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==Bungie==
==Bungie==
Jones met [[Alex Seropian]] in his second year at the [[University of Chicago]]. In 1991 Seropian had founded [[Bungie]] and published his own game, ''[[Operation Desert Storm (video game)|Operation Desert Storm]]''.<ref name="gamesradar-history of halo">{{cite web|author=Xbox World 360|date=2007-10-08|url=http://www.gamesradar.com/f/the-history-of-halo/a-2007100812649684036|title=The History of Halo; How two students went from Pong clones to the biggest game of all time|publisher=[[GamesRadar]]|pages=1–4|accessdate=2009-10-09}}{{dead link|date=April 2016}}</ref> Seropian was looking for another game to publish, and they decided to work together to finish ''Minotaur''. While Seropian did design and marketing, Jones finished the programming. ''[[Minotaur: The Labyrinths of Crete]]'' shipped in April 1992;<ref name="img-93 interview"/> while the game sold only around 2,500 copies (it required a then-rare modem for network play),<ref name="gamesradar-history of halo"/> it developed a devoted following. After publishing ''Minotaur'', Jones and Seropian formed a partnership; "What I liked about him was that he never wasted any money", Jones said of his partner.<ref name="bungie-primordial soup gnop">{{cite web|author=Staff|date=|url=http://www.bungie.net/inside/history.aspx?link=HistoryOfBungie_p1|title=Bungie History: Primordial Soup—Gnop!|publisher=[[Bungie.net]]|accessdate=2009-10-01}}{{dead link|date=April 2016}}</ref>
Jones met [[Alex Seropian]] in his second year at the [[University of Chicago]]. In 1991 Seropian had founded [[Bungie]] and published his own game, ''[[Operation Desert Storm (video game)|Operation Desert Storm]]''.<ref name="gamesradar-history of halo">{{cite web|author=Xbox World 360 |date=2007-10-08 |url=http://www.gamesradar.com/f/the-history-of-halo/a-2007100812649684036 |title=The History of Halo; How two students went from Pong clones to the biggest game of all time |publisher=[[GamesRadar]] |pages=1–4 |accessdate=2009-10-09 |deadurl=yes |archiveurl=http://web.archive.org/web/20081123041945/http://www.gamesradar.com/f/the-history-of-halo/a-2007100812649684036 |archivedate=November 23, 2008 }}</ref> Seropian was looking for another game to publish, and they decided to work together to finish ''Minotaur''. While Seropian did design and marketing, Jones finished the programming. ''[[Minotaur: The Labyrinths of Crete]]'' shipped in April 1992;<ref name="img-93 interview"/> while the game sold only around 2,500 copies (it required a then-rare modem for network play),<ref name="gamesradar-history of halo"/> it developed a devoted following. After publishing ''Minotaur'', Jones and Seropian formed a partnership; "What I liked about him was that he never wasted any money", Jones said of his partner.<ref name="bungie-primordial soup gnop">{{cite web|author=Staff |date= |url=http://www.bungie.net/inside/history.aspx?link=HistoryOfBungie_p1 |title=Bungie History: Primordial Soup—Gnop! |publisher=[[Bungie.net]] |accessdate=2009-10-01 |deadurl=yes |archiveurl=https://web.http://wayback.archive.org/web/20080426200327/http://www.bungie.net/inside/history.aspx?link=HistoryOfBungie_p1 |archivedate=April 26, 2008 }}</ref>


Bungie focused on the Mac platform due to familiarity with the platform and ease of use. "The PC market was really cutthroat, but the Mac market was all friendly and lame. So it was easier to compete," Jones said.<ref name="bungie-primordial soup gnop"/> After ''Minotaur'', Bungie began work on a 3D graphics version of the game, but realized that the game's format was not suited to a 3D environment. Instead, Jones and Seropian wrote a brand-new story for what became ''[[Pathways Into Darkness]]''. Since Bungie had no money and Jones was the only one with the available time, he single-handedly coded the game on a [[Mac IIfx]], passing art chores to his friend Colin Brent.<ref name="img-93 interview"/><ref name="bungie-primordial soup pathways">{{cite web|author=Staff|date=|url=http://www.bungie.net/inside/history.aspx?link=pathways|title=Bungie History: Primordial Soup—Pathways!|publisher=[[Bungie.net]]|accessdate=2010-12-21}}{{dead link|date=April 2016}}</ref> ''Pathways'' was successful enough that Bungie moved from a one-bedroom apartment to an actual office.<ref name="bungie-primordial soup pathways"/>
Bungie focused on the Mac platform due to familiarity with the platform and ease of use. "The PC market was really cutthroat, but the Mac market was all friendly and lame. So it was easier to compete," Jones said.<ref name="bungie-primordial soup gnop"/> After ''Minotaur'', Bungie began work on a 3D graphics version of the game, but realized that the game's format was not suited to a 3D environment. Instead, Jones and Seropian wrote a brand-new story for what became ''[[Pathways Into Darkness]]''. Since Bungie had no money and Jones was the only one with the available time, he single-handedly coded the game on a [[Mac IIfx]], passing art chores to his friend Colin Brent.<ref name="img-93 interview"/><ref name="bungie-primordial soup pathways">{{cite web|author=Staff |date= |url=http://www.bungie.net/inside/history.aspx?link=pathways |title=Bungie History: Primordial Soup—Pathways! |publisher=[[Bungie.net]] |accessdate=2010-12-21 |deadurl=yes |archiveurl=https://web.archive.org/web/20080426200338/http://www.bungie.net/inside/history.aspx?link=pathways |archivedate=April 26, 2008 }}</ref> ''Pathways'' was successful enough that Bungie moved from a one-bedroom apartment to an actual office.<ref name="bungie-primordial soup pathways"/>


Bungie's next project started as an update of ''Pathways'' but evolved into a science fiction shooter game, [[Marathon (video game)|''Marathon'']]. The game included state-of-the-art graphics, network multiplayer, and voice support, and won a number of awards on release in 1994.<ref name="gamesradar-history of halo"/> Jones recalled that he was surprised anyone ever completed the game and sought to atone for some of its shortcomings with its sequel, ''[[Marathon 2: Durandal]]'',<ref name="bungie-jones interviewed by you">{{cite web|author=Jarrard, Brian|date=2001-12-18|url=http://www.bungie.net/news/content.aspx?type=topnews&cid=6|title=Jason Jones Interviewed By You|publisher=[[Bungie.net]]|accessdate=2010-02-24}}</ref> which was also released for Windows PCs. The ''Marathon'' series was followed by a series of real-time strategy games, starting with ''[[Myth: The Fallen Lords]]'' in 1996.<ref name="gamesradar-history of halo"/>
Bungie's next project started as an update of ''Pathways'' but evolved into a science fiction shooter game, [[Marathon (video game)|''Marathon'']]. The game included state-of-the-art graphics, network multiplayer, and voice support, and won a number of awards on release in 1994.<ref name="gamesradar-history of halo"/> Jones recalled that he was surprised anyone ever completed the game and sought to atone for some of its shortcomings with its sequel, ''[[Marathon 2: Durandal]]'',<ref name="bungie-jones interviewed by you">{{cite web|author=Jarrard, Brian|date=2001-12-18|url=http://www.bungie.net/news/content.aspx?type=topnews&cid=6|title=Jason Jones Interviewed By You|publisher=[[Bungie.net]]|accessdate=2010-02-24}}</ref> which was also released for Windows PCs. The ''Marathon'' series was followed by a series of real-time strategy games, starting with ''[[Myth: The Fallen Lords]]'' in 1996.<ref name="gamesradar-history of halo"/>
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Bungie continued to expand, and in 1997 work began on a new project, codenamed ''Blam!''<ref name="gamesradar-history of halo"/> (Jones had changed the name from ''Monkey Nuts'' because he could not bring himself to tell his mother about the new game under that title.)<ref>{{cite book |last= Trautmann|first=Eric|title=The Art of Halo|year= 2004|publisher= Del Ray Publishing|location=New York |isbn=0-345-47586-0|page=ix}}</ref> ''Blam!'' evolved from a real-time strategy game to a third-person shooter to a [[first-person shooter]] called ''[[Halo: Combat Evolved]]''. Jones role in development was unlike ''Marathon'' and ''Myth'', where Jones was involved in developing more than half the levels and much to most of the story. Instead, he was the project lead<ref name="interview">{{cite web|url=http://www.next-gen.biz/features/hot-100-game-developers-2006|title=The Hot 100 Game Developers of 2006|work=Next Generation Magazine|date=2006-03-18|accessdate=2008-03-01|first=Next Gen|last=Staff}}{{dead link|date=April 2016}}</ref> and a manager, barely providing any code to the game. He would read war journals by authors such as [[John Kinkaid]] and [[Winston Churchill]].<ref name="bungie-jones interviewed by you"/>
Bungie continued to expand, and in 1997 work began on a new project, codenamed ''Blam!''<ref name="gamesradar-history of halo"/> (Jones had changed the name from ''Monkey Nuts'' because he could not bring himself to tell his mother about the new game under that title.)<ref>{{cite book |last= Trautmann|first=Eric|title=The Art of Halo|year= 2004|publisher= Del Ray Publishing|location=New York |isbn=0-345-47586-0|page=ix}}</ref> ''Blam!'' evolved from a real-time strategy game to a third-person shooter to a [[first-person shooter]] called ''[[Halo: Combat Evolved]]''. Jones role in development was unlike ''Marathon'' and ''Myth'', where Jones was involved in developing more than half the levels and much to most of the story. Instead, he was the project lead<ref name="interview">{{cite web|url=http://www.next-gen.biz/features/hot-100-game-developers-2006|title=The Hot 100 Game Developers of 2006|work=Next Generation Magazine|date=2006-03-18|accessdate=2008-03-01|first=Next Gen|last=Staff}}{{dead link|date=April 2016}}</ref> and a manager, barely providing any code to the game. He would read war journals by authors such as [[John Kinkaid]] and [[Winston Churchill]].<ref name="bungie-jones interviewed by you"/>


In 2000, [[Microsoft]] acquired Bungie, moving the team from Chicago to Washington State. Jones recalled that the buyout was a "blur [...] We'd been talking to people for years and years—before we even published ''Marathon'', [[Activision]] made a serious offer [to buy us]. But the chance to work on [the Microsoft [[Xbox (console)|Xbox]] console]—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."<ref name="history of bungie billion dollar donut">{{cite web|author=Bungie|url=http://www.bungie.net/inside/history.aspx?link=oni|title=Billion Dollar Donut: Halo CE|publisher=[[Bungie.net]]|accessdate=2007-10-08}}{{dead link|date=April 2016}}</ref> Around the same time, a glitch in versions of ''Myth II'' was found to entirely erase a player's hard drive; this led to a massive recall of the games right before they shipped, costing Bungie nearly one million dollars.<ref name="history of bungie billion dollar donut"/><ref name="game icons">{{cite video |people=Bungie Studios |date=2004-09-12 |title=Icons: Bungie |url=http://www.wraith-ops.com/hbomirror/Bungie_Icons.mov |format= [[.MOV|MOV]]|medium= |publisher=[[G4 (TV channel)|G4TV]] |accessdate=2008-03-14 |time= |quote= }}{{dead link|date=April 2016}}</ref> Composer [[Martin O'Donnell]] said that this recall created financial uncertainty in the studio, though accepting the offer was not something "Bungie had to do."<ref name="bungie podcast- odonnell">{{cite web|author= O'Connor, Frank; [[Luke Smith (writer)|Luke Smith]]|date=2007-12-12 |title=Official Bungie Podcast 12/12/2007: With Martin O'Donnell |url=http://www.bungie.net/Inside/content.aspx?link=bungiepodcasttime|publisher=[[Bungie.net]] |accessdate=2008-02-28 |time= |quote= }}{{dead link|date=April 2016}}</ref> Jones and Seropian refused to accept Microsoft's offer until the entire studio agreed to the buyout.<ref name="game icons"/>
In 2000, [[Microsoft]] acquired Bungie, moving the team from Chicago to Washington State. Jones recalled that the buyout was a "blur [...] We'd been talking to people for years and years—before we even published ''Marathon'', [[Activision]] made a serious offer [to buy us]. But the chance to work on [the Microsoft [[Xbox (console)|Xbox]] console]—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."<ref name="history of bungie billion dollar donut">{{cite web|author=Bungie |url=http://www.bungie.net/inside/history.aspx?link=oni |title=Billion Dollar Donut: Halo CE |publisher=[[Bungie.net]] |accessdate=2007-10-08 |deadurl=yes |archiveurl=https://web.archive.org/web/20080426200333/http://www.bungie.net/inside/history.aspx?link=oni |archivedate=April 26, 2008 }}</ref> Around the same time, a glitch in versions of ''Myth II'' was found to entirely erase a player's hard drive; this led to a massive recall of the games right before they shipped, costing Bungie nearly one million dollars.<ref name="history of bungie billion dollar donut"/><ref name="game icons">{{cite video|people=Bungie Studios |date=2004-09-12 |title=Icons: Bungie |url=http://www.wraith-ops.com/hbomirror/Bungie_Icons.mov |format=[[.MOV|MOV]] |medium= |publisher=[[G4 (TV channel)|G4TV]] |accessdate=2008-03-14 |time= |quote= |deadurl=yes |archiveurl=http://web.archive.org/web/20080411182932/http://www.wraith-ops.com/hbomirror/Bungie_Icons.mov |archivedate=April 11, 2008 }}</ref> Composer [[Martin O'Donnell]] said that this recall created financial uncertainty in the studio, though accepting the offer was not something "Bungie had to do."<ref name="bungie podcast- odonnell">{{cite web|author=O'Connor, Frank; [[Luke Smith (writer)|Luke Smith]] |date=2007-12-12 |title=Official Bungie Podcast 12/12/2007: With Martin O'Donnell |url=http://www.bungie.net/Inside/content.aspx?link=bungiepodcasttime |publisher=[[Bungie.net]] |accessdate=2008-02-28 |time= |quote= |deadurl=yes |archiveurl=https://web.archive.org/20080331164029/http://www.bungie.net:80/Inside/content.aspx?link=bungiepodcasttime |archivedate=March 31, 2008 }}</ref> Jones and Seropian refused to accept Microsoft's offer until the entire studio agreed to the buyout.<ref name="game icons"/>


''Combat Evolved'' was highly successful, selling more than a million units in its first six months and driving Xbox sales.<ref name="foxnews-halo 3">{{cite news|author=Moreno-Salazar, Quibian |date=2007-10-09 |url=http://www.foxnews.com/story/0,2933,300511,00.html |title=Microsoft Bets Big on Halo 3 |work=[[Fox News]] |accessdate=2010-02-25 |deadurl=yes |archiveurl=https://web.archive.org/20080726045259/http://www.foxnews.com/story/0,2933,300511,00.html |archivedate=July 26, 2008 }}</ref> Jones led the development team that created its sequel, ''[[Halo 2]]'',<ref>{{cite news|url=http://www.time.com/time/subscriber/2005/time100/artists/100halo.html|title=The Halo Trinity|work=[[Time Magazine]]|date=2005-04-15|accessdate=2008-03-01|first=Lev|last=Grossman}}</ref> and he worked as design lead on a new video game series, ''[[Destiny (video game)|Destiny]]''.<ref>{{cite web|url=https://www.bungie.net/en/Destiny/Credits|title=Destiny Credits|publisher=Bungie|work=Bungie|accessdate=2015-02-01}}</ref><ref>{{cite web|author=McCaffrey, Ryan|date=2014-06-07|url=http://www.ign.com/articles/2013/07/07/bungie-co-founder-halo-and-destiny-creator-jason-jones-breaks-11-year-silenc|title=Bungie Cofounder Halo and Destiny Creator Jason Jones Breaks 11-Year Silence|work=[[IGN]]|publisher=|accessdate=2014-12-22}}{{dead link|date=April 2016}}</ref><ref>{{cite web|author=Pakinkis, Tom|date=2010-04-29|url=http://www.computerandvideogames.com/article.php?id=244819|title=Marathon boss heads Bungie's new IP|publisher=[[Computer and Video Games]]|accessdate=2010-05-01}}{{dead link|date=April 2016}}</ref> He was listed in ''[[Next Generation Magazine]]''{{'}}s top 100 Developers in 2006 and 2007.<ref name="interview"/><ref>{{cite web|url=http://www.next-gen.biz/features/hot-100-game-developers-2007|title=The Hot 100 Game Developers of 2007|work=Next Generation Magazine|date=2007-03-03|accessdate=2008-03-01|author=Staff}}{{dead link|date=April 2016}}</ref>
''Combat Evolved'' was highly successful, selling more than a million units in its first six months and driving Xbox sales.<ref name="foxnews-halo 3">{{cite news|author=Moreno-Salazar, Quibian |date=2007-10-09 |url=http://www.foxnews.com/story/0,2933,300511,00.html |title=Microsoft Bets Big on Halo 3 |work=[[Fox News]] |accessdate=2010-02-25 |deadurl=yes |archiveurl=https://web.archive.org/20080726045259/http://www.foxnews.com/story/0,2933,300511,00.html |archivedate=July 26, 2008 }}</ref> Jones led the development team that created its sequel, ''[[Halo 2]]'',<ref>{{cite news|url=http://www.time.com/time/subscriber/2005/time100/artists/100halo.html|title=The Halo Trinity|work=[[Time Magazine]]|date=2005-04-15|accessdate=2008-03-01|first=Lev|last=Grossman}}</ref> and he worked as design lead on a new video game series, ''[[Destiny (video game)|Destiny]]''.<ref>{{cite web|url=https://www.bungie.net/en/Destiny/Credits|title=Destiny Credits|publisher=Bungie|work=Bungie|accessdate=2015-02-01}}</ref><ref>{{cite web|author=McCaffrey, Ryan|date=2014-06-07|url=http://www.ign.com/articles/2013/07/07/bungie-co-founder-halo-and-destiny-creator-jason-jones-breaks-11-year-silenc|title=Bungie Cofounder Halo and Destiny Creator Jason Jones Breaks 11-Year Silence|work=[[IGN]]|publisher=|accessdate=2014-12-22}}{{dead link|date=April 2016}}</ref><ref>{{cite web|author=Pakinkis, Tom |date=2010-04-29 |url=http://www.computerandvideogames.com/article.php?id=244819 |title=Marathon boss heads Bungie's new IP |publisher=[[Computer and Video Games]] |accessdate=2010-05-01 |deadurl=yes |archiveurl=http://web.archive.org/web/20100501163949/http://www.computerandvideogames.com:80/article.php?id=244819 |archivedate=May 1, 2010 }}</ref> He was listed in ''[[Next Generation Magazine]]''{{'}}s top 100 Developers in 2006 and 2007.<ref name="interview"/><ref>{{cite web|url=http://www.next-gen.biz/features/hot-100-game-developers-2007 |title=The Hot 100 Game Developers of 2007 |work=Next Generation Magazine |date=2007-03-03 |accessdate=2008-03-01 |author=Staff |deadurl=yes |archiveurl=https://web.http://www.webcitation.org/60hPMBOGZ |archivedate=August 4, 2011 }}</ref>


==References==
==References==
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==External links==
==External links==
* [http://www.bungie.net/Inside/MeetTheTeam.aspx?person=jones Jason Jones profile]{{dead link|date=April 2016}} at [[Bungie.net]]
* [http://web.archive.org/web/20100215015127/http://www.bungie.net:80/Inside/MeetTheTeam.aspx?person=jones Jason Jones profile] at [[Bungie.net]]
{{Bungie}}
{{Bungie}}
{{Good article}}
{{Good article}}

Revision as of 17:15, 1 May 2016

Jason Jones
Jason Jones at the Electronic Entertainment Expo in May 2006
Born (1971-07-01) July 1, 1971 (age 53)
United States
Occupation(s)Video game developer and programmer

Jason Jones (born June 1, 1971)[1] is a video game developer and programmer who co-founded the video game studio Bungie with Alex Seropian in 1991. Jones began programming on Apple computers in high school, assembling a multiplayer game called Minotaur: The Labyrinths of Crete. While attending the University of Chicago, Jones met Seropian and the two formed a partnership to publish Minotaur.

Following the modest success of Minotaur, Jones programmed Bungie's next game, Pathways Into Darkness, and worked on code, level design and story development for Bungie's Marathon and Myth series. For Bungie's next projects, Halo: Combat Evolved and Halo 2, Jones took on a more managerial role as project lead. He worked as design lead on the 2014 video game Destiny.

Early life

Jones became interested in programming in high school, and learned Applesoft BASIC and 6502 Assembly on an Apple II series computer. When Apple released its Macintosh line, Jones's family purchased a Macintosh 128K, but Jones never programmed much for it. After high school Jones got a job programming for a computer-aided design company on PCs, before going to college the next year. In his off time Jones said that all he ever did on the Apple II was write games, "and it seemed logical to continue that on the Mac," he said. "The first thing I did on the Mac was to port a modem game I'd written called Minotaur from 6502 Assembly on the Apple II into MPW C on the Mac. I was still finishing that when I came to college. By that time, I knew I wanted to write games."[2]

Bungie

Jones met Alex Seropian in his second year at the University of Chicago. In 1991 Seropian had founded Bungie and published his own game, Operation Desert Storm.[3] Seropian was looking for another game to publish, and they decided to work together to finish Minotaur. While Seropian did design and marketing, Jones finished the programming. Minotaur: The Labyrinths of Crete shipped in April 1992;[2] while the game sold only around 2,500 copies (it required a then-rare modem for network play),[3] it developed a devoted following. After publishing Minotaur, Jones and Seropian formed a partnership; "What I liked about him was that he never wasted any money", Jones said of his partner.[4]

Bungie focused on the Mac platform due to familiarity with the platform and ease of use. "The PC market was really cutthroat, but the Mac market was all friendly and lame. So it was easier to compete," Jones said.[4] After Minotaur, Bungie began work on a 3D graphics version of the game, but realized that the game's format was not suited to a 3D environment. Instead, Jones and Seropian wrote a brand-new story for what became Pathways Into Darkness. Since Bungie had no money and Jones was the only one with the available time, he single-handedly coded the game on a Mac IIfx, passing art chores to his friend Colin Brent.[2][5] Pathways was successful enough that Bungie moved from a one-bedroom apartment to an actual office.[5]

Bungie's next project started as an update of Pathways but evolved into a science fiction shooter game, Marathon. The game included state-of-the-art graphics, network multiplayer, and voice support, and won a number of awards on release in 1994.[3] Jones recalled that he was surprised anyone ever completed the game and sought to atone for some of its shortcomings with its sequel, Marathon 2: Durandal,[6] which was also released for Windows PCs. The Marathon series was followed by a series of real-time strategy games, starting with Myth: The Fallen Lords in 1996.[3]

Bungie continued to expand, and in 1997 work began on a new project, codenamed Blam![3] (Jones had changed the name from Monkey Nuts because he could not bring himself to tell his mother about the new game under that title.)[7] Blam! evolved from a real-time strategy game to a third-person shooter to a first-person shooter called Halo: Combat Evolved. Jones role in development was unlike Marathon and Myth, where Jones was involved in developing more than half the levels and much to most of the story. Instead, he was the project lead[8] and a manager, barely providing any code to the game. He would read war journals by authors such as John Kinkaid and Winston Churchill.[6]

In 2000, Microsoft acquired Bungie, moving the team from Chicago to Washington State. Jones recalled that the buyout was a "blur [...] We'd been talking to people for years and years—before we even published Marathon, Activision made a serious offer [to buy us]. But the chance to work on [the Microsoft Xbox console]—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."[9] Around the same time, a glitch in versions of Myth II was found to entirely erase a player's hard drive; this led to a massive recall of the games right before they shipped, costing Bungie nearly one million dollars.[9][10] Composer Martin O'Donnell said that this recall created financial uncertainty in the studio, though accepting the offer was not something "Bungie had to do."[11] Jones and Seropian refused to accept Microsoft's offer until the entire studio agreed to the buyout.[10]

Combat Evolved was highly successful, selling more than a million units in its first six months and driving Xbox sales.[12] Jones led the development team that created its sequel, Halo 2,[13] and he worked as design lead on a new video game series, Destiny.[14][15][16] He was listed in Next Generation Magazine's top 100 Developers in 2006 and 2007.[8][17]

References

  1. ^ Errera, Claude (2001-06-02). "Happy Birthday, Jason and Peter!". Halo.Bungie.Org. Retrieved 2010-02-22.
  2. ^ a b c Rouse, Richard III (October 1993). "IMG Interview: Bungie's Jason Jones". Inside Mac Games. {{cite magazine}}: Cite magazine requires |magazine= (help)Archive available at Bungie.org, retrieved 2010-02-22.
  3. ^ a b c d e Xbox World 360 (2007-10-08). "The History of Halo; How two students went from Pong clones to the biggest game of all time". GamesRadar. pp. 1–4. Archived from the original on November 23, 2008. Retrieved 2009-10-09. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)CS1 maint: numeric names: authors list (link)
  4. ^ a b Staff. "Bungie History: Primordial Soup—Gnop!". Bungie.net. Archived from the original on April 26, 2008. Retrieved 2009-10-01. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  5. ^ a b Staff. "Bungie History: Primordial Soup—Pathways!". Bungie.net. Archived from the original on April 26, 2008. Retrieved 2010-12-21. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  6. ^ a b Jarrard, Brian (2001-12-18). "Jason Jones Interviewed By You". Bungie.net. Retrieved 2010-02-24.
  7. ^ Trautmann, Eric (2004). The Art of Halo. New York: Del Ray Publishing. p. ix. ISBN 0-345-47586-0.
  8. ^ a b Staff, Next Gen (2006-03-18). "The Hot 100 Game Developers of 2006". Next Generation Magazine. Retrieved 2008-03-01.[dead link]
  9. ^ a b Bungie. "Billion Dollar Donut: Halo CE". Bungie.net. Archived from the original on April 26, 2008. Retrieved 2007-10-08. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  10. ^ a b Bungie Studios (2004-09-12). Icons: Bungie. G4TV. Archived from the original (MOV) on April 11, 2008. Retrieved 2008-03-14. {{cite AV media}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  11. ^ O'Connor, Frank; Luke Smith (2007-12-12). "Official Bungie Podcast 12/12/2007: With Martin O'Donnell". Bungie.net. Archived from the original on March 31, 2008. Retrieved 2008-02-28. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)CS1 maint: multiple names: authors list (link)
  12. ^ Moreno-Salazar, Quibian (2007-10-09). "Microsoft Bets Big on Halo 3". Fox News. Archived from the original on July 26, 2008. Retrieved 2010-02-25. {{cite news}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
  13. ^ Grossman, Lev (2005-04-15). "The Halo Trinity". Time Magazine. Retrieved 2008-03-01.
  14. ^ "Destiny Credits". Bungie. Bungie. Retrieved 2015-02-01.
  15. ^ McCaffrey, Ryan (2014-06-07). "Bungie Cofounder Halo and Destiny Creator Jason Jones Breaks 11-Year Silence". IGN. Retrieved 2014-12-22.[dead link]
  16. ^ Pakinkis, Tom (2010-04-29). "Marathon boss heads Bungie's new IP". Computer and Video Games. Archived from the original on May 1, 2010. Retrieved 2010-05-01. {{cite web}}: Unknown parameter |deadurl= ignored (|url-status= suggested) (help)
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