Bungie.html |series=Icons |network=G4TV |number=318 |airdate=2004-12-09 |access-date=March 3, 2010 |archive-date=January 3, 2006 |archive-url=https://web.archive.org/web/20060103120324/http://g4tv.com/icons/episodes/3741/Bungie.html |url-status=dead }} Operation: Desert Storm sold 2,500 copies, and Seropian looked for another game to publish.
{{Multiple image |align=right |direction=horizontal |total_width=330
|image1=Alex seropian-nextfest-crop (cropped).jpg |alt1=An approximately 38-year-old man looking at something to the left of the camera.|caption1=Alex Seropian in 2008
|image2=Jason Jones-bungie (cropped 2).png |alt2=An approximately 34-year-old man looking at something to the left of the camera.|caption2=Jason Jones in 2006
|footer=
}}
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 Macintosh platform.{{cite web |author=Rouse, Richard III |date=October 1993 |title=IMG Interview: Bungie's Jason Jones |publisher=Inside Mac Games |url=http://pid.bungie.org/IMGjasoninterviewOct93.html |access-date=April 15, 2013 |archive-date=June 8, 2020 |archive-url=https://web.archive.org/web/20200608010407/http://pid.bungie.org/IMGjasoninterviewOct93.html |url-status=live }} 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".{{cite web |author=Staff |url=https://halo.bungie.net/inside/history.aspx?link=HistoryOfBungie_p1 |title=Bungie.net : Inside Bungie : History |archive-url=https://web.archive.org/web/20080426200327/http://www.bungie.net/inside/history.aspx?link=HistoryOfBungie_p1 |archive-date=April 26, 2008 |publisher=Bungie.net |url-status=live |access-date=June 14, 2013}} 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. Both Seropian and Jones are considered co-founders of Bungie.{{Cite web|last=Pitts|first=Russ|date=July 31, 2013|title=Bungie co-founder Alex Seropian: The Polygon interview|url=https://www.polygon.com/features/2013/7/31/4513284/alex-seropian-interview|access-date=February 3, 2022|website=Polygon|archive-date=February 3, 2022|archive-url=https://web.archive.org/web/20220203203634/https://www.polygon.com/features/2013/7/31/4513284/alex-seropian-interview|url-status=live}}{{Cite web|last=Preston|first=Jim|date=July 11, 2000|title=Halo: Xbox Only?|url=http://www.dailyradar.com/features/game_feature_page_919_1.html|archive-url=https://web.archive.org/web/20010608062409/http://www.dailyradar.com/features/game_feature_page_919_1.html|archive-date=June 8, 2001|url-status=dead|access-date=February 3, 2022|website=Daily Radar}}
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.{{cite journal |author=Baltic, Scott |date=October 5, 1995 |title=Game duo prepares for a 'Marathon' run |journal=Crain's Chicago Business |volume=18 |issue=41 |page=20}}
Inspired by the shooter game Wolfenstein 3D, Jones wrote a 3D game engine for the Mac.{{cite news |author=Deniz, Tuncer |date=December 1993 |title=The Making Of: Pathways Into Darkness |work=Inside Mac Games}} 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.{{cite web |author=Staff |url=https://halo.bungie.net/inside/history.aspx?link=pathways |title=Bungie.net : Inside Bungie: History |archive-url=https://web.archive.org/web/20080426200338/http://www.bungie.net/inside/history.aspx?link=pathways |archive-date=April 26, 2008 |publisher=Bungie.net |url-status=live |access-date=June 14, 2013}} 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.{{cite web |author=Gossett, Chris |date=August 4, 2011 |url=http://halo.bungie.net/news/content.aspx?type=topnews&link=obravenewworld |title=Bungie 20th Anniversary ViDoc: O Brave New World |publisher=Bungie.net |access-date=August 4, 2011 |archive-date=January 5, 2021 |archive-url=https://web.archive.org/web/20210105141008/http://halo.bungie.net/news/content.aspx?type=topnews&link=obravenewworld |url-status=live }} 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.{{cite web |author=Mahin, Bill |date=March 23, 2000 |url=http://www.chicagoreader.com/chicago/monsters-in-a-box/Content?oid=901762 |title=Monsters In a Box |work=Chicago Reader |access-date=February 1, 2012 |archive-url=https://web.archive.org/web/20130520231909/http://www.chicagoreader.com/chicago/monsters-in-a-box/Content?oid=901762 |archive-date=May 20, 2013 |url-status=live |df=mdy}} 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.{{cite web |date=December 12, 2007 |title=Official Bungie Podcast 12/12/2007: With Martin O'Donnell |url=http://www.bungie.net/Inside/content.aspx?link=bungiepodcasttime |publisher=Bungie.net |access-date=February 28, 2008 |last1=O'Connor |first1=Frank |author2=Luke Smith |author-link2=Luke Smith (writer) |url-status=dead |archive-url=https://web.archive.org/web/20080218054840/http://www.bungie.net/inside/content.aspx?link=bungiepodcasttime |archive-date=February 18, 2008}}
=''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. 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.{{cite web |author1=Boyer, Brandon |author2=Frank Cifaldi |date=November 3, 2006 |url=https://www.gamedeveloper.com/game-platforms/the-gamasutra-quantum-leap-awards-storytelling |title=The Gamasutra Quantum Leap Awards: Storytelling |publisher=Gamasutra |page=2 |access-date=July 21, 2011 |archive-date=September 22, 2020 |archive-url=https://web.archive.org/web/20200922181913/https://www.gamasutra.com/view/feature/1788/the_gamasutra_quantum_leap_awards_.php?page=2 |url-status=live }} 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,{{cite web |author=Staff |url=http://www.bungie.net/inside/history.aspx?link=juggernougat |title=Bungie.net : Inside Bungie : History |archive-url=https://web.archive.org/web/20080429211636/http://www.bungie.net/inside/history.aspx?link=juggernougat |archive-date=April 29, 2008 |publisher=Bungie.net |access-date=June 14, 2013}} and is regarded as a relatively unknown but important part of gaming history.{{cite news |url=http://www.cbc.ca/arts/media/halo3.html |work=CBC News |title=Buzz kill |url-status=dead |archive-url=https://web.archive.org/web/20101019092914/http://www.cbc.ca/arts/media/halo3.html |archive-date=October 19, 2010}} 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.{{cite web |author=Staff |url=http://www.bungie.net/inside/history.aspx?link=Myth |archive-url=https://web.archive.org/web/20080501085727/http://www.bungie.net/inside/history.aspx?link=Myth |archive-date=May 1, 2008 |title=Bungie.net : Inside Bungie : History |publisher=Bungie.net |access-date=June 14, 2013}}
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.{{cite web |author=Staff |url=http://www.bungie.net/inside/history.aspx?link=oni |archive-url=https://web.archive.org/web/20080426200333/http://www.bungie.net/inside/history.aspx?link=oni |archive-date=April 26, 2008 |title=Bungie.net : Inside Bungie : History |publisher=Bungie.net |access-date=June 14, 2013}}
=''Halo'' and Microsoft acquisition (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.{{cite web |last=Lopez |first=Vincent |date=July 21, 1999 |url=http://www.ign.com/articles/1999/07/22/heavenly-halo-announced-from-bungie |title=Heavenly Halo Announced from Bungie |publisher=IGN |access-date=August 31, 2006 |archive-date=November 12, 2020 |archive-url=https://web.archive.org/web/20201112013621/https://www.ign.com/articles/1999/07/22/heavenly-halo-announced-from-bungie |url-status=live }} 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".{{cite web |url=http://www.bungie.net/inside/history.aspx?link=billiondollardonut |title=Bungie.net : Inside Bungie : History |archive-url=https://web.archive.org/web/20080501085732/http://www.bungie.net/inside/history.aspx?link=billiondollardonut |archive-date=May 1, 2008 |publisher=Bungie.net |date=March 6, 2007 |access-date=June 14, 2013 |author=Bungie}} 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.{{cite web |author=Soell, Matt |date=February 9, 2001 |url=http://www.haloplayers.com/features/haloupdates/index?981770817 |archive-url=https://web.archive.org/web/20010413012925/http://www.haloplayers.com/features/haloupdates/index?981770817 |archive-date=April 13, 2001 |title=Halo Weekly Update |publisher=HaloPlayers |access-date=March 6, 2008}} Halo: Combat Evolved, meanwhile, went on to become a critically acclaimed hit, selling more than 6.5 million copies,{{cite news |author=Asher Moses |date=August 30, 2007 |url=http://www.smh.com.au/news/biztech/prepare-for-allout-war/2007/08/30/1188067256196.html |title=Prepare for all-out war |work=The Sydney Morning Herald |access-date=February 2, 2008 |archive-date=November 6, 2012 |archive-url=https://web.archive.org/web/20121106053430/http://www.smh.com.au/news/biztech/prepare-for-allout-war/2007/08/30/1188067256196.html |url-status=live }} and becoming the Xbox's flagship franchise.{{cite web |date=August 6, 2006 |url=http://reviews.cnet.com/best-xbox-360-games/ |title=Xbox 360 games we can't wait to play |publisher=CNET |access-date=September 7, 2006 |archive-date=February 11, 2014 |archive-url=https://web.archive.org/web/20140211210759/http://reviews.cnet.com/best-xbox-360-games/ |url-status=live }}
Halo{{'}}s success led to Bungie creating three 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.{{cite web |url=http://www.gamespot.com//news/microsoft-raises-estimated-first-day-halo-2-sales-to-125-million-plus-6112915? |title=Microsoft raises estimated first-day Halo 2 sales to $125 million-plus |publisher=GameSpot |access-date=March 15, 2006 |last=Thorsen |first=Tor |date=November 10, 2004 |url-status=dead |archive-url=http://arquivo.pt/wayback/20110703040950/http://www.gamespot.com/ |archive-date=July 3, 2011 |df=mdy}} 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.{{cite web |author=Terdiman, Daniel |author-link=Daniel Terdiman |date=September 26, 2007 |url=http://news.cnet.com/8301-10784_3-9785731-7.html |title=Microsoft: 'Halo 3' nets biggest day in entertainment history |publisher=CNET |access-date=March 6, 2008 |archive-date=January 9, 2014 |archive-url=https://web.archive.org/web/20140109031434/http://news.cnet.com/8301-10784_3-9785731-7.html |url-status=live }}
=Buyout and ''Destiny'' (2007–2022)=
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.{{cite web |author=O'Connor, Frank |date=October 5, 2007 |url=http://halo.bungie.net/news/content.aspx?type=news&cid=12835 |title=Bungie Studios Becomes Privately Held Independent Company |publisher=Bungie.net |access-date=February 12, 2008 |archive-date=November 28, 2020 |archive-url=https://web.archive.org/web/20201128050141/http://halo.bungie.net/news/content.aspx?type=news&cid=12835 |url-status=dead }}{{cite news |url=http://seattletimes.com/html/businesstechnology/2003928945_bungie06.html |title=Microsoft, "Halo" maker Bungie split |last=Romano |first=Benjamin |date=October 6, 2007 |publisher=The Seattle Times |access-date=January 3, 2013 |archive-date=October 18, 2012 |archive-url=https://web.archive.org/web/20121018002238/http://seattletimes.com/html/businesstechnology/2003928945_bungie06.html |url-status=live }} 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.{{cite web |author=O'Connor, Frank |date=October 5, 2007 |url=http://halo.bungie.net/news/content.aspx?type=topnews&cid=12834 |title=Bungie Weekly What's Update |publisher=Bungie.net |access-date=March 6, 2008 |archive-date=October 20, 2013 |archive-url=https://web.archive.org/web/20131020010744/http://halo.bungie.net/news/content.aspx?type=topnews&cid=12834 |url-status=dead }}
While Bungie planned on revealing a new game at E3 2008, Bungie studio head Harold Ryan announced that the unveiling was canceled.{{cite magazine |author=Snow, Blake |date=July 15, 2008 |url=http://www.gamepro.com/news.cfm?article_id=202648 |title=Bungie cancels announcement of surprise E3 game |magazine=GamePro |access-date=July 16, 2008 |archive-url=https://web.archive.org/web/20080716134428/http://www.gamepro.com/news.cfm?article_id=202648 |archive-date=July 16, 2008}} Almost three months later, Bungie announced that the new game was a prequel and expansion to Halo 3 titled Halo 3: Recon.Elliott, Phil (October 10, 2008). "[http://www.gamesindustry.biz/articles/bungie-recon-is-our-last-halo-project Bungie: Recon is our last Halo trilogy project] {{Webarchive|url=https://web.archive.org/web/20201109041314/https://www.gamesindustry.biz/articles/bungie-recon-is-our-last-halo-project |date=November 9, 2020 }}". Game Industry International. Retrieved November 14, 2013. The next month, Bungie changed the game's title from Halo 3: Recon to Halo 3: ODST.Bungie Staff (November 25, 2008). [http://halo.bungie.net/news/content.aspx?cid=16289 Halo 3: ODST] {{Webarchive|url=https://web.archive.org/web/20201024231758/http://halo.bungie.net/news/content.aspx?cid=16289 |date=October 24, 2020 }}. Bungie.net. Retrieved November 14, 2013. At E3 2009, Bungie and Microsoft revealed the company was developing another Halo-related game, Halo: Reach, for release in 2010.{{cite web |author=Sinclair, Brendan |date=June 1, 2009 |url=http://www.gamespot.com/news/halo-reach-arrives-2010-6210617 |title=Halo Reach arrives 2010 |publisher=GameSpot |access-date=June 1, 2009 |url-status=dead |archive-url=https://archive.today/20120708140246/http://www.gamespot.com/news/halo-reach-arrives-2010-6210617 |archive-date=July 8, 2012 |df=mdy}} Reach was the last game in the Halo franchise to be developed by Bungie.{{cite web |author=Nutt, Christian |date=July 24, 2009 |url=http://www.gamasutra.com/php-bin/news_index.php?story=24578 |title=Reports: Halo: Reach Bungie's Last Halo Game, More |publisher=Gamasutra |access-date=July 25, 2009 |archive-date=July 29, 2020 |archive-url=https://web.archive.org/web/20200729180151/https://www.gamasutra.com/php-bin/news_index.php?story=24578 |url-status=dead }}
Bungie continued expanding, though it did not commit to details about new projects and ship dates.{{cite news |author=Dudley, Brier |date=June 29, 2009 |url=http://seattletimes.com/html/technologybrierdudleysblog/2009397250_bungie_chief_on_odst_halo_4_na.html |title=Bungie chief on ODST, Halo 4, Natal and being ex-Microsoft |work=The Seattle Times |access-date=June 30, 2009 |archive-date=October 15, 2014 |archive-url=https://web.archive.org/web/20141015113233/http://seattletimes.com/html/technologybrierdudleysblog/2009397250_bungie_chief_on_odst_halo_4_na.html |url-status=live }} The company grew from roughly 120 employees in May 2008{{cite web |author=Smith, Luke |date=May 16, 2008 |url=http://halo.bungie.net/news/content.aspx?type=topnews&cid=13795 |title=Bungie Weekly Update: 16 May 2008 |publisher=Bungie.net |access-date=May 21, 2008 |archive-date=November 12, 2020 |archive-url=https://web.archive.org/web/20201112024116/https://halo.bungie.net/news/content.aspx?type=topnews |url-status=dead }} 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 {{convert|80,000|sqft|m2}} replacing the {{convert|41,000|sqft|m2}} the company occupied previously.{{cite news |author=Dudley, Brian |date=June 29, 2009 |url=http://seattletimes.com/html/businesstechnology/2009395945_brier29.html |title=Developers at Bungie ready to spring new heroes in the 'Halo' universe |work=The Seattle Times |access-date=June 30, 2009 |archive-date=January 30, 2015 |archive-url=https://web.archive.org/web/20150130052714/http://seattletimes.com/html/businesstechnology/2009395945_brier29.html |url-status=live }}
In April 2010, Bungie announced that it was entering into a 10-year publishing agreement with publisher Activision Blizzard.{{Cite news |first=Patrick |last=Klepek |title=Industry Shocker: Developer Bungie Studios Signs Deal With Activision |url=http://www.g4tv.com/thefeed/blog/post/704328/industry-shocker-halo-developer-bungie-studios-signs-deal-with-activision/ |work=G4tv |date=April 29, 2010 |access-date=April 30, 2010 |archive-date=January 12, 2013 |archive-url=https://web.archive.org/web/20130112172405/http://www.g4tv.com/thefeed/blog/post/704328/industry-shocker-halo-developer-bungie-studios-signs-deal-with-activision/ |url-status=live }}{{Cite magazine |first=Chris |last=Kohler |title=Bungie, Activision Sign 10-Year Publishing Deal |url=https://www.wired.com/gamelife/2010/04/bungie-activision/ |magazine=Wired |date=April 29, 2010 |access-date=April 30, 2010 |archive-date=May 2, 2010 |archive-url=https://web.archive.org/web/20100502010736/http://www.wired.com/gamelife/2010/04/bungie-activision/ |url-status=live }} 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 Electronic Arts Partners Program.{{Cite news |first=Jim |last=Reilly |title=Bungie's Independence Day |url=http://www.ign.com/articles/2010/04/29/bungies-independence-day |work=IGN |date=April 29, 2010 |access-date=April 30, 2010 |archive-date=October 31, 2020 |archive-url=https://web.archive.org/web/20201031144644/https://www.ign.com/articles/2010/04/29/bungies-independence-day |url-status=live }}
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.{{cite web |last=Sharkey |first=Mike |title=Bungie Aerospace Unveiled as a Publisher of Indie Games |url=http://uk.gamespy.com/articles/117/1179928p1.html |publisher=GameSpy |url-status=dead |archive-url=https://web.archive.org/web/20121028012949/http://uk.gamespy.com/articles/117/1179928p1.html |archive-date=October 28, 2012 |df=mdy}} In November 2011, Bungie Aerospace published its first game, Crimson: Steam Pirates, for iOS, developed by startup video game developer Harebrained Schemes.{{cite web |url=http://halo.bungie.net/projects/aerospace/crimson/content.aspx?link=crimson_about |title=Crimson: Steam Pirates |publisher=Bungie.net |access-date=February 8, 2012 |archive-date=January 5, 2021 |archive-url=https://web.archive.org/web/20210105235958/http://halo.bungie.net/projects/aerospace/crimson/content.aspx?link=crimson_about |url-status=live }} In addition to publishing and distributing Crimson, Bungie Aerospace provided players with statistical support and a dedicated discussion forum on Bungie.net.{{cite web |url=http://www.joystiq.com/2011/08/23/first-bungie-aerospace-project-detailed-crimson-steam-pirates/ |title=First Bungie Aerospace project detailed, Crimson: Steam Pirates hits iPad next week |publisher=Joystiq.com |access-date=February 17, 2012 |archive-url=https://web.archive.org/web/20120307203147/http://www.joystiq.com/2011/08/23/first-bungie-aerospace-project-detailed-crimson-steam-pirates/ |archive-date=March 7, 2012 |url-status=dead }}
In 2013, Bungie announced Destiny,{{cite web |last=Bungie Inc. |title=Destiny Video Documentary: Pathways Out of Darkness |url=https://www.youtube.com/watch?v=EwOUi4JDC4o | archive-url=https://ghostarchive.org/varchive/youtube/20211116/EwOUi4JDC4o| archive-date=2021-11-16 | url-status=live|work=YouTube |publisher=Bungie |access-date=February 26, 2013}}{{cbignore}} which launched for the PlayStation 3, PlayStation 4, Xbox 360, and Xbox One platforms on September 9, 2014.{{cite web |last=Activision Blizzard Inc. |title=Press Release: The Creators of Halo® and the Publisher of Call of Duty® Unveil DestinyTM |url=http://investor.activision.com/releasedetail.cfm?ReleaseID=740914 |publisher=Activision Blizzard Inc. |access-date=February 20, 2013 |archive-date=November 16, 2017 |archive-url=https://web.archive.org/web/20171116021112/http://investor.activision.com/releasedetail.cfm?releaseid=740914 |url-status=live }}{{cite web |first=David |last=Dague |title=Destiny Announced for PlayStation 4 |url=http://www.bungie.net/7_Destiny-Announced-for-PlayStation-4/en-us/News/News?aid=10302 |work=Bungie.net |publisher=Bungie Inc. |access-date=February 26, 2013 |archive-date=January 30, 2016 |archive-url=https://web.archive.org/web/20160130201828/https://www.bungie.net/7_Destiny-Announced-for-PlayStation-4/en-us/News/News?aid=10302 |url-status=live }}{{cite web |last=Dague |first=David |title=Destiny Announced for Xbox One |url=http://www.bungie.net/7_Destiny-Announced-for-Xbox-One/en-us/News/News?aid=10526 |work=Bungie.net |publisher=Bungie Inc. |access-date=May 21, 2013 |archive-date=January 30, 2016 |archive-url=https://web.archive.org/web/20160130201828/https://www.bungie.net/7_Destiny-Announced-for-Xbox-One/en-us/News/News?aid=10526 |url-status=live }} 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.{{cite web |first=Michael |last=McWhertor |url=http://www.polygon.com/2016/1/27/10854684/bungie-president-steps-down-destiny-pete-parsons-harold-ryan |title=Bungie president Harold Ryan steps down, Pete Parsons taking over |website=Polygon |publisher=Vox Media |date=January 27, 2016 |archive-url=https://web.archive.org/web/20160128010121/http://www.polygon.com/2016/1/27/10854684/bungie-president-steps-down-destiny-pete-parsons-harold-ryan |archive-date=January 28, 2016 |url-status=live |access-date=January 28, 2016}}
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.{{cite web|url=https://www.gamesindustry.biz/articles/2018-06-01-bungie-gets-more-than-usd100-million-investment-from-netease|title=Bungie gets more than $100 million investment from NetEase|website=GamesIndustry.biz|date=June 1, 2018|access-date=June 1, 2018|archive-date=November 9, 2020|archive-url=https://web.archive.org/web/20201109025806/https://www.gamesindustry.biz/articles/2018-06-01-bungie-gets-more-than-usd100-million-investment-from-netease|url-status=live}}
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.{{Cite magazine |url=https://www.gameinformer.com/2019/01/10/bungie-splits-with-activision-and-takes-over-destiny-publishing |title=Bungie Splits With Activision And Takes Over Destiny Publishing |date=January 10, 2019 |magazine=Game Informer |access-date=July 19, 2022 |archive-date=July 19, 2022 |archive-url=https://web.archive.org/web/20220719123506/https://www.gameinformer.com/2019/01/10/bungie-splits-with-activision-and-takes-over-destiny-publishing |url-status=live }}{{Cite web |url=https://www.theverge.com/2019/1/10/18177463/bungie-activision-destiny-split-self-publish |title=Bungie parts ways with Activision to self-publish Destiny |date=January 10, 2019 |website=The Verge |access-date=July 19, 2022 |archive-date=July 19, 2022 |archive-url=https://web.archive.org/web/20220719123530/https://www.theverge.com/2019/1/10/18177463/bungie-activision-destiny-split-self-publish |url-status=live }}{{Cite web |url=https://www.pcgamer.com/bungie-splits-with-activision-keeps-control-of-destiny/ |title=Bungie splits with Activision, keeps control of Destiny |date=January 11, 2019 |website=PC Gamer |access-date=July 19, 2022 |archive-date=July 19, 2022 |archive-url=https://web.archive.org/web/20220719123506/https://www.pcgamer.com/bungie-splits-with-activision-keeps-control-of-destiny/ |url-status=live }} This included transitioning Destiny 2 from using Activision's Battle.net to Steam.{{cite web | url = https://kotaku.com/bungie-splits-with-activision-1831651740 | title = Bungie Splits With Activision, Keeps Destiny | first = Jason | last = Schreier | date = January 10, 2019 | access-date = January 10, 2019 | work = Kotaku | archive-date = November 7, 2020 | archive-url = https://web.archive.org/web/20201107235638/https://kotaku.com/bungie-splits-with-activision-1831651740 | url-status = live }} 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.{{cite web | url = https://www.eurogamer.net/articles/2019-08-23-bungie-on-this-years-break-up-and-building-a-better-future-for-destiny | title = Bungie on this year's break up, and building a better future for Destiny | first = Tom | last = Phillips | date = August 23, 2019 | access-date = August 26, 2019 | work = Eurogamer | archive-date = November 7, 2020 | archive-url = https://web.archive.org/web/20201107230534/https://www.eurogamer.net/articles/2019-08-23-bungie-on-this-years-break-up-and-building-a-better-future-for-destiny | url-status = live }}
Bungie announced a major expansion of its firm in February 2021. In addition to more than doubling its headquarters space in Bellevue, Washington, Bungie announced plans to open a new studio in Amsterdam by 2022. This would support additional staff not only for Destiny but additional media related to Destiny outside of video games, as well as a new intellectual property unrelated to Destiny that Bungie expects to release by 2025.{{cite web | url=https://www.gamespot.com/articles/bungie-plans-to-release-a-new-non-destiny-game-by-/1100-6470190 | title=Bungie Plans To Release A New Non-Destiny Game By 2025 | website=GameSpot | date=October 2, 2019 | access-date=October 2, 2019 | archive-date=August 18, 2020 | archive-url=https://web.archive.org/web/20200818002425/https://www.gamespot.com/articles/bungie-wants-to-release-a-new-non-destiny-game-by-/1100-6470190/ | url-status=live }}{{cite web | url = https://www.vg247.com/2021/02/18/bungie-expansion-destiny-matter-update/ | title = Bungie announces huge expansion as it targets release of new non-Destiny game before 2025 | first = Dom | last = Peppiatt | date = February 18, 2021 | access-date = February 18, 2021 | work = VG247 | archive-date = February 18, 2021 | archive-url = https://web.archive.org/web/20210218161354/https://www.vg247.com/2021/02/18/bungie-expansion-destiny-matter-update/ | url-status = live }}
=Acquisition by Sony Interactive Entertainment (2022–present)=
On January 31, 2022, Sony Interactive Entertainment announced its intent to acquire Bungie for $3.6 billion. While Bungie would become part of the PlayStation family of studios it would remain an independent subsidiary under Sony in development and publishing and would not be part of PlayStation Studios. Instead, Sony's investment would help Bungie with hiring for developers to expand their work on the Destiny franchise and other planned games. Both companies stated that the deal would not affect platform availability or exclusivity for Destiny 2 but instead was geared towards media beyond video games that Bungie had been interested in pursuing for some time.{{cite news |url=https://www.gamesindustry.biz/articles/2022-01-31-playstation-bungie-will-considerably-accelerate-our-journey-with-multiplatform-live-service-games |title=PlayStation: Bungie deal is about multiplatform, live-service games |first=Christopher |last=Dring |website=Gamesindustry.biz |date=January 31, 2022 |access-date=January 31, 2022 |archive-date=January 31, 2022 |archive-url=https://web.archive.org/web/20220131184555/https://www.gamesindustry.biz/articles/2022-01-31-playstation-bungie-will-considerably-accelerate-our-journey-with-multiplatform-live-service-games |url-status=live }} Bungie, in return, would help Sony enter the live service games market, as Sony had announced plans to launch at least ten such games by 2026 in an investors' presentation following the Bungie acquisition announcement.{{cite web | url = https://www.eurogamer.net/articles/2022-02-02-playstation-plans-to-launch-more-than-10-live-service-games-before-march-2026 | title = PlayStation plans to launch more than 10 live service games before March 2026 | first =Tom | last= Phillips | date = February 2, 2022 | access-date = February 3, 2022 | work = Eurogamer }} Sony also said the Bungie acquisition will help Sony to become more multiplatform.{{cite web | url=https://www.videogameschronicle.com/news/sonys-ceo-says-bungie-acquisition-marks-a-major-step-forward-in-becoming-more-multiplatform/ | title=Sony's CEO says Bungie acquisition marks 'a major step forward in becoming more multiplatform' | date=May 18, 2022 | access-date=May 18, 2022 | archive-date=May 18, 2022 | archive-url=https://web.archive.org/web/20220518143444/https://www.videogameschronicle.com/news/sonys-ceo-says-bungie-acquisition-marks-a-major-step-forward-in-becoming-more-multiplatform/ | url-status=live }}
Of the $3.6 billion, Sony anticipated that at least $1.2 billion will be used as incentives for retention of Bungie's current employees.{{cite web | url = https://www.eurogamer.net/articles/2022-02-03-sonys-is-spending-usd1-2-billion-on-retaining-bungie-staff | title = Sony will spend $1.2bn on retaining Bungie staff | first = Ishraq | last = Subhan | date = February 3, 2022 | access-date = February 3, 2022 | work = Eurogamer | archive-date = February 3, 2022 | archive-url = https://web.archive.org/web/20220203114005/https://www.eurogamer.net/articles/2022-02-03-sonys-is-spending-usd1-2-billion-on-retaining-bungie-staff | url-status = live }} In May, it was reported that the Federal Trade Commission was opening an inquiry into the acquisition, requesting more information about it a week prior. It was expected to delay the acquisition by at least six months.{{Cite web |last=Valentine |first=Rebekah |date=May 5, 2022 |title=FTC Probing Sony's Bungie Acquisition As Gaming Merger Oversight Gets More Aggressive |url=https://www.ign.com/articles/ftc-probing-sony-bungie-acquisition-oversight-aggressive |access-date=May 6, 2022 |website=IGN |archive-date=May 5, 2022 |archive-url=https://web.archive.org/web/20220505232534/https://www.ign.com/articles/ftc-probing-sony-bungie-acquisition-oversight-aggressive |url-status=live }} The acquisition was closed by July 15, 2022, making Bungie a subsidiary under Sony Interactive Entertainment.{{Cite web |url=https://www.videogameschronicle.com/news/playstation-has-completed-its-acquisition-of-destiny-studio-bungie/ |title=PlayStation has completed its acquisition of Destiny studio Bungie |date=July 15, 2022 |website=Video Games Chronicle |access-date=July 16, 2022 |archive-date=July 16, 2022 |archive-url=https://web.archive.org/web/20220716004438/https://www.videogameschronicle.com/news/playstation-has-completed-its-acquisition-of-destiny-studio-bungie/ |url-status=live }}{{Cite web |url=https://www.theverge.com/2022/7/15/23220335/bungie-sony-acquisition-complete-official-done |title=Bungie is now officially part of Sony |date=July 15, 2022 |website=The Verge |access-date=July 16, 2022 |archive-date=July 15, 2022 |archive-url=https://web.archive.org/web/20220715173823/https://www.theverge.com/2022/7/15/23220335/bungie-sony-acquisition-complete-official-done |url-status=live }}{{Cite web |url=https://www.pcgamer.com/bungie-and-sony-make-it-official/ |title=Bungie and Sony make it official |date=July 15, 2022 |website=PC Gamer |access-date=July 16, 2022 |archive-date=July 16, 2022 |archive-url=https://web.archive.org/web/20220716004437/https://www.pcgamer.com/bungie-and-sony-make-it-official/ |url-status=live }}
Bungie laid off approximately 100 of 1,200 employees on October 30, 2023, part of a larger cost-cutting measure across all Sony studios. According to Bloomberg News, revenue from Destiny 2 fell by 45% over the previous year due to waning popularity of the game, and work on the next major expansion The Final Shape was not progressing as well as expected. As part of these layoffs, The Final Shape was delayed from February 2024 to June 2024, while their next game, Marathon was pushed into 2025.{{cite news | url=https://www.bloomberg.com/news/articles/2023-10-31/sony-s-bungie-game-unit-cut-jobs-as-destiny-2-popularity-waned | title=Sony's Bungie Game Unit Cut 8% of Staff After 'Destiny' Play Wilted | newspaper=Bloomberg | date=October 31, 2023 | access-date=October 31, 2023 | archive-date=October 31, 2023 | archive-url=https://web.archive.org/web/20231031202239/http://www.bloomberg.com/news/articles/2023-10-31/sony-s-bungie-game-unit-cut-jobs-as-destiny-2-popularity-waned | url-status=live }}{{cite web | url = https://www.ign.com/articles/pete-parsons-tells-employees-bungie-kept-the-right-people-to-work-on-destiny-2 | title = Bungie CEO Claims Layoffs Were Due to Destiny 2 Underperformance | first = Rebekah | last = Valentine | date = October 31, 2023 | access-date = October 31, 2023 | work = IGN | archive-date = October 31, 2023 | archive-url = https://web.archive.org/web/20231031222253/https://www.ign.com/articles/pete-parsons-tells-employees-bungie-kept-the-right-people-to-work-on-destiny-2 | url-status = live }}
Bungie announced the layoffs of 220 staff in July 2024, leaving about 850 employees remaining.{{cite web | url = https://variety.com/2024/gaming/news/playstation-bungie-layoffs-220-employees-1236091494/ | title = PlayStation's Bungie to Lay Off 220 Staffers, About 17% of Workforce | first = Jennifer | last = Maas | date = July 31, 2024 | access-date= August 1, 2024 | work = Variety }} Future plans including transitioning 155 more into Sony directly. Parsons stated that they had to make this decision "after exhausting all other mitigation options", and that these layoffs would allow them "to refocus our studio and our business with more realistic goals and viable Financials", with focus on Destiny and Marathon going forward. Additionally, one of the unannounced games in a new IP that Bungie was developing will be transitioned to a new studio under PlayStation Studios, later revealed to be teamLFG in May 2025.{{Cite web |last=Yin-Poole |first=Wesley |date=2024-07-31 |title=Destiny Developer Bungie Cuts 220 Staff: 'Some of the Most Difficult Changes We've Ever Had to Make as a Studio' |url=https://www.ign.com/articles/destiny-developer-bungie-cuts-220-staff-some-of-the-most-difficult-changes-weve-ever-had-to-make-as-a-studio |access-date=2024-07-31 |website=IGN |language=en}}{{cite web |url=https://blog.playstation.com/2025/05/07/welcome-teamlfg-to-the-playstation-studios-family/?sf277193480=1 |title=Welcome teamLFG to the PlayStation Studios family |date=7 May 2025 |access-date=8 May 2025}} According to journalist Jason Schreier in speaking with those at Bungie, the two rounds of layoffs had resulted from Bungie trying to explore too many new projects too quickly shortly after the Sony acquisition, hiring several new staff and drawing off Destiny developers to pursue these projects, with the expectation from management that they would be able to pull through with "Bungie magic" that the studio had been known for.{{cite web | url = https://www.bloomberg.com/news/newsletters/2024-08-02/sony-s-bungie-maker-of-halo-and-destiny-faces-reckoning-after-mass-layoff | title = Sony's Bungie Faces Reckoning After Mass Layoff | first = Jason | last = Schreier | date = August 2, 2024 | access-date = August 2, 2024 | work = Bloomberg News }} The following October, the Creative Studios arm of Bungie was moved and integrated into PlayStation Studios to help support other Sony live service games, though they would also continue to support Destiny and Marathon.{{cite web |url=https://www.pcgamer.com/gaming-industry/sony-carves-off-more-of-bungie-the-creative-studios-team-is-now-officially-a-part-of-playstation-studios |title=Sony carves off more of Bungie: The Creative Studios team is now officially a part of PlayStation Studios |work=PC Gamer |last=Chalk |first=Andy |date=October 22, 2024 |access-date=May 26, 2025}}
Bungie had 1,600 employees prior to the first round of layoffs in October 2023, according to former chief legal officer Don McGowan. This indicates that the company has lost over 750 employees in less than a year.{{Cite web |date=2024-12-13 |title=Bungie Workforce Seemingly Reduced By Over 700 Employees In Under 12 Months |url=https://thegamepost.com/bungie-workforce-reduced-700-employees/ |access-date=2024-12-24 |language=en-US}} Also, several teams at Bungie has transitioned over to Sony PlayStation as part of Bungie's integration into Sony.{{Cite web |date=2024-12-21 |title=Sony Absorbs More Of Bungie: Strategic Partnerships Team Joins PlayStation's Franchise Development Division |url=https://thegamepost.com/sony-absorbs-bungie-strategic-team-playstation-ip/ |access-date=2024-12-24 |language=en-US}} After a second round of layoffs in July 2024, several high-ranking executives seem to have departed, including Chief Creative Officer Jonny Ebbert and Chief Strategy Officer Ondraus Jenkins.{{Cite web |date=2024-12-23 |title=Bungie's C-Suite Restructuring Continues As Chief Strategy and Creative Officers Depart |url=https://thegamepost.com/bungies-c-suite-restructuring-chief-strategy-creative-officers-depart/ |access-date=2024-12-24 |language=en-US}}
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.{{cite web |author=O'Connor, Frank |date=March 19, 2007 |url=http://halo.bungie.net/news/content.aspx?type=topnews&link=bungienetrelaunch |title=Welcome to the Future of Bungie.net |publisher=Bungie.net |access-date=March 12, 2008 |archive-date=October 24, 2020 |archive-url=https://web.archive.org/web/20201024234728/http://halo.bungie.net/news/content.aspx?type=topnews&link=bungienetrelaunch |url-status=dead }}
During Bungie's involvement with the Halo franchise, the site recorded statistics for each game played.{{cite video |people=Jerrard, Brian; O'Connor, Frank; O'Donnell, Marty; Smith, Luke; Staten, Joseph; &c |date=August 20, 2007 |title=Official Bungie Podcast: Pre-Halo 3 |url=http://download.microsoft.com/download/d/8/5/d85ce76f-0cb2-41df-aaae-a8c96790332b/Bungie_Podcast_092007.mp3 |format=MP3 |publisher=Bungie |access-date=March 14, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20080226221010/http://download.microsoft.com/download/d/8/5/d85ce76f-0cb2-41df-aaae-a8c96790332b/Bungie_Podcast_092007.mp3 |archive-date=February 26, 2008}} This information included statistics on each player in the game, and a map of the game level showing where kills occurred, called "heatmaps".{{cite web |author=Bramwell, Tom |date=November 12, 2007 |url=http://www.eurogamer.net/articles/bungie-intros-halo-3-heatmaps |title=Bungie intros Halo 3 Heatmaps |publisher=Eurogamer |access-date=March 10, 2008 |archive-date=September 29, 2020 |archive-url=https://web.archive.org/web/20200929055050/https://www.eurogamer.net/articles/bungie-intros-halo-3-heatmaps |url-status=live }} 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.{{cite web |url=http://halo.bungie.net/news/content.aspx?type=topnews&cid=32028 |title=Final Transition for Bungie.net Halo Services |last=Osborne |first=Eric |publisher=Bungie.net |date=January 31, 2012 |access-date=February 4, 2012 |archive-date=September 18, 2020 |archive-url=https://web.archive.org/web/20200918151234/http://halo.bungie.net/news/content.aspx?type=topnews&cid=32028 |url-status=dead }} 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.
Bungie also has an iOS and Google Play application that allows provides news, inventory management, and group finding for their game Destiny on the go.{{cite web|last=Switzer|first=Eric|title=The Destiny 2 Companion App Is Breaking My Brain|url=https://www.thegamer.com/destiny-2-companion-app/|work=TheGamer|date=December 9, 2020|access-date=January 27, 2022|archive-date=January 27, 2022|archive-url=https://web.archive.org/web/20220127042051/https://www.thegamer.com/destiny-2-companion-app/|url-status=live}}
Culture
Martin O'Donnell described Bungie's workplace culture as "a slightly irreverent attitude, and not corporate, bureaucratic or business-focused";{{cite magazine |author=Fear, Ed |date=November 8, 2007 |url=http://www.develop-online.net/features/96/Single-Player |title=Single Player |magazine=DevelopMagazine |access-date=March 6, 2008 |archive-date=May 18, 2013 |archive-url=https://web.archive.org/web/20130518012306/http://www.develop-online.net/features/96/Single-Player |url-status=live }} 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".{{cite web |url=http://www.xbox.com/en-US/games/h/halo/themakers2.htm |title=Shi Kai Wang, Bungie Artist |work=Xbox.com |publisher=Microsoft |author=Leigh, Violet |access-date=February 1, 2008 |archive-url=https://web.archive.org/web/20071221213231/http://www.xbox.com/en-US/games/h/halo/themakers2.htm |archive-date=December 21, 2007}} 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,{{cite web |author=Bungie |date=May 11, 2000 |url=http://halo.bungie.org/misc/msacquisitionfaq/ |title=Bungie-Microsoft FAQ |publisher=Halo.Bungie.Org |access-date=March 3, 2008 |archive-date=December 15, 2018 |archive-url=https://web.archive.org/web/20181215123620/http://halo.bungie.org/misc/msacquisitionfaq/ |url-status=live }} 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.{{cite web |author=Brice, Kath |date=August 26, 2009 |url=http://www.gamesindustry.biz/articles/microsoft-destroyed-development-culture-weisman |title=Microsoft "destroyed development culture" at FASA – Weisman |publisher=GamesIndustry.biz |access-date=August 27, 2009 |archive-date=November 12, 2020 |archive-url=https://web.archive.org/web/20201112020330/https://www.gamesindustry.biz/articles/microsoft-destroyed-development-culture-weisman |url-status=live }} 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.{{cite web |url=http://seekingalpha.com/article/49310-microsoft-bungie-divorce-was-inevitable |title=Microsoft/Bungie Divorce Was Inevitable |publisher=SeekingAlpha |date=October 9, 2007 |author=Ehrenberg, Roger |access-date=March 10, 2008 |archive-date=July 29, 2020 |archive-url=https://web.archive.org/web/20200729155819/https://seekingalpha.com/article/49310-microsoft-bungie-divorce-was-inevitable |url-status=live }} 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".{{cite magazine |author=Staff |date=January 1, 2007 |url=http://www.edge-online.co.uk/archives/2007/01/inside_bungie.php |title=Inside Bungie |magazine=Edge |access-date=March 10, 2008 |archive-date=February 2, 2007 |archive-url=https://web.archive.org/web/20070202023713/http://www.edge-online.co.uk/archives/2007/01/inside_bungie.php}}
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.{{cite video |people=Allen, Christian; Jarrard, Brian; O'Connor, Frank; Smith, Luke |date=February 4, 2008 |title=Official Bungie Podcast: With Christian Allen |url=http://download.microsoft.com/download/d/8/5/d85ce76f-0cb2-41df-aaae-a8c96790332b/Bungie_Podcast_020408.mp3 |format=MP3 |publisher=Bungie |access-date=March 6, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20080411183316/http://download.microsoft.com/download/d/8/5/d85ce76f-0cb2-41df-aaae-a8c96790332b/Bungie_Podcast_020408.mp3 |archive-date=April 11, 2008}} 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.{{cite web |url=http://halo.bungie.net/news/content.aspx?type=topnews&cid=12924 |title=Humpday Challenge: Geezer Gamers |publisher=Bungie.net |access-date=March 11, 2008 |date=November 1, 2007 |author=Smith, Luke |archive-date=October 25, 2020 |archive-url=https://web.archive.org/web/20201025163219/http://halo.bungie.net/News/content.aspx?type=topnews&cid=12924 |url-status=dead }}
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;{{cite web |author=Caldwell, Patrick |date=July 7, 2006 |url=http://www.gamespot.com/news/halo-2-headset-price-cut-for-charity-6153681 |title=Halo 2 headset price cut for charity |publisher=GameSpot |access-date=March 12, 2008 |url-status=dead |archive-url=https://archive.today/20130110220537/http://www.gamespot.com/news/halo-2-headset-price-cut-for-charity-6153681 |archive-date=January 10, 2013 |df=mdy}}{{cite web |author=Klepek, Patrick |date=September 1, 2005 |url=http://www.1up.com/news/bungie-aiding-flood-victims |title=Bungie Aiding Flood Victims |publisher=1Up.com |access-date=March 12, 2008 |archive-url=https://web.archive.org/web/20121105204240/http://www.1up.com/news/bungie-aiding-flood-victims |archive-date=November 5, 2012 |url-status=dead }}{{cite web |archive-date=February 3, 2007 |archive-url=https://web.archive.org/web/20070203064238/http://www.bungie.net/News/Story.aspx?link=432C68F9-B0B4-4CB9-A1A3-D37B498CA6F6 |url=http://www.bungie.net/News/Story.aspx?link=432C68F9-B0B4-4CB9-A1A3-D37B498CA6F6 |title=Flood Relief |author=Jarrard, Brian |date=August 31, 2005 |publisher=Bungie.net |access-date=March 1, 2008}} 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.{{cite web |author=Osborne, Eric |date=January 15, 2010 |url=http://halo.bungie.net/news/content.aspx?type=topnews&link=BeAHero |title=Be a Hero! |publisher=Bungie.net |access-date=February 21, 2010 |archive-date=July 27, 2020 |archive-url=https://web.archive.org/web/20200727054136/http://halo.bungie.net/news/content.aspx?type=topnews&link=BeAHero |url-status=live }} Other charity work Bungie has done included auctioning off a painting of "Mister Chief" by O'Connor,{{cite web |date=February 14, 2008 |author=Webster, Andrew |url=https://arstechnica.com/gaming/2008/02/bungie-studios-auctioning-off-painting-for-charity/ |title=Bungie Studios Auctioning off painting for Charity |publisher=Arstechnica |access-date=March 15, 2008 |archive-date=July 27, 2020 |archive-url=https://web.archive.org/web/20200727054014/https://arstechnica.com/gaming/2008/02/bungie-studios-auctioning-off-painting-for-charity/ |url-status=live }} a Halo 2 soda machine from Bungie's offices,{{cite web |author=Smith, Luke |date=March 20, 2008 |title=That is One Charitable Soda Machine |url=http://halo.bungie.net/news/content.aspx?type=news&cid=13391 |publisher=Bungie.net |access-date=March 25, 2008 |archive-date=October 25, 2020 |archive-url=https://web.archive.org/web/20201025002420/http://halo.bungie.net/news/content.aspx?type=news&cid=13391 |url-status=live }} and collaborating with Child's Play auctions.{{cite web |author=Bertone, Paul |title=Child's Play Charity Dinner |date=December 18, 2006 |access-date=March 10, 2008 |publisher=Bungie.net |url=http://halo.bungie.net/news/content.aspx?type=topnews&link=bsftw |archive-date=October 28, 2020 |archive-url=https://web.archive.org/web/20201028215206/https://halo.bungie.net/News/content.aspx?type=topnews&link=bsftw |url-status=live }} In 2011, Bungie formed a nonprofit organization, named Bungie Foundation.{{cite web |url=http://www.guidestar.org/organizations/27-2313989/bungie-foundation.aspx |title=Bungie Foundation |publisher=GuideStar |access-date=January 11, 2012 |archive-date=August 2, 2020 |archive-url=https://web.archive.org/web/20200802155932/https://www.guidestar.org/profile/27-2313989 |url-status=live }}
In December 2021, IGN reported from interviews with 26 former and current employees that there had been past and some current issues with a male-dominated work culture and crunch time that was discriminatory towards female employees since around 2011, but the company more recently had been working to improve these issues, previously parting ways with the majority of people mentioned in the article. Parsons wrote a response about Bungie's commitment to improve the workplace culture, which had aligned with statements from more recent employees that had spoken to IGN. Parsons apologized to any employee who "ever experienced anything less than a safe, fair, and professional working environment at Bungie", and stated of several efforts that the company was making to eliminate any type of "rockstar" attitude that may exist at the studio.{{cite web | url = https://www.ign.com/articles/bungie-report-battle-soul-work-culture-harassment-crunch | title = The Battle for Bungie's Soul: Inside the Studio's Struggle for a Better Work Culture | first = Rebecca | last = Valentine | date = December 10, 2021 | access-date = December 12, 2021 | work = IGN | archive-date = May 5, 2022 | archive-url = https://web.archive.org/web/20220505003750/https://www.ign.com/articles/bungie-report-battle-soul-work-culture-harassment-crunch | url-status = live }}
Games developed
{{See also|List of Bungie video games}}
class="wikitable sortable" |
Year
! Title ! Platform |
---|
1990
| Gnop! | rowspan="4"| Classic Mac OS |
1991 |
1992 |
1993 |
1994
| Marathon | Apple Pippin (as Super Marathon), Classic Mac OS |
1995
| Apple Pippin (as Super Marathon), Classic Mac OS, Microsoft Windows, Xbox 360 |
1996
| Classic Mac OS |
1997
| Classic Mac OS, Microsoft Windows |
1998
| Classic Mac OS, Microsoft Windows, Linux |
rowspan="2"| 2001
| Oni | Classic Mac OS, macOS, Microsoft Windows, PlayStation 2 |
Halo: Combat Evolved
| macOS, Microsoft Windows, Xbox |
2004
| Halo 2 | Microsoft Windows, Xbox |
2007
| Halo 3 | rowspan="3"| Xbox 360, Microsoft Windows |
2009 |
2010 |
2014
| Destiny | PlayStation 3, PlayStation 4, Xbox 360, Xbox One |
2017
| Microsoft Windows, PlayStation 4, PlayStation 5, Xbox One, Xbox Series X/S, Stadia |
2025
|Microsoft Windows, PlayStation 5, Xbox Series X/S |
In addition to games, Bungie has developed its own game engine, originally named the Blam Engine for the Halo games, and then heavily modified and renamed as the Tiger Engine for Destiny.{{cite web | url=https://www.thegamer.com/bungie-third-person-game-destiny-2-tiger-engine/ | title=Bungie's Upcoming Third-Person Game Will Reportedly Use Destiny 2's Tiger Engine | date=December 18, 2022 | access-date=June 9, 2023 | archive-date=June 9, 2023 | archive-url=https://web.archive.org/web/20230609185254/https://www.thegamer.com/bungie-third-person-game-destiny-2-tiger-engine/ | url-status=live }}
Legal issues
=AimJunkies lawsuit=
Bungie had initiated legal action against AimJunkies, a group owned by Phoenix Digital that sold software that allowed for cheating in Destiny 2, in 2021, asserting copyright infringement, violations of the Digital Millennium Copyright Act (DMCA), and trafficking in DMCA-violating software;{{Cite web |last=Orland |first=Kyle |date=2022-05-02 |title=Judge dismisses "insufficient" copyright claims in Destiny 2 cheating case |url=https://arstechnica.com/gaming/2022/05/judge-dismisses-insufficient-copyright-claims-in-destiny-2-cheating-case/ |access-date=2024-08-07 |website=Ars Technica |language=en-us}} Bungie's initial claims were dismissed but an amended lawsuit allowed the case to proceed. AimJunkies attempted to countersue on claims that Bungie has hacked into the computer of the user that had developed these cheats, but those were dismissed in 2022.{{Cite web |date=2022-09-20 |title=A cheat seller sued by Bungie is now countersuing it for hacking and DMCA violations |url=https://www.videogameschronicle.com/news/a-cheat-seller-sued-by-bungie-is-now-countersuing-it-for-illegally-accessing-a-computer/ |access-date=2024-08-07 |website=VGC |language=en-GB}}{{Cite web |last=Purdy |first=Kevin |date=2022-11-15 |title=Judge drops DMCA claims that Bungie reverse-engineered Destiny 2 cheats |url=https://arstechnica.com/gaming/2022/11/judge-tosses-claims-that-bungie-hacked-destiny-2-cheat-makers-computers/ |access-date=2024-08-07 |website=Ars Technica |language=en-us}} At trial, judge Thomas Samuel Zilly ruled that Bungie lacked sufficient evidence to allow the DMCA and trafficking claims to move forward but instead sent these complaints to arbitration, where Bungie was awarded $4.3 million in damages.{{Cite web |date=2023-02-21 |title=Bungie wins $4.3 million in case against 'Destiny 2' cheat provider AimJunkies |url=https://www.engadget.com/bungie-wins-43-million-destiny-2-cheat-provider-aimjunkies-130644134.html |access-date=2024-08-07 |website=Engadget |language=en-US}} The copyright claims proceeded to a jury trial, which found for Bungie in May 2024. While Bungie was only awarded around $63,000, the revenue made by the sale of the cheat programs by AimJunkies, the result was considered to be significant as it was the first time a jury trial ruled in game cheating software and could carry as case law in future lawsuits. AimJunkies asserted their plan to appeal both the arbitration and trial judgement.{{Cite news |date=2024-05-25 |title=Bungie wins court battle against Destiny cheat site AimJunkies |url=https://www.eurogamer.net/bungie-wins-court-battle-against-destiny-cheat-site-aimjunkies |access-date=2024-08-07 |work=Eurogamer.net |language=en}}{{Cite web |last=Davis |first=Wes |date=2024-05-25 |title=A jury hands Bungie a landmark victory in a Destiny 2 cheating lawsuit |url=https://www.theverge.com/2024/5/25/24164679/bungie-anti-cheating-lawsuit-jury-trial-aimjunkies-copyright-violation-victory |access-date=2024-08-07 |website=The Verge |language=en}}
=Plagiarism lawsuit=
In October 2024, Kelsey Martineau sued Bungie in the United States District Court for the Eastern District of Louisiana on claims that the "Red War" narrative from the launch of Destiny 2 was lifted from a work he wrote on Wordpress in 2013 and 2014.{{cite web | url = https://www.ign.com/articles/destiny-2s-red-war-campaign-accused-of-lifting-plot-elements-from-online-story-in-louisiana-lawsuit |title = Destiny 2's Red War Campaign Accused of Lifting Plot Elements From Online Story in Louisiana Lawsuit | first = Michael | last = Cripe | date = October 9, 2024 | accessdate = May 25, 2025 | work = IGN }} The lawsuit was filed after Bungie had sunsetted the "Red War" content, and to defend its position to the court to demonstrate how "Red War" differed substantially from Martineau's work, they had submitted YouTube videos from popular Destiny 2 content creators made before the sunsetting and pages from a Destiny fan wiki as part of a motion to dismiss the case. The judge, Susie Morgan, ruled in May 2025 that she could not accept this evidence to support Bungie's motion, allowing the case to proceed.{{cite web | url = https://www.eurogamer.net/destiny-2s-unpopular-removal-of-older-game-content-now-hampering-bungies-ability-to-defend-plagiarism-lawsuit | title = Destiny 2's unpopular removal of older game content now hampering Bungie's ability to defend plagiarism lawsuit | first = Tom | last = Phillips | date = May 6, 2025 | accessdate = May 25, 2025 | work = Eurogamer }}
=Unlicensed art use=
There have been four known incidents where independent artists have found their work used by Bungie in its games without their permission or knowledge.{{cite web | url = https://www.polygon.com/gaming/599536/bungie-marathon-stolen-artwork | title = Bungie admits to lifting art for Marathon without credit | first = Kyle | last = Burke | date = May 16, 2025 | accessdate = May 25, 2025 | work = Polygon }}
- Part of a Destiny 2 in-game cut scene for content released in 2021 included a work that had been drawn by online artist Mal E in 2020 without the artist's knowledge. Bungie reached out to Mal E, and later affirmed that they have got the artist's permission and included the proper credit within the game for its use.{{cite web | url = https://www.gamesradar.com/bungie-credits-artist-whose-fan-art-was-mistakenly-used-in-destiny-2-the-witch-queen-trailer/ | title = Bungie credits artist whose fan art was mistakenly used in Destiny 2: The Witch Queen trailer | first = Austin | last = Wood | date = September 27, 2021 | accessdate = May 25, 2025 | work = GamesRadar }}
- A similar situation occurred in 2023, when artist Julian Faylona had discovered an image within a Destiny 2 cutscene nearly mirrored work they previously created in 2020. Bungie said the cut scene had been developed by one of its support studios, and it worked to properly compensate Faylona.{{cite web | url = https://www.polygon.com/23771285/destiny-2-cuts | title = Destiny 2 makers apologize for ‘mistaken’ use of fan art in cutscene | first = Owen | last = Good | date = June 23, 2023 | accessdate = May 25, 2025 | work = Polygon }}
- When partnering with Nerf to release a Nerf Ace of Spades gun based on that used by popular character Cayde-6, artist Tofu_Rabbit discovered the designs of the Nerf version, while they had swapped colors, used several of the same art elements such as wearing, smudges, and scratches of the gun's frame that had been in their own 2015 design. Bungie affirmed the design had been done by Nerf and was working to compensate Tofu_Rabbit for the situation and credit their contribution.{{cite web | url = https://www.pcgamer.com/games/fps/whoops-they-did-it-again-bungie-admits-fan-art-was-used-in-an-official-destiny-2-collectible-says-the-artist-will-be-compensated-and-credited-for-their-incredible-artwork/ | title = Whoops, they did it again: Bungie admits fan art was used in an official Destiny 2 collectible, says the artist will be 'compensated and credited for their incredible artwork' | first = Andy | last = Chalk | date = September 13, 2024 | accessdate = May 25, 2025 | work = PC Gamer }}
- In May 2025, online artist Antireal demonstrated that Bungie had used art she had created in 2017 as art assets within the 2025 Marathon game, after the game had completed its first open beta. Bungie, after investigating, affirmed that a former art developer for the game has used Antireal's art without permission, promising to work with Antireal to correct the situation, and was performing a full evaluation of all of the art assets in Marathon to verify their originality within Bungie.
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),{{cite web |url=http://blogs.mercurynews.com/aei/2006/09/developer_focus.html |title=Developer Focus: Giant Bite Pursues Life After Halo |work=San Jose Mercury News |date=September 16, 2006 |author=Takahashi, Dean |access-date=March 3, 2008 |url-status=dead |archive-url=https://web.archive.org/web/20071222193911/http://blogs.mercurynews.com/aei/2006/09/developer_focus.html |archive-date=December 22, 2007}} 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{{cite web |url=http://halo.bungie.net/news/content.aspx?type=topnews&link=certainaffinitymaps |title=New Halo 2 Maps revealed! |publisher=Bungie.net |access-date=March 6, 2008 |date=March 30, 2007 |author=O'Connor, Frank |archive-date=October 30, 2019 |archive-url=https://web.archive.org/web/20191030205336/http://halo.bungie.net/news/content.aspx?type=topnews&link=certainaffinitymaps |url-status=dead }} and the downloadable Defiant Map Pack for Halo: Reach.{{cite web |url=http://halo.bungie.net/news/content.aspx?type=topnews&cid=30783 |title=Bungie Weekly Update: 02/25/2011 |publisher=Bungie.net |access-date=April 19, 2011 |date=February 25, 2011 |author=Osborne, Eric |archive-date=October 25, 2020 |archive-url=https://web.archive.org/web/20201025003111/http://halo.bungie.net/news/content.aspx?type=topnews&cid=30783 |url-status=live }} 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.{{cite web |url=http://www.joystiq.com/2008/05/16/frank-oconnor-leaves-bungie/ |title=Frank O'Connor leaves Bungie for Microsoft to work on Halo franchise |publisher=Joystiq.com |author=Miller, Ross |access-date=February 17, 2008 |archive-url=https://web.archive.org/web/20080517105858/http://www.joystiq.com/2008/05/16/frank-oconnor-leaves-bungie/ |archive-date=May 17, 2008 |url-status=dead }} In 2015, long-time Bungie employee Martin O'Donnell started a new game studio known as Highwire Games.{{Cite web |title=Marty O'Donnell |url=http://highwiregames.com/2015/07/22/meet-the-team-2/ |website=Highwire Games |date=July 23, 2015 |access-date=December 8, 2015 |archive-date=November 25, 2020 |archive-url=https://web.archive.org/web/20201125083945/https://highwiregames.com/2015/07/22/meet-the-team-2/ |url-status=live }} In 2016, former Bungie CEO and studio head Harold Ryan founded a new game studio known as ProbablyMonsters.{{Cite web|date=2021-07-01|title=ProbablyMonsters, led by ex-Bungie CEO, raising more cash for 'family of sustainable game studios'|url=https://www.geekwire.com/2021/probablymonsters-led-ex-bungie-ceo-raising-cash-family-sustainable-game-studios/|access-date=2022-01-27|website=GeekWire|language=en-US}}
References
{{Reflist}}
External links
{{Commons category|Bungie}}
- {{Official website|https://www.bungie.net}}
{{Portal bar|Chicago|Companies|Video games}}
{{Bungie}}
{{Sony Interactive Entertainment}}
{{Xbox Game Studios}}
{{Destiny series}}
{{Halo series}}
{{Authority control}}
{{Good article}}
Category:1991 establishments in Illinois
Category:2000 mergers and acquisitions
Category:Companies based in Bellevue, Washington
Category:American companies established in 1991
Category:Video game companies based in Washington (state)
Category:Video game companies established in 1991
Category:Video game development companies
Category:Former Microsoft subsidiaries