Well, what do you know about that. I'm randomly browsing headlines, and whose name pops out at me? That's right, everybody's favorite company founder, the great disappearing Alex Seropian. Go read the article, and see for yourself that Alex wasn't rubbed out by the Video Game mafia, but instead is apparently alive and healthy. Apparently.
Blech. Here I sit in a crummy motel room, ice machine rattling merrily away outside the door, with nothing to do but reminisce about the amazingly surreal, yet eminently satisfying turn of events that took place one night last week.
I had gone to see the Barenaked Ladies (Shut up, all of you! Yeah, NOW I've seen Frankie's post and Burnie's post and all that, but THEN I hadn't. Shush.) at the local concert hall, along with the wife and two other couples. I should point out here that, of the six of us, I was the only Halo fan. My family and all our friends just nod and smile nervously, backing gently away whenever I start in on Halo and the Covenant and plasma weapons and box canyons in space and whatnot. Weird. Anyway, there I was, totally out of the Halo universe, sipping overpriced drinks, getting into the groove when Gah! Red vs. Blue! Up on the big screen! Talk about bizarre. The strangest thing (actually a really cool thing, but strange nonetheless) was that the crowd "got it." The two videos shown were big hits! Yay, Red vs. Blue guys! What little I can actually remember about the two videos is as follows.
The first concerned Sarge letting the guys know that they were being given shore leave to attend a Barenaked Ladies show. There was some griping about whether or not this would be "cool", but after realizing that chicks go to Barenaked Ladies concerts, their opinions, er, shifted somewhat.
The second was another PSA, this one on "Proper Concert Behavior". I'd just screw it up if I tried to recount it, but, suffice to say, it was pretty funny. (The title of this post gives you a taste of it) ;-)
You wanna see an exclusive RvB? Go to a concert and you just might! :-)
The Tools and Sound programmer's blog.
This would definitely have to be on the list of things to watch for any serious Bungie fan.
Mat Noguchi does tools and sound programming at Bungie, is an interesting blogger (so far at least), and is as opinionated and fiesty as he is small and furry. Wait, that's not what I meant. Ah, just go read it and see what you think. Keep your eye on him, he's spunky!
It finally dawned on me that the "Brian Box" as it's called, on the right side of this page, was missing the all important link to the foundation that Fred and Dawn, Brian's parents, formed a while back to help find a cure for Ewing's Sarcoma.
This oversight has been corrected! You can check out details of their last Halo (and other games) LAN fundraising party from a few weeks back.
In a surprise announcement today, Matt Soell gave his last farewells to the Bungie community. For the past eight years, he fulfilled his business card to become the unmistakable voice of Bungie throughout their rocky rise to fame and glory. It's just a shame he won't be around to see them take over. Or will he?
Matt has seen the company rise from humble beginnings and kept the naysayers at bay amid cries of outselling, while throughout, the Bungie Way has been safe in his charge. We wish Matt all the best for the future as he packs away the legions of hippopotami, his change-filled pants and the trusty goatee comb known only as Herbert.
The Plan will live on.

Often times, in my spare moments, say, on a plane to spy on Bungie's secret nudist retreat in New Zealand, I read the Marathon Scrapbook to get a feel for what Bungie was like in the poor ole golden days. This is also where I get my ideas about which ex-Bungie I should next stalk. Unfortunately, ex-Bungie employees are getting harder and harder to come by - probably due to the overwhelming shame of not being associated with them. Frustrated, one day I threw the Scrapbook away from me and tripped, striking my head against the Bungie #1 Fan trophy I had stolen. When I came to, a passage from the Scrapbook came to mind:
Alain Roy wrote Marathon's Byzantine networking code and received a Quadra 660av as compensation.
"What kind of fool would get paid with a Quadra 660av for working on the worlds most influential game?" I wondered aloud. At that precise moment my maid, Miguelita, chose to remind me that the same time Alain got that computer, I was using a Macintosh LC with that weird 65 DPI screen. Point taken.
Still, with the thought of Alain Roy firmly planted in my mind, I resolved to track him down. I pulled out my trusty web browser and prepared to take a great risk. It had been said that some men have died doing this, but I thought it was worth it. With my forehead beading sweat, I typed "Alain Roy" in Google and fatefully hit the enter key. As luck would have it, I didn't die and I breathed a sigh of relief. Also, my hard work had paid off, his homepage was at the top of the results. He shoots! He scores!
A quick plane trip to Wisconsin and I found Alain in the computing room of the University of Wisconsin-Madison. He was wearing a blue satin wizard's robe, complete with pointy hat. Although he was busy turning graduate students into rabbits, I interrupted him.
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Alain, in the Marathon Scapbook it says you got a Quadra 660av...
I received the Quadra 660av as compensation for doing the port of Pathways Into Darkness to the PowerPC. I received small amounts of money for working on Marathon, and at some point after that I received a PowerMac 7200 as a bonus.
Agh! That Hamish! Another error found in his Scrapbook! Excuse me, I heard that Bungie hired you because you fiddled with Pathways.
One of the reasons I was hired to work on Marathon was because I broke the initial copy protection on Pathways Into Darkness. And maybe because I could write "300:A9 41 20 ED FD 60" without looking anything up.
What it was like when Bungie was beginning Marathon development?
I was at Bungie in the summer of 1994. There were just a few people at that time: Jason, Alex, Ryan, Reg, Doug, Greg ( sometimes), and me. Tuncer Deniz used to stop by sometimes, but he was at Inside Mac Games at that time. Bungie was in the middle of Marathon's development. They had just recently moved into their offices in Pilsen, a neighborhood in the near south side of Chicago. Jason and I lived both in Hyde Park, so he would pick me up in the mid-morning and we'd work until midnight or so. I was usually wiped out by 11:00pm. After a couple of weeks, I refused to work on Sundays, like Jason and Ryan, so I could preserve my sanity.
When I first joined, Marathon looked a lot like Pathways Into Darkness. Doom came out (a beta?), and after some discussion Marathon was reworked to be much cooler. For instance, walls didn't have to be at ninety degree angles. It slowed things down, but it was worthwhile.
I was the bottom-rung programmer, so I didn't work on the sexy graphics or sound. I worked on the code that let you do replays and demos, a lot of the user interface, networking, profiling, and more.
I remember one time that Jason told me I should profile the code, so that we could see where we were spending a lot of time. Maybe we could tweak the graphics code and get an extra .5 fps before the next demo. I spent a while profiling the code, and it turned out that we were spending 30% of our time in some little utility function that wasn't drawing graphics, making sound, or doing monster AI - it updated elevators or something like that. Jason didn't believe it, so I double-checked everything. Sure enough, 30% in that little function. We fixed that, and the game got one or two frames per second faster. Lesson: profile your code before you optimize it.
Once the networking code started to work, we had a lot of evening games. The network games were tested a lot. I usually lost. I'm lousy at video games, as much as I like them.
Sometimes, Jason and I would hang out in a park. He had a laptop, and would work on his latest changes to the rendering code while I relaxed in the sun.
I remember Ryan trying to debug some of the rendering code and failing. Jason made a new mode for the code, so that it displayed details of what it was doing on the screen. He debugged it in a day. This was a huge lesson for me: spending time building tools can save you time in the long run, and get you better results.
Was there something in the game that you liked, but didn't make it?
When the engine was improved to be non-orthogonal, like Doom, the doors got a lot less cool. The old doors had cooler lighting and shadows and had more variety of shapes.
Interesting. Besides development, what was Bungie like?
La Cucina's gorditas and burritos with their green sauce were consumed endlessly. I still miss their gorditas. I still remember the awesome food at Nick's Fishmarket and the whole dead cow carcasses at Lawry's. Wow.
People got fired a lot. "You checked in code that doesn't build? You're fired." We gave people a piece of PVC tubing when they got the shaft.
Really?!? I hadn't heard that! About how many people were fired while you were there? So Alex and Jason were vicious taskmasters after all? I knew it!
That was a joke.
Oh.
You know, I would do something slightly stupid, like some stupid bug. Jason would tell me I was fired, and I give him the finger and keep on working. Same with "the shaft" - definitely a joke.
Hmm. So they were sweethearts after all? Damn! I was looking for dirt...
I got along with Alex just fine. I had nothing but good relations with Jason. We were always very friendly and he treated me well. When I wasn't at Bungie, I rarely heard from him, but he also worked insane hours. In my experience, Jason is one of the most brilliant and creative people I have ever met, and I've meet some great people. He wrote brilliant code while developing a great storyline. Not many people can do that. Heck, he did at least half the artwork for Pathways in addition to the story and all of the code.
Back to you. What happened after Marathon?
I did do some consulting work for Marathon 2 and Myth, but I was barely in touch with anyone other than Jason, and didn't hang around much. Other than the Christmas parties, and that doesn't give much insight into things.
When I was at Bungie, the web was only just beginning. I remember telling Alex that Bungie should have a web site. It was only 1994, and he was unconvinced. They had an AOL presence, after all. Not long after I left, he must gave gotten it, and they got a web page.
Rats. I was hoping you had some idea who the Bungie Webmaster was. Oh well. Now that I think of it, there is another Bungie mystery I wonder about; a game called Odyssey. Do you know anything about it?
After making Minotaur, Jason started on another similar game with a top down view. He stopped it and made Pathways instead. Richard Rouse inherited the code and made Odyssey. Odyssey was a pretty cool game, though the graphics weren't fancy. It never sold many copies, I don't think. I wrote about 20 lines of code for Odyssey though. It was an LDEF, to make a list look nicer.
Richard and I eventually were hired to turn the Marathon engine into another game, Damage Inc.
Ah, one of the rare Marathon 2 ports! Yes, Marathon has turned into the Game That Wouldn't Die. Have you seen Aleph One?
I haven't seen it in a couple of years. I was impressed by the amount of time and effort that people put into it.
Are you surprised that there are a fair number of people out there keeping Marathon alive?
Given the wide variety of things that people do, I am completely unsurprised. It's pleasing that people are keeping it alive. We don't always need the latest game to have fun. Heck, I play cribbage, which has been around for 400 years.
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Condor Condor is a specialized workload management system for compute-intensive jobs. Like other full-featured batch systems, Condor provides a job queueing mechanism, scheduling policy, priority scheme, resource monitoring, and resource management. Users submit their serial or parallel jobs to Condor, Condor places them into a queue, chooses when and where to run the jobs based upon a policy, carefully monitors their progress, and ultimately informs the user upon completion. While providing functionality similar to that of a more traditional batch queueing system, Condor's novel architecture allows it to succeed in areas where traditional scheduling systems fail. Condor can be used to manage a cluster of dedicated compute nodes. In addition, unique mechanisms enable Condor to effectively harness wasted CPU power from otherwise idle desktop workstations. -- Condor Info |
Now you have moved to bigger computing issues - from Marathon network code to large scale networks of computers, namely, the University of Wisconsin-Madison Condor Project. On a philosophical level, is writing Marathon network code and architecting a distributed computing methodology related?
I think that we can consistently will both of these activities, so according to Kant's categorical imperative of morality, they are both moral actions. If I understand it correctly, which I probably don't.
Say what?
It's an interesting question. In some ways, they are very similar, in other ways, they are totally different.
One thing that we care about in the Condor project is making reliable programs. Reliable algorithms (two-phase commit, persistent job queues...) and reliable code. When writing the Marathon networking code, we cared a great deal about making it work reliably. In both projects, there was a feeling that we had to do things correctly, and as well as we could. In that way, they are similar.
Marathon was a very tightly constrained environment that didn't rely on a lot of other software. A great deal of the grid computing efforts these days fewer constraints on the environment and have a larger number of dependencies. MOP relies on Condor-G, which relies on Globus, which relies on a batch system, which relies on an operating system... Life is way more complicated in grid computing than it was in the Marathon networking code.
Sony has announced that the PlayStation 3 will use grid computing technology to make online games more responsive. Do you think this is the way to go for multiplayer games?
I've read some of the announcements for that, and I was confused by them. As far as I can tell, they're going to use OGSA (web services on steroids) for communication between some of the components. Is it between individual playstations? Between servers hosting the games? Part of the problem is that there are as many definitions of "grid computing" as there are grid computing researchers. I suspect that Sony is really saying, "we're using an open protocol to communicate between playstations". Maybe I'm just cynical though.
Can you foresee any gaming applications for Condor?
Not directly. Condor is aimed as doing high-throughput computing: there is no focus on high-performance or low latency. That is, if you have a lot of long running jobs to run, we will run them reliably for a long time. We won't get the same peak performance that you can get for short bursts of time on a highly tuned cluster, but we will also get the work done reliably, which matters more in the long run.
Here's my favorite Condor story. Shortly after I was hired in 2001, I heard about some people that had just set up a cluster. They installed Condor on it and submitted hundreds of jobs. But the cluster was still unreliable, so they spent the next several days fixing nodes, fixing networks, etc. One day, they got email from Condor saying, "your jobs have finished", and they were flabbergasted. No, we didn't get high performance, but many systems wouldn't have finished the jobs at all, so we got high-throughput.
Condor is cool, and I love games. But I don't see a direct link between the two, at least at runtime. It can be very useful if you have lots of advance computation to do. For instance, at least one special effects studio uses Condor to control rendering on their cluster. An artist says, "render this", and Condor makes sure it gets done. That sort of usage is probably the way that Condor would be the most useful to a game.
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I can't help but wonder what it would have been like if all the non-playing people in, say, the Myth chatrooms gave up a smidgen of computing power for those they were actually playing the game.
That may be, but Condor wouldn't be the right way to do it. Given Myth's dependence on fairly low latency, I have a hard time imagining relying on extra computing power that may come or go at any moment, may provide high latency answers, and adds extra complexity to the code. That said, there may be some cool ideas in there.
Alain, thanks! This has been very interesting. By the way, I hear you are you are also an amateur magician. Seen any good ticks lately?
I recently saw a DVD of Rene Lavand, a magician who does fantastic card sleight of hand with just one hand. If anyone did what he does with two hands, it would be beautiful, poetic, and impressive, but he does it with one hand. Arturo Ascanio said, "The most amazing thing about Rene Lavand is that the most amazing thing about Rene Lavand is NOT that he has only one hand." And he's right.
I would have asked more questions but Alain waved his wand and disappeared with a flash accompanied by the sound of a 1200 baud modem. I presumed the interview was at an end. I wished he would have teleported me back home. When I got back on the plane to go home I began flipping through my dog-eared copy of the Marathon Scrapbook. Perhaps I could find Ryan Martell? Last I heard, he was somewhere in the Caribbean pretending to be a pirate.
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One of Brian Morden's HBO posts that this reporter missed out on was the story of his Senior Prom. Unfortunately, by the time I was able to find it in the voluminous HBO archives, the links to the pictures were broken. Thanks to Brian's terrific mom, Dawn, Bungie Sightings has been able to recreate his story.
Here in full detail is the story of barely restrained teen-age passions, restrictive clothing, sickening amusement park rides, and one fateful wrong turn that could have gone horribly awry. Our story begins in the hot, sweltering backwoods of a small central Pennsylvania town - a town where no parent's car is safe - a town where every neighbor knows your secrets - a town called Altoona.
Enjoy it, I know Brian sure did.
I must apologize for the delay, but with the assistance of fellow BORG'ers I have completed the story detailing my experiences at Brian Morden's memorial service back in the 22nd of February.
I'd like to thank again (and I'll never stop thanking) Mark and Rob for their support in helping deliver the eulogy to Brian. I think we were able to reach our goal of representing the people that never physically met Brian but have known and admired the man via the internet.
As noted @ HBO and reported @ HomeLAN, Jamie Griesemer's panel at GDC 2003 concluded without the appearance of any black helicopters. However, continuing Bungie's tradition of dazzling you while they hide the bodies, Bungie's Halo level editor Sapien was mysteriously disabled and no one was able to get a good look at it. Of course, this could have been truly accidental, as Mat Noguchi was rumored to have been drinking heavily in the company of 7 transgender Bungie groupies the night before the presentation.
Marty O'Donnell must have been hitting the sauce, too, as he was unable to work a boom box for his panel the following morning and faced the world silently. Marty, ever the moderately-paced thinker, wowed the audience by whistling the Flintstones Vitamins theme. You can read more about this, as well as general GDC coverage @ GameSpy.
Shishka is currently on-site and acting as Bungie Stalker At-Large. Read.
There exists a book that contains all of Halo's secrets called the Halo Story Bible. It is guarded by seven Microsoft security personnel and one rabid hippo. Access to the book is tightly controlled. I dream of this tome and the secrets it therein. Torrid dangerous dreams.
There is a man who sits in an office at Microsoft. He dreams of Halo, too. When he comes up with a good dream he writes it down and it is placed in the Halo Story Bible. Microsoft pays him to dream. Life is patently unfair.
One day this man came by the Halo.Bungie.Org forum and replied to a question about cold sleep. This reporter's curiosity was piqued. Who was this Brannon Boren?
With the usual bribes of Apple Computer stock placed in eager hands at Microsoft, I found out that Mr. Boren not only had access to the Halo Story Bible, but actually originated materials for it! Faster than you could say, "the Jjaro were at Tau Ceti," I had my secretary, Miguelita, arrange for an interview. A Greyhound bus private plane picked me up at the Last Chance Gas Station in the Nevada desert and threw me out flew me to Redmond.
At Microsoft's main security checkpoint I was scanned, searched, and scrutinized. When they pulled on the rubber gloves I barely flinched - for I knew I Was On To Something Here. Luckily, when I mentioned my appointment was in the lavish offices of the Franchise Development Group (FDG), they ceased to treat me like yellow journalism vermin. They even drove me to the FDG building in Clippy, the annoying talking golf cart.
The office of the FDG was a madhouse. Interns, secretaries, assistants, and executives chattered away non-stop while fax machines spat out contracts. Phones rang shrilly. Computers beeped incessantly. Most disturbing of all; everyone here was so damned happy. Everyone trotted about with thier eyes burning with the dangerous inner knowledge that they could change the world - or at least keep it entertained for eight hours or so. Right off I made a promise to myself not to drink or eat anything here.
Through the maddening crowd, Brannon Boren marched up to me with the same scary smile. After cordial introductions and minor pleasantries, Brannon and I took seats in the FDG's combination solarium and IMAX theatre. He indicated that I should first see an orientation video. Strong memories of Videodrome caused me to protest and Brannon relented. The interview began.
What department do you work in at Microsoft and what do you do?
I work in the Franchise Development Group in Microsoft Games, but not as an employee of Microsoft (or of Bungie Studios). I have an office here and I work on site full time, but I'm a contractor. I've been here for a little over two years, except for a brief leave last Spring.
My position involves contributing to the documentation and expansion of a game's universe beyond the scope of the game. I work on Halo, but also other titles. Along with Eric Trautmann, I write material for the Halo Story Bible, including describing how the technology works, creating background stories for characters, and detailing places and events. I also assist with development on the Halo novel line, and other Halo licensed products. I was asked to contribute and rewrite dialogue scripts for Halo, which is why my name appears in the credits.
What other titles do you work on?
Quantum Redshift, The Unseen, Crimson Skies, a few games I can't talk about, a few games I don't want to talk about, and a few games you'll never see.
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Publishers Get Game For those who find video games a headache, it's time to take an Advil, because they've evolved into a significant force in entertainment—including publishing. Video game sales surpassed movie sales last year, with a staggering $9.4 billion take... ...Del Rey has sold more than 150,000 copies of Halo: The Fall of Reach, with a return rate of only 10%. |
Are the circumstances that allowed you to arrive at this position a one-of-a-kind thing or is involving writers and "thinkers" the way to design games today?
I can't discuss the composition of specific game teams within Microsoft, but I can speak about trends I see in the electronic game industry. There really should be a person hired to work exclusively on story, setting, characters. and dialogue, but that's not yet considered a necessary position on a game development team.
Players now consider plot to be an essential part of their gaming experience. Should gaming companies start adding professional writers to their teams?
I think so, but I'm biased. Maybe the more sophisticated and intelligent gamers (the kind who play Halo, for example) consider plot to be essential, but the game industry won't recognize the need for professional writers until gamers start voting with their wallets.
What kind of background do you have?
I grew up on the Space Coast of Florida, near Cape Canaveral. My Dad worked on the Gemini and Apollo programs, so I have always been exposed to astronomy, science fiction, and science in general. My formal education is in the biological sciences. I've found that very useful in my writing.
I started out as a freelance writer in the tabletop RPG field. Creating characters and settings is part of RPG design, so I had the requisite skills to get started when I came to Xbox, but console games are very different. I've learned a great deal over the last couple of years, and it's gotten more interesting and more fun all the time. There are down sides, and bad days, but I probably can't get a lot of sympathy from you guys. ;-)
What do you play RPG wise?
I've always been partial to genres set in modern and future times: superheroes, spies, science fiction, etc.. In days gone by I played a lot of Champions. I've played almost every sci-fi RPG - even Traveller, way back in the "little black book" era. Oh, and I used to play a good deal of Battletech, which was a great bonus, considering that one of my first assignments at Microsoft was to write web content for Mechwarrior 4.
Do you think there is enough interest to make the Halo universe into an RPG?
I think Halo fans are eager for products that give them more access to the Halo Universe, (like novels for example) but that doesn't mean every good idea will actually become a product. We do pay attention to what fans are saying on sites like HBO, though.
What books are you currently reading?
Jennifer Government by Max Barry; No Logo by Naomi Klein; Lost Languages by Andrew Robinson; Bite Me! An Unofficial Guide to Buffy the Vampire Slayer by Nikki Stafford; Beyond the Gate: the Unofficial and Unauthorised Guide to Stargate SG-1 by Keith Topping; and I just finished reading GURPS: Alpha Centauri by Jon F. Zeigler, a role playing book based on the award-winning computer game Sid Meier's Alpha Centauri.
How much do you play Halo, and are you any good?
We play two games a day, on average, and I'm definitely the worst player in my group. Eric routinely beats me 15 to... a very small number. I have no idea if I'm any good compared to "normal" people, but I'd like to think that several hundred games of Halo have imparted some degree of skill...
What other games do you play?
The Collective's Buffy the Vampire Slayer game is incredibly cool, though I'm still not able to defeat the Dark Slayer! It has enormous amounts of dialogue, cleverly integrated into the game. They got Chris Golden to write the plot, which was a smart move that paid off. SSX and SSX Tricky are two all-time favorites - I like the way the characters interact during races, and the fact that EA included biographical data and interviews. They also used great voice talent, and had good direction, which is something I'd like to see many game studios get better at.
Are you a big Buckaroo Banzai fan?
Yes, I'm a Buckaroo fan from way back, and I own the banzai-institute.net domain (where you'll find my website). My girlfriend is an even bigger fan, though, and has all the original press kit material, Banzai promotional items from the premiere, the BB viewmaster set, and all the World Watch One newsletters! We both own original copies of the very rare novel, which was recently reprinted, and which you should go buy.
I've been meaning to do something really cool with the root home page of the domain, but time has been scarce.
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...Cortana was a "smart" AI, an advanced artificial construct. Actually, the terms smart and dumb as applied to AIs, were misleading; all AIs were extraordinarily intelligent. But Cortana was special. ... Smart AIs like Cortana, however, had no limits on their dynamic memory-processor matrix. Knowledge and creativity could grow unchecked. She would pay a price for her genius, however. Such growth eventually led to self-interference. Cortana would one day literally start thinking too much at the expense of her normal functions... - Page 235, Halo: The Fall of Reach by Eric Nylund |
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Halo: The Flood The Human-Covenant War, a desperate struggle for humankind’s very survival, has reached its boiling point on the mysterious, ring world called Halo. But the fierce Covenant warriors, the mightiest alien military force known, are not the only peril lying in wait. |
Since you've touched a number of games I'd like to hear your opinion of Bungie community compared to other games' fan base.
Halo fans are incredible; so much energy and attention to detail. I know that I've got to do a great job on everything, because you guys will see the flaws right away. I'm a Halo fan too!
How well did Bungie have the Halo story developed before you arrived on the scene?
Halo had been in development for a long time before I came along. I had nothing to do with the storyline of the Halo game, though some things I wrote were included in the backstory/descriptions in the manual. My work on the scripts was a case of being in the right place at the right time. It was a chance to be involved in such a cool project, of course I jumped at it.
OK, this may be bordering on Things You Cannot Talk About: Did Bungie have a fully fleshed out idea of where the Master Chief came from and how the SPARTAN program worked when you arrived on the scene?
Bungie had mapped out everything they thought was relevant to the events of the game. That didn't include the Master Chief's childhood and the entire history of the SPARTAN program. There's a huge gap between what's needed for a good game and what's needed for a good novel. When we decided to go ahead with Halo fiction, we needed to fill in that gap.
What part of the Halo Universe that you contributed to are you most proud of?
Tough question... Two things: Technical data on the creation of AI beings (it's discussed briefly on page 235 of Halo: The Fall of Reach), and Dr. Catherine Halsey.
Do you have any physical facts about the Halo bible you can tell us?
You wouldn't want to drop it on your foot.
What other cool Halo stuff can we expect to see in the future?
Well, of course you've gotten the first look at the Halo action figures from Toy Fair by now. They rock! We've had the prototypes in the office, and I can't wait to get mine. I need Cortana on my desk guarding my PC from hackers while the Master Chief watches from atop the CPU for more tangible threats. HooYa!
Joyride has done a great job for us, and you can all thank Doug Zartman at our end for shepherding the process along. Halo: The Fall of Reach has done very well too, thanks to the efforts of Eric Trautmann championing the idea of a novel line in the first place, and of course the very talented author, Eric Nylund. We'll see the publication of the next Halo novel in Spring, Halo: The Flood, and more great Halo products are in the works. Can't say more. Sorry!
Do we have lots of plot goodies to look forward to with Halo 2 and beyond?
I'm looking forward to Halo 2 with as much anticipation as any of you. I think we can all rest assured that Bungie will deliver the goodies. Yum!
[At this point an excessively happy intern rushed into the room and feverishly blurted out, "Mr. Boren, Mr. Boren, Fox wants to make Joe Millionaire into an Xbox game. You need to get to Eric's office, NOW!" Brannon rose and I took my cue to conclude the interview.]
Thanks so much for your time!
My pleasure.
I was left to my own devices to find my way out of the building. I would have lingered, but I knew the Halo Story Bible wasn't kept there. Besides, the muffled screams of Doug Zartman coming from a room nearby was creeping me out. I resigned myself to dreaming of Louis Wu's Extrodinary Goat Milk Cocktails in the future.
Now where was that bus stop?
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As reported earlier, Blayne Scott AKA Ernie created a working Marathon Terminal. He now has a video available that shows it in action. Check this sucker out.
Despite the fact that your kind benefactors here at Bungie Sightings were dealt a crushing slight by Mr. Zartman, if that is his real name, you may find something of interest in this interview with The Voice of Bob.
[I'm glad I'm not alone noticing the sneer in his squeaky voice when he condescendingly referred to our fine publication. Well, I'll just cross his name off the interview list. Actually, the fact this interview even exists shows our presence is affecting Soell and Co. They've already stooped to imitating us! -pd]
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While Bungie is mostly ineligible to win any game awards for the year 2002, there is one small nomination this reporter noticed. Music4games.net has reported that Marty O'Donnell was nominated for Best Game Audio Article, Publication, or Broadcast in the first annual Game Audio Network Guild Awards for the article "The Use and Effectiveness of Audio in HALO: Game Music Evolved." Way to go, Marty!
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With heavy heart it is our sad duty to report Ar-Isildur AKA Brian Morden passed away this morning after a lengthy battle with cancer. You can read the HBO news story here. We invite all that remember him to post thoughts of him and condolences to his family here. Our feelings of Brian's passing are best summed up in this post by his father:
The sound of heaven is increased. A new trumpet player has joined Gabriel in God's magnificent band. Our beloved, courageous, dear son, Brian Andrew Morden, age 19, lover of music (especially John Coltraine), computers, his family, friends, and good movies, was taken by his God at 5:55 am, Saturday, February 15, 2003. His earthly struggle has ended. He died peacefully while holding his mother's hand and his father laying beside him. He was a warrior to the end as he had wished to be. Against all odds, he survived the ambulance ride from Pittsburgh to Altoona. He was enthusiastically welcomed home by his dog, then most of his aunts and uncles, a few family friends, and finally later his two best friends. Brian's buddies stayed all night with him, his mother sleeping on a mattress beside him. Like Parsifal, he was true to his quest and pure in his faith until the end.
(And now, our precious boy, you will receive your reward as promised to you by your living God. There will be no more pain from any of life's disappointments. You have earned your peace. The pain that remains is ours, our grief and sense of emptiness in losing you. May the timeless music of God's creation welcome you into heaven and my God help us to live up to your example of courage and steadfast, unwaivering faith.)
As we struggle to deal with our loss and make preparations for his memorial, we ask for your mercy and prayers. When plans have been finalized, we will post them here. We appreciate and love all of you for your continued prayers and love. We could not have made this journey without being carried by God and you, God's angels sent to help us.
The Mordens (Fred, Dawn, Brian, and Jamin)
For those of you who didn't know Brian, he was a big Halo fan. In fact, Brian so loved Halo that when the Make a Wish Foundation asked him what he'd like to do, he told them he wanted to go see Bungie. His wish was granted and Brian even ended up being the voice of the Dropship Passenger ("The Autumn! She's been hit!"). You can read the account of Brian's trip here.
Brian's father was kind enough to post Brian's obituary:
Brian Andrew Morden, a.k.a. *Ar-Isildur to his world-wide Internet friends, 2809 Columbia Dr., Altoona, died early Saturday morning, February 15th at his home after a more than 2 year battle with Ewing's Sarcoma, a bone cancer.
He was born at Altoona Hospital on January 10th, 1984, son of Fred and Dawn (Suckling) Morden.
Brian graduated from Altoona Area High School in June 2002 and received the Verneda A. and Leo J. Wachter, Sr. Foundation Academic Scholarship for outstanding achievements and dedication to family, church, country, education, and enterprise. He was accepted at Penn State University where he hoped to major in film and video. While in high school Brian loved playing his trumpet as a member of the marching, concert, and jazz bands as well as the orchestra and pit orchestra. He also enjoyed playing his trumpet at area churches including First Evangelical Lutheran, Altoona, of which he was a member.
Brian loved working with computers and was an avid online gamer and forum participant. During his "Make-a-Wish" trip to the Bungie company in Redmond, Washington, he contributed voiceovers in the production of HALO, X-box's 2001 Game of the Year. Brian also loved Italian food, loved to cook and was a fanatic Tolkien fan since he was in elementary school.
Brian is survived by his parents Fred and Dawn, his 15-year-old brother Jamin, grandparents Bob and Mary Lou Suckling, many loving aunts, uncles, cousins, numerous friends, and Ali, his four-legged nurse.
Brian is preceded in death by his paternal grandparents, H.C. "Pete" and Bernice Morden.
A memorial service for Brian will be held at First Evangelical Lutheran Church, 1401 12th Ave., Altoona, PA, on Saturday, February 22, 2003, at 5 PM by the Reverends Fred Romig and Jaime Olson.
In lieu of flowers, the family respectfully suggests donations to the Brian Morden Recovery Fund that will provide funding for a "Brian Morden" higher education scholarship, funding for Ewing's Sarcoma research, and contributions to patient care at Children's Hospital 8 North where Brian was lovingly cared for during his battle with cancer. Contributions may be mailed to Altoona Area Employees Federal Credit Union , 908 Pleasant Valley Blvd., Altoona, PA 16602.
If you wish to contribute to his memorial fund, you can also do so through PayPal. Louis Wu of HBO has thoughtful set up an account to handle the donations. Go here for more information.
For those who cannot attend the memorial service, it has been suggested that we play Myth and Halo in memory of him on the day of the service. We heartily concur and will post a reminder as the day approaches.
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Skip Weasel, the man, the myth, offers advice on matters of love in this painstakingly formatted article on BungieNet. We here at Bungie Sightings think Skip is on to something - unfortunately, whatever it may be, it's moldy and has tentacles. Stop it Skip, you're making the Soul jealous!
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I'm standing somewhere in the Nevada desert and it's cold as hell. The sun isn't due up for another half hour and I neglected to pack a parka. I'm beginning to wonder if this is some sort of cruel hoax or will I actually get so meet Kathy Tafel face to face. The last message I got from the dwarf mime was to meet her here. Of course, I could have easily misinterpreted, after all, he didn't say much. Bungie Sightings would mark down yet another reporter lost on a dangerous assignment when they find my body partially eaten by wild horned toads.
To think all I was trying to do is find Sorcha Payne, winner of Bungie's St. Valentine's Day Massacre five years ago.
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Shortly after the sun comes up I see a glint on the western horizon. The dot slowly resolves into a brilliant ball and then finally comes into focus as a chromed solar powered three wheeled vehicle. The car slowly circles me at a distance, no doubt checking to make sure I wasn't followed. After a bit the car silently glides up next to me and comes to a stop. A gull-wing door rises and out steps Kathy Tafel AKA Sorcha Payne dressed in a brightly colored patchwork jumpsuit.
Seeing Kathy up close I can tell that the past five years have changed her dramatically. Her face has started to show worry lines that shouldn't have been there. She is still a beautiful woman, but there is a gravity behind her eyes that you don't usually see is someone so young.
"Hey, Kathy, nice to meet you," I say, "Jason Beach [AKA stinger of Civil Order] says, 'hi'."
The worry lines disappear as she lets loose a dazzling smile. "Yay, hi back to stinger!!!!" she exclaims. Then she's back to business as the interview starts.
It's been 5 years since you won the St. Valentine's Day Massacre. What was the tournament like and how hard did you have to fight to win?
Well of course the first Myth tourney was the stuff of legends. I made it through round one, but actually lost my second - it does happen. My Civil Order-mate, Fly MoLo, had a swim meet and couldn't do his second round so asked me to take his place. After much bribing, the judges said my being his champion would be okay. I thoroughly trounced the competition in round two - and there was much whining. Round three was more exhilarating. I especially remember the last battle, I forget the name of the map, but it's the one where there's a huge crater in the middle of a large hill where the flag is, you get soulless, thrall, a dorf or two and mebbe some knights [For Carnage Apply Within. - ed]. As I climbed the hill, I managed to pick off Mercy's soulless, so he was at a disadvantage. The other two finalists [Gwydion #CP#g and someone we can't remember. -ed] were duking it out on the other side of the hill. I occasionally would pick off some of their peeps with dorf or soulless. I watched clock carefully, and timed my army of thrall to end up at flag as time went out, but not before so they wouldn't be sitting ducks.
Now, usually how that map plays out is that two people would get to the flag at timeout, and thus the flag would be contested until last man standing, so you'd save your reserves until after the time actually ran out. But Mercy didn't send anyone down, and the other two players were fighting amongst themselves on the ridge of the hill, and didn't send anyone down either. I was surprised that no one tried to bomb my thrall, and that they didn't have to fight their way to the flag. Too late, people noticed my thrall but they blocked the other players from being able to contest the flag. Game over, with many WTFs. I think I might have lost one or two of my men, and grieved desperately at their loss.
So on the last game I didn't really fight much at all. Myth is strategy game. I have unfair advantage because I speed read, and process input quickly. So I've already made my moves before others take in the surroundings. And mistakes made early in the game compound themselves later.
How is the Trow statue is doing?
Since I was Fly's champion, I gave the Trowphy to him. My sole memento is the picture. You'll have to ask Fly about it. He retrieved it from the MacAddict office, and I haven't seen it since.
Bungie seems to inspire a fanatical fan base. What was your impression of the Bungie community in the goode ole Myth days?
I have to admit that one of my favorite parts of a Macworld expo was the rabid fans chomping at the bit for the doors to open to rush to the Bungie booth. ...seeing the trail of stickers for a particular game. Bungie inspired loyal fans because of quality and attention to detail. ...and inciting to riot. As far as the community in the Myth days, there was nothing better than sitting in a game room shooting the breeze with my Civil Order mates. Ah, those were the days. It was really fun to watch the jerks who do exist online get creamed by us "civil sissies." It didn't seem to occur to them that being able to trust your teammate not to WOL could actually help you win.
You've been at Apple for some time now. What have you been up to lately there?
I make bad puns in marketing. But this isn't about my job [she grins a big grin] Other than standard disclaimer, these views are my own, have nothing to do with Apple, I don't by any means speak for Apple here, Apple doesn't endorse what I say, etc. etc.
How are your personal affairs progressing?
Hmmm, now that would be telling, wouldn't it? Suffice to say that there is currently no man in my life who has declared his everlasting love, devotion, and desire to raise a brood of free-spirited geniuses bent on world domination. For some reason, I seem to intimidate people and it is difficult to find playmates who can keep up with me. [She bats her eyelashes coyly.] I do have a wonderful circle of deep friendships.
What do you do for fun these days?
The most regenerative thing that I do is attend Burning Man. It is home. In 1999, I participated in my friend Mike's Freezing Man project. We raised money to buy ice cream, and gave it away in the hot desert sun. We were very popular.
I imagine so!
Last year, I made a statue of Aphrodite that was installed in the center camp cafe. "Aphrodite Arrives" was a life-size visualization of Botticelli’s Venus, except Greek is better than Roman. The clamshell had waves of electroluminescent wire and white (bottle) caps; the clamshell itself was lit from within with fiber optics that changed color. Participants could stand in the clamshell, read inscriptions on the inside of the statue and be the goddess for a moment or two. Learning to solder was fun. It took less than five minutes to set up and tear down, which was a primary design consideration along with withstanding the elements.
My friend Liz helped me make the statue, and we are about to embark on her project, an installation of the Morrigan from the Tain Bo Culaigne, perhaps juxtaposed with the scene of the Bhagavad Gita in the Mahabharata where Arjuna asks Krishna, "how can I fight this war against my uncles and cousins and teachers?"
Still a Master Gamer or on to something totally different?
Yes, to both. I have discovered the ultimate real time strategy game, though it's actually been on the market for quite some time. It's called "Life." You can play by many rules, but my favorite is "Leave the planet a better place than you found it and have fun in the process" along with the corollary "I don't win unless everyone else wins, too."
To get on a soapbox, the planet is in sorry shape, and if present trends continue, I imagine it will be a cesspool in fifty years. The current administration is filled with neens intent on entrenching the plutocracy at the expense of everyone else. Wealth is getting more concentrated in the hands of the super-rich. Corporations who do not pay taxes have bought our federal representatives and legislation. Overpopulation will use up and pollute the world's water supply. The planet currently produces enough food so that people needn't starve, but politics diverts it and famine ensues. Mega-corporations plunder from the common wealth and do not return the seed so the next generation can flourish. Education is a joke, and rarely do people learn critical thinking skills. In the US, it is a vibrant middle class which is the soul of innovation and invention, and it is disappearing, with a whimper. Also sprach Kassandra.
I woke up to the need September 12, 2001. That's when I found out that one of my sister's dear childhood friends, Alicia Titus, was a flight attendant on United #175, which crashed into the World Trade Center. I can only hope that she died quickly, but I wonder what it feels like to have one's throat slit with box cutters. Is it like a massive paper cut? Did her almond eyes watch others get the knife first and did she wait in dread, or was she mercifully first? Blood and gore isn't so fun when it hits so close to home, and I really haven't played video games since then, other than Pikmin.
My quest has been to remain awake ...to seek out that which keeps me fearless and free ...to encourage others to wake up to the planet's plight. I have some thoughts on the matter. First, turn off your television. Throw it away. Get your news from independent media. Spend less than half your free time on "entertainment." Write letters to your congressional representatives. I actually think the US system is the best one available, just needs a simple reboot to get rid of some bit rot, such as the notion that a corporation should have the same rights as a person.
Sorcha's recruiting autonomous lieutenants. I would welcome teammates who agree to play the game with my rules. Watch "The Matrix" and "Fight Club." Read "The Moon is a Harsh Mistress," "Ender's Game," and "Letter from a Birmingham Jail." Visit CrimethInc, but don't take it too seriously. Know thyself. It is a far greater challenge to create civilization than it is to destroy it. It will be fun and exhilarating. There will be random captains, so you must be willing and able to lead. If you are game, and you know what your next move is, tell me. Maybe we can get to the next level together.
Thanks for the interview, Kathy. Anyone you want to say hello to?
Gosh, my civil mates, of course, and Doug Z and Yeroen.
With those last words she slides back into the faux purple velour interior of her car and quietly slips away. The sun's been up for a while now and the chill has left me. The only trouble is I can't remember the way back home. Wish me luck.
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Oft overlooked, constantly tourtured, once forced to share a bathroom with Cortana (the old one, not the pretty one) - Bungie finally gives the Disembodied Soul some love in an article on BungieNet.
Throb on over and read it and then be on the lookout for mislabeled Marathon Infinity disks. I hear that when they get every one of them back they will let him go... er, it go.
After reading the interview twice, I can't get over the feeling that I'm seeing two mirrors reflecting into infinity.
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One of the thing that has always bugged this reporter was the mystery of the two Eneroths. Jonas Eneroth worked on the port of Marathon 2: Durandal to the PC. David Eneroth was listed as one of the writers of the Myth: The Fallen Lords manual. Eneroth is not a common name (outside of Sweden) so I figured there had to be a connection. Was it true that Bungie was experimenting with cloning as early as 1996?
After a bit of googling, I was able to locate Jonas at Wired Realms. I dashed off a note to him and he graciously replied. His email dropped tantalizing hints about Super Marathon and other Bungie projects rarely mentioned.
In a nutshell, the question I asked him was this:
Why is 'David' Eneroth credited in the Myth: TFL manual? Is that a screw up or part of some darker design?
To which he replied:
I think the David thing is just an honest screw up. As far as I recollect, I got a PR & Spin designation at the end. Maybe a mix-up between sales and business development.... (i.e. Eneroth/Joost). Anyway, managed to make Eidos pay way too much money for it... and me as it turns out, I ended up being their Executive Producer for a while.
Alas, none of my MP maps made it into the final build, expect for the special edition map we made for a German games magazine that had their logo superimposed on the top of one of the KotH maps. That was pretty cool.
Anyway, great to hear that the Bungie flame is still alight even after the dark side taking over, especially as I got started with Bungie simply by making maps.
If memory serves me right, I had the good fortune to be employee number 7 as well as the then replacement for Gregg Kirkpatrick after he left for NYC, I think my first designation was Content Engineer or something like that... worked on the Ill fated Super Marathon and the aborted Playstation conversion... and had the painful honour of trying to do the Japanese and Korean localizations of M:TFL.
Oh well, fond memories of the best place on earth ;)
I always thought Super Marathon was some sort of inside Bungie joke. ... and a Playstation port? Egads! What dark and dangerous Bungie secret will be revealed next?
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In ten years, Inside Mac Games has gone from the lowly beginnings of hand-delivered floppy disks to become the undisputed mainline source of Macintosh gaming. A special birthday congratulations to Tuncer Deniz and the staff of IMG.
To celebrate the birthday, IMG has a good interview with Tuncer. He talks about how IMG got started and where it is going. Be sure to check out page two of the interview, where Tuncer talks about leaving IMG and joining Bungie. He gives a little background about his Bungie experiences including some notes about what it was like to develop Myth II: Soulblighter.
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In the tradition of rants by Eric Klein, Doug Zartman, and Alexander Seropian, Matt Soell stands tall on the soapbox delivering an excellent piece: On the Bungie Way. In his monograph, Soell talks about the unique working environment that Bungie has created and why it has persisted to this day.
At one point, Soell makes a reference to "some half-assed Bungie version of The Seven Habits of Highly Effective People." I would like to point out that there are seven main points to his dissertation. It's nice to know when Bungie takes hold of your mind, it stays that way - even for Mr. Soell.
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As a reporter for Bungie Sightings I've been to many places. I've seen the poverty stricken chaos of Somalia, the sterile beauty of the Siberian peninsula, and the crushing pop-art madness of Tokyo. But no place fills me with fear and dread like the backseat of an AMC Pacer, especially when I am sandwiched between two forbidding looking street thugs in expensive Armani suits. To think all this started because Hamish Sinclair dared me to do some research on the identity of the Bungie Webmaster.
Hamish, speaking from his heavily booby-trapped island fortress [Ireland - ed], pointed out that a former Bungie employee (now missing) had fingered Jay Barry as the Bungie Webmaster. "Do an old pal a favor and look into this," he wheezed. If you know Hamish, then you know you never turn down an opportunity to do him a 'favor.'
Using my highly extensive network of cleaning ladies, hotdog-stand vendors, and overseas professional pen-wipers I scoured the United States looking for Mr. Barry. The one thing I never anticipated was that Mr. Barry's reach would be longer than mine. Thus, I find myself kidnapped from the Iowa State Dianetics Convention and stuffed in the custom leather backseat of a gold AMC Pacer with tinted windows, between 'Chucklehead' and 'Tranz.'
After a few hours of driving and having a femur nearly snapped when I tried to roll down a window, the car comes to a stop in an deserted parking lot. My two minders exit the vehicle and in steps Jay Barry, former Bungie employee. As he sits next to me I have a few microseconds to size him up. It is hard to make out his features in the dim light but I can tell it is him; he still has those haunted, distrustful eyes; identical to the ones I saw on the secret stalker films Hamish showed me in his basement.
I decide to warm him up with memories of Bungie game development before I move in for the kill. The interview begins.
Mr. Barry, thank you for taking time out of your busy schedule to talk to me.
[He raises an eyebrow but says nothing. After an uncomfortable moment I continue.]
What was it like at Bungie as the company faced starting a new genre of games?
When I started at Bungie, I really didn't understand the creative process within the "Studio" since I was mainly there to answer the phone and fix servers and workstations. From what I gathered though, the development team was stuck for a while after M2 [Marathon 2: Durandal - ed]. The success of M2 meant the dev team had time to figure out the next move, but there was some pressure from the business side of things to get working on the Next Big Thing.
At the time, alot of RTS [Real Time Strategy - ed] games were starting to come out. One thing they all had in common was a focus on resource gathering and unit building, rather than combat. Myth was a very different take on the RTS games. It eliminated the farming/mining/whatever and got down to blowing stuff up very quickly. Hardcore RTS people hated it.
Interesting. I myself like going straight to the blowing up parts.
[Jay gives me a toothy smile that isn't entirely friendly. I feel vaguely uncomfortable.]
It was also the first simultaneous dual-platform release for Bungie. I was doing level design at the time, and all of the level and map tools were Mac-only since that's where Myth's development had started. One of the big knocks against the game was the lack of mod tools available at release, but it just wasn't something that existed to be released for both platforms at the time.
It was an interesting place to work, and was a valuable experience.
You are credited with level design on Myth: The Fallen Lords. What levels did you work on?
I wound up doing level design because the project was hitting a time crunch. The single-player levels were the last thing to get done and everyone on the dev team was pretty busy, so Jason Jones asked me to take a shot at a level. That turned into about 3 months of 16+ hour days and 5 and half levels.
Homecoming - Ryan Martell had started it, and I finished it off. One thing I remember about that level was trying (and failing) to get a series of blocking forces to engage the player between the knot and the cathedral, to make it really difficult for you to "save" the team with the book.
Force Ten from Stoneheim - this was one of the levels I had the most fun with. Something that had way too much time spent on it was the vignette of the ghols slaughtering villagers on the hill, near the shrine. It's a nice touch though if you go in for that sort of thing.
[My first reaction is to exclaim, "I do! I do!" But I hold back when I realize Mr. Barry may make a vignette out of me.]
Bagrada - I didn't do much on this, Ryan had done most of it.
Ambush at Devil's Overlook - this was a debacle. Jason Jones wanted it to be something like a Galaga board - waves of enemy snaking around and coming at you down the lake. I tried, and it was just awful. The beta testers hated it so much ... yeah. It sucked. It devolved into a running battle on the ice with the opportunity, if you do it right, to blow up all of your enemies with one grenade! Not something I was proud of.
Seven Gates - this was cool. Getting the game to fight itself convincingly took time, but I thought that this level was fun for a player who went right at it and didn't just inch forward waiting to trip the events.
The Road North - the idea I had originally mostly came through at the end - tracking a wounded guy via a blood trail. The darkness of the ground made it hard, and I actually got yelled at about it by a red-green colorblind beta tester. However, I thought it was an interesting idea. Of course, once you get the magic bow its not too hard.
[With the trip down memory lane Jay seems more relaxed. I pounce on the opportunity.]
In June, 1997, Jason Regier said, "Jay Barry is pretty much our website/network guy." Does this mean you were the first Bungie Webmaster?
Regier said alot of crazy stuff. Of course I wasn't the Bungie Webmaster. I was the schlep who worked on the servers, but never the website. Getting near the Webmaster meant enduring the smell. Plus he was always hitting me up for money.
[With that revelation, my hopes deflate. Mr. Barry seems to sense this and prepares to leave.]
Can you share any harrowing tales of Bungie Fans Gone Mad?
Nope.
[He opens the car door and steps out. I have been dismissed.]
Mr. Barry, it's been over 5 years since you worked for Bungie, what do you do these days?
[He replies over his shoulder as he walks away.]
I'm a developer, doing boring corporate development.
As 'Chucklehead' and 'Tranz' enter the car, I see part of a sign on the building Jay Barry is walking towards. Is that the lazy 'E' of Enron? Or perhaps part of the Global Crossing deathstar? I can't be sure. Leaning forward between these two massive walls of corporate flesh would surely be fatal. I vow to keep my head down on the trip back home.
Suddenly, I have a thought; maybe 'Chucklehead' knows who the Bungie Web...
[This is the entire contents of the interview we received via carrier pigeon at Bungie Sightings HQ. It appears another BS reporter has gone missing. Please forward any information you have on poena.dare's whereabouts to Bungie Sightings. - ed]
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As reported earlier, Ernie was working on a mockup of a Marathon terminal. Well, the day has come and he has birthed a beautiful monster! Go here to see all of Ernie's hard work.
If it teleports anybody, please drop us a line.
Part man, part machine - all sack. Bungie plumbs the depths of Chris Carney's shallow soul in The Secret Life of Danger Boy.
Mehve also features Danger Boy in a new Bungie Comic.
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As reported on Blue's News, Destineer has acquired Infogrames' MacSoft business unit. Whoa, this reporter says, what a trip! For those of you playing at home here is how the circular career of Destineer president Peter Tamte has gone:
1) Tamte founds MacSoft for WizardWorks. 2) He then jumps onto Apple Computer like an oversexed hippo. 3) He joins Bungie. 4) When Bungie is acquired by Microsoft, he founds Destineer. 5) Acting like a vengeful fetch, Tamte acquires MacSoft from Infogrames, who had no idea what to do with it. 6) Long time MacSoft employees rejoice while Tamte gruesomly beheads many of the senior management. 7) Victorious and covered with dried blood, Tamte laughs like Soulblighter.
Well, it's nice to see the Tamte has come home again. Overall, I think so many Mac titles being held by a smaller company is a very good thing. Mac users rejoice!
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When a cooking sherry inebriated Matt Soell spilled his guts to a bemused mnemesis, pointing out that Peter Marks (AKA mordia) was missing from the Pentathalon lineup because he was no longer with Bungie, mnemesis was further able to electronically badger Matt until he revealed:
Peter had moved from the Online team to a position as a designer on the Phoenix team some time ago (I don't remember the date but it was before our last FanFest - we had to borrow him for that). When the Phoenix team decided to jettison their work in favor of a new game, they also decided they had too many designers on staff. Some of those designers moved to other teams at Bungie; others moved to jobs outside Bungie but still within Microsoft. Peter was not satisfied with his options here, so he took a design position at another (non-Microsoft) development house. He sent me a letter just last week (blackmail? -ed); he seems to be doing well.
Not satisfied with these canned responses, this reporter was able to find Mr. Marks in a mid-southwest-but-a-little-north-of-that brothel where he confessed:
Yup, Seeking to re-embrace the small company environment and looking for opportunities to [do] more design. I've moved from Bungie to 2015, the Tulsa, OK based company that did Medal of Honor: Allied Assault. I'm working on an as of yet unannounced game which is still in early development so there probably won't be any details on it for a while. Other than that, I don't know what else to tell you ;') My parting with Bungie was on good terms, and I try to keep in contact with folks over there.'On good terms,' indeed. This reporter regrets minutely having to spill the beans, but Oklahoma is known for militant separatist militias. Obviously, Bungie is taking another step towards their plan of World Domination.
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It's rare day in this business when you get to see a Bungie prosopopoeia. The occurrences of this rare event I can count on one hand. Let's see, there was the time Alex Seropian became a Journeyman and there was the time the Master Chief became real (even Warbow was possessed at one point).
Now, thanks to Ernie's unique channeling talents, another Bungie character, one that I have logged hundreds of hours looking at, shall one day come to life. This character is known by many long-time Bungie fans to be the best storyteller in all computer gaming: namely the Marathon Terminal.
(For those of you who missed the halcyon days of Marathon, terminals or terms for short, were the in-game mechanism by which the player would view maps, briefings, and an overwhelming amount of background plot. It was the terms in Marathon that caused many Bungie fans to become anti-social bed-wetting pariahs. I should know - I am one.)
Ernie has taken it upon himself to create a functional stand-alone terminal and dropped by the Marathon's Story forum to solicit people's suggestions as to which terms his creation should display. Interested parties can also read of his progress on the Apple Fritter forums.
Once complete, Ernie could probably make a decent income if he hauled it to MacWorld San Francisco and charged people money to use it.
Bloodrain, of the famed Clan Plaid, dropped a note that Alex Seropian and his wife appeared in a local Chicago parenting newspaper recently. Unfortunately, Bloodrain was on his way to foreclose on his elderly grandmother and was not able to keep a copy.
Any loyal Bungie fans in the Chicago area would do this reporter a great service by obtaining a copy.
Stay tuned for more developments as we dig to find out if there really is life after Bungie.
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This page is a catch-all for keeping track of Bungie employees. As employees are sighted their records will be moved off this page and into individual archives.
Thanks again to Axman Hombre for clarifications.
This page is missing: Nicknames, Dates, some pictures, Many pre-Halo articles, Voice talent credits for Myth II: Soulblighter.
This page needs a better UI.
Current Bungie Employees |
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Eric Arroyo | Artist, Halo: Combat Evolved. May like toy cars, especially since it is rumored that the final 'driving segment' of The Maw was originally a race course for Warthogs designed by Eric. |
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Christopher "Chris" Barrett | AKA Plague. Additional net levels, Myth II: Soulblighter. Project lead, artwork, level design, interface design, website, Chimera. Artist, Halo: Combat Evolved. |
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Michel Bastien | |
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Paul Bertone, Jr. Last Sighted: 02/18/2003 Doing: Level design for an undisclosed secret Bungie secret project of great secrecy. |
AKA ruiner. Civil Order captain. Level design, Chimera. Designer, Halo: Combat Evolved. |
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Chris Butcher Doing: Stencil shadows for Halo: Combat Evolved 2. |
AKA butcher. Engineer, AI engineering, particle engineering, Oni. Programmer, Halo: Combat Evolved. Homepage. Articles: |
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John Butkus Birthdate: 1977 Hiredate: January 2003 Doing: Character animator on Halo 2. |
AKA Anim8rJB. Canadian-born computer animator formerly of Kodiak Interactive and Treyarch Studios. Now works as a character animator on Halo 2. Homepage. Rumored to speak only in abbrev (go here and view 'strip 10'). |
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Dave Candland Last Sighted: 04/03/2003 Doing: Halo 2 UI. |
AKA Evil Otto. Formerly AKA Candyman. Degree from the ArtCenter College of Design in Pasadena. Bungie online team. UI designer, Halo: Combat Evolved. Articles: |
| Chris Carney | ||
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Paul S. Clift | Artwork, level design, Myth II: Soulblighter. Voice of Peasant #1, Chimera. Cinematic artist, Halo: Combat Evolved. |
| Curtis Creamer | Testing, Oni. Test lead, Halo: Combat Evolved. Articles: |
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| Pete Demoreuille | ||
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David Dunn | Architectural degree. Artist, level modeling, level lighting, story, Oni. Artist, multiplayer artist, voice of Scared Crewman, Halo: Combat Evolved. Articles: |
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Michael Evans | Project lead, engineering lead, engineer, character animation engineering, Oni. Multiplayer lead, lead programmer, Halo: Combat Evolved. Articles: |
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Bernie Freidin |
Joined Bungie 10 days before the acquisition. Coded the gorgeous lighting effects in Halo. Programmer, Halo: Combat Evolved. Know to be "an eating machine." |
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Tom Gioconda Birthdate: 05/14 Last Seen: 10/25/2002 Doing: Explaining good multiplayer strat. |
AKA Tommy Two Gs. AKA Achronos. Engineering degree (?), Bungie.net sytems programmer and administrator. Draft dodger, Halo: Combat Evolved. |
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Charles "Charlie" Gough Birthdate: 10/07 |
AKA Chucky. Additional net levels, tester, Myth II: Soulblighter. Programmer, Halo: Combat Evolved. Articles: |
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Tyson Green | AKA ferrex. Additional net levels, damage and spin, Myth II: Soulblighter. Level design, level scripting, Chimera. Designer, Halo: Combat Evolved. Found murdered on February 22, 2001. |
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Jaime Griesemer Birthdate: 05/15 |
AKA Flawless Cowboy. Formerly AKA Case. Holds degrees in in physics, mathematics and philosophy. Used to run the Myth Codex web site back in the old Myth days. Former head BungieNet admin. Additional net levels, tester, Myth II: Soulblighter. Producer, story, voice of Beserk #1 and ghosts, Chimera. Thanked in the Chimera manual. Designer, Halo: Combat Evolved. Jaime Griesemer is the Design Lead for Halo 2. Originally trained for a career in experimental physics, Jaime got his first taste of game development as an in-house tester on Bungie's Myth II. Quickly tiring of the arduous testing process, Jaime began to work on multiplayer maps under the auspices of 'testing the tools'. When he refused to surrender his key to the Bungie offices after Myth II shipped, they had no choice but to offer him a full-time position. He now greatly enjoys doing "the coolest job in the universe" and waiting for karma to drop a meteor on him, or something. Sometimes stars in music videos with Pallor. May have had his eyes glued shut in 1997, maybe not. Who's to say? Articles: |
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Max Hoberman Last Seen: 02/18/2003 Doing: Halo 2 lead UI designer. Halo 2 multiplayer map design, Halo 2 game design, and Xbox Live design. |
AKA Yeroen. Degree in photojournalism. Started out in Bungie marketing as a graphic designer. Web development lead, BungieNet. Documentation, packaging, damage and spin, Myth: The Fallen Lords. Interface design, additional net levels, documentation, packaging, damage and spin, Myth II: Soulblighter. UI lead, Halo: Combat Evolved. Articles: |
| Tim Hoffman Last Sighted: 02/18/2003 Doing:Programming on an undisclosed secret Bungie secret project of great secrecy. |
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| Ryan Hylland Last Sighted: 02/18/2003 |
Thanked in the Myth: The Fallen Lords manual. Damage and spin, Myth II: Soulblighter. Quality assurance, Chimera. Testing lead, testing, Oni. Multiplayer test lead, Halo: Combat Evolved. | |
| Damian Isla Last Sighted: 02/18/2003 Doing: AI programming on Halo 2. |
Fresh meat. | |
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Brian Jarrard Birthdate: 07/31/74 Hiredate: 12/16/02 |
AKA SketchFactor. Won't run anywhere unless he's being chased. |
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Jason Jones Hiredate: 1991 Status: Bunged Birthdate: 06/01 Last Sighted: 12/18/2001 Doing: World Domination. |
AKA Manus Celer Dei. Joined Alexander Seropian in 1991 to co-founded Bungie. Product design, programming, manual, Minotaur: The Labyrinths of Crete. Product design, programming, manual, Pathways into Darkness. Product design, programming, scenario design, Marathon. Product design, programming, story, scenario design, Marathon 2: Durandal. Programming, additional programming, Marathon Infinity. Project leader, programming, story, level design, Myth: The Fallen Lords. Story, Myth II: Soulblighter. Voice of Beserk #2, Chimera. Thanked in the Oni manual. Project Lead, Halo: Combat Evolved. Articles: |
| Chris Lee | Worked on a number of games before joining Bungie. Artist, level texturing, level lighting, Oni. Artist, Halo: Combat Evolved. | |
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Marcus Lehto Birthdate: 03/05/1969 Last Sighted: 01/22/2002 Doing: Art, art, art. |
Interface artist, Myth: The Fallen Lords. Art director, Halo: Combat Evolved. Articles: |
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Ling-Ling |
Unfortunate canine victim of a senseless crime as reported by BabySue. Apparently Bungie was able to recover the head but they kept it to themselves - no doubt because it was part of their Seven Step Plan to World Domination. |
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Eamon McKenzie | AKA informer. "Guest Star" programmer, Halo: Combat Evolved. |
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Rob "Robt" McLees Birthdate: 07/27 Hiredate: 1995 Doing: Post-Reproduction |
Wrote a detailed and rarely seen history of the Nar. Art and graphics, Marathon 2: Durandal. Additional weapons (uncredited), Marathon Infinity. Artist, story, level design, Myth: The Fallen Lords. Story, strike team, storyboards, Myth II: Soulblighter. Thanked in the Chimera manual. Thanked in the Oni manual. Artist, Halo: Combat Evolved. Married Lorraine Reyes on ?. Reproduced on October 3, 2002. New McLees unit named Eagan. Owns a 1954 Pontiac Chieftain. Articles: |
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Lorraine Reyes McLees Doing: Post-Reproduction |
AKA mehve. Artisit for ElfQuest. 2D art, Oni. Married Rob McLess on ?. Ex-Phoenix team member, now working on Online Team. Reproduced on October 3, 2002. New McLees unit named Eagan. More information on the McLees and their perverted lifestyle can be found here. Cinematic artist, Halo: Combat Evolved. Articles: |
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Mat Noguchi Hiredate: December 2000 Last Sighted: 09/26/2002 Doing: Explaining tools and how to use them. |
AKA .crap. AKA MSN. AKA msn12b. Programmer (Tools), Halo: Combat Evolved. Mat joined Bungie after graduating from the University of Maryland. In a previous life, he was a programmer for the Visual Studio team; however, a lack of any serious work for six months encouraged him to pursue his lifelong dream of being a games programmer. (Had he known what he was getting himself into, he would have asked for a bigger salary.) Nowadays, when he's not raging about the work left to do for Halo 2, he's hacking away at the next best thing since sliced bread. Mat is happily married to Patti, a wonderful and understanding woman. (The fact that they're still married after shipping Halo is testament to that.) His business card says Angry Monkey/Details Programmer. Articles: |
| Marty O'Donnell | ||
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Pete Parsons | |
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Adrian "Cuban" Perez |
Wrote a book about DirectX programming. Multiplayer programmer, Halo: Combat Evolved. |
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Juan Ramirez Last Sighted: 02/19/2002 Doing: Playing with dolls. |
Win/loss artwork, documentation, Myth: The Fallen Lords. Artwork, win/loss artwork, level design, manual artwork, storyboards, Myth II: Soulblighter. Draft dodger, Halo: Combat Evolved. Character Artist, Pimps at Sea. Sculptor of the Myrkridian, Trow and Elite Statues. Articles: |
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Paul Russel | Art lead, concept artist, Pimps at Sea. Artist, Halo: Combat Evolved. |
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Stefan Sinclair Birthdate:10/23 |
AKA modem ("my modem is on fire"). AKA Shaq :). Engineer, OpenGL rendering, Oni. "Guest Star" programmer, multiplayer programmer, UI programmer, Halo: Combat Evolved. Homepage. |
| Matt Soell | ||
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Soffish | Missing Bungie pet gone. Do not eat! Come in box not water. Homepage. |
| Greg Snook Last Sighted: 02/18/2003 Doing:Programming on an undisclosed secret Bungie secret project of great secrecy. |
Fresh meat. | |
| Disembodied Soul | ||
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Eddie Smith | Halo 2 artist. Homepage. |
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Joseph Staten | Producer, voice of Four Bear Silent Oak and Kyrand, Chimera. Designer, additional voices, Oni. Cinematics director, voice of grunt, Halo: Combat Evolved. Articles: |
| Luke Timmins Last Sighted: 04/04/2003 Doing: Testing Halo 2. |
Tester, Halo: Combat Evolved. | |
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Ben Wallace | Worked on several games. "Guest Star" programmer, Halo: Combat Evolved. |
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Nathan Walpole Hiredate: April 2002 Last Sighted: 02/05/2003 Doing: Forum surfing. |
AKA bentllama. Working on animations for Halo 2. Homepage. |
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Shikai Wang Hire Date: August 1998 Doing: Art for Halo: Combat Evolved 2. |
Thanked in the Oni manual. Artist, Halo: Combat Evolved. Character Artist, Pimps at Sea. Likes Matt Segur's book. Articles: |
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Bungie Webmaster | AKA webmaster. Perhaps the greatest mystery that mortal minds will ever face is the identity of the Bungie Webmaster. Bungie employees, former employees, and even contractors have been offered everything from gold to sexual favors if they would only reveal the tru7h about the identity of the Bungie Webmaster. So far none have spoken - or those who were about to died under unusual circumstances. Homepage. |
| Jay Weinland | AKA Jay, the Younger. Additional sound design, Oni. Sound designer, Halo: Combat Evolved. Known to review toddler toys, games, and other things. Articles: |
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| Roger Wolfson Last Sighted: 04/04/2003 Doing: Testing Halo 2. |
Tester, Halo: Combat Evolved. | |
| Michael Wu | Designer, Oni. Artist, Halo: Combat Evolved. | |
Former Bungie Employees |
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Steve Abeyta | Art lead, artist, character animation, cutscene animation, Oni. Assistant art lead, cinematic artist, Halo: Combat Evolved. Articles: |
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Kevin Armstrong | Engineer, UI engineering, sound engineering, Oni. Articles: |
| Jay Barry | ||
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Jason Beach Hiredate: June 2000 Termdate: November 2000 |
AKA Stinger. Civil Order captain. Testing, Oni. Badlands level designer. |
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Mark Bernal Hiredate: 1995 |
Art and graphics, Marathon 2: Durandal. One whole volume of the Books of Lanreb is devoted to his story. Artwork, level design, Myth: The Fallen Lords. Artwork, level design, Myth II: Soulblighter. Thanked in the Chimera manual. Artist, Halo: Combat Evolved. Left Bungie upon the dissolution of the Phoenix project. Current whereabouts: Member of Wideload Games, working on Stubbs the Zombie. |
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Nathan Elery Bitner | Nathan Bitner may have been a big He-Man fan as a child. Thanked in the Minotaur: The Labyrinths of Crete manual. Level design, Myth II: Soulblighter. Left Bungie in 1999 to start a new game concern called Island Four, which never materialized. Disappeared off the face of the earth. Rumored to now be a Private First Class in the United States Army as a Health Care Specialist. May like Andrea Corr. Articles: |
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David Bowman | Level design, Myth II: Soulblighter. Voice of fir'Bolg #3, Chimera. Thanked in the Chimera manual. |
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Colin Brent Hiredate: 1993 Last Sighted: 4/23/2002 Doing: Remembering |
Friend of Jason Jones. Graphics, box art, Pathways into Darkness. Story, Marathon. Left shortly after the Marathon project was started. |
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Hamilton "sir" Chu | AKA Hambone. Producer, story, additional voices, Oni. Lead producer, Halo: Combat Evolved. Left Bungie around Sept. 2004 and is now working at EA on The Godfather. |
| Tuncer Deniz | ||
| Don Dixon | Packaging, Marathon 2: Durandal. | |
| Diane Peters | AKA The Hammer. Apparently, her job was brandishing a riding crop she kept by her desk. Damage and spin, Myth: The Fallen Lords (as Diane Donohue). Damage and spin, Myth II: Soulblighter (as Diane Donohue). Known to trade show organizers as "That Crazy B!@#$ Who's Always Threatening To Kill Someone." | |
| "J." Reginald Dujour Hiredate: 1994 |
Crested the ever-present Marathon symbol. Art and graphics, scenario design, packaging, Marathon."Play-Till-You-Puke" originator. Art and graphics, Marathon 2: Durandal. Left Bungie before Marathon 2: Durandal was finished on less than positive terms. | |
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Quinn Sandra Dunki | Engineer, Oni. Homepage. Articles: |
| Jonas Eneroth | ||
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Jonathan Haas | Programming, Myth II: Soulblighter. In a round-about way he saw Bungie again because he went to work for Microsoft on MechAssault. Writes anime fan-fic and perhaps some porn stories, too. Likes puzzles and brain teasers. Wants things from Amazon... who doesn't? |
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John Howard | Worked on a whole slew of games for various companies. Lead Designer, Halo: Combat Evolved. Articles: |
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Chris Hughes | Artist, additional concept art, character modeling/texturing, object modeling/texturing, level modeling, Oni. Artist, Halo: Combat Evolved. Articles: |
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David Joost Hiredate: Early 1997 |
Bungie's first and only director of sales. Damage and spin, Myth: The Fallen Lords. Damage and spin, Myth II: Soulblighter. Plays in a band. Homepage. |
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Gregory John Kirkpatrick Hiredate: February 1994 |
Thanked in the Pathways into Darkness manual. Story, scenario design, Marathon. Story, scenario design, Marathon 2: Durandal. Left Bungie in February, 1996 to start Double Aught with Chris Geisel, which produced Marathon Infinity. Story, scenario design, network maps, Marathon Infinity. Double Aught never had a follow up product and subsequently evaporated. Fears airborne washing machines. Rumored to be an educator now. Articles: |
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Eric Klein | Production manager, licensing guru and third-party developer liaison. Thanked in the Marathon 2: Durandal PC manual. Development manager, Marathon Infinity. Damage and spin, Myth: The Fallen Lords. Now rumored to be working at Palm. Deep thinker. Articles: |
| Pam Klier | Cruise director, Marathon Inifinty. Likes John Leguizamo. Went to work for Second City teaching people to be funny, but has left that job. Current whereabouts unknown. | |
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Hardy LeBel | Worked on a number of games before joining Bungie. Design lead, designer, story, Oni. Multiplayer lead designer, Halo: Combat Evolved. Level designer, Pimps at Sea. Articles: |
| Peter Marks | ||
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Ryan Martell Hiredate: late 1993 Birthday: 01/03/1973 |
Programming, Marathon. Wrote the Marathon map editor Vulcan. Programming, Marathon 2: Durandal. Left Bungie but returned in late 1995. Windows team development, Marathon 2: Durandal PC. Programming, additional programming, Marathon Infinity. Programming, Myth: The Fallen Lords. Level designer, Myth: The Fallen Lords. Currently either in Spain or the Caribbean, depending upon which way the wind is blowing. Homepage. |
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Alex Okita | Artist, original concept art, particle system art, object modeling/texturing, 2D art, Oni. Homepage. Articles: |
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Brent Pease | Engineer, Oni. Articles: |
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Jason Pellerin | BA in philosophy from Yale University. As SysAdmin at Bungie he was responsible for keeping the online carnage humming and selling inappropriate t-shirts to minors through the Bungie Store. Went to work for Playboy as a Senior Web Applications Developer and cowrote a book on Perl. Has two cats and a strange affection for cursed baseball teams. |
| Chris Porter | Designer, Oni. Articles: |
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Frank Pusateri | Artwork, level design, Myth: The Fallen Lords. Artwork, level design, Myth II: Soulblighter. |
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Jason Regier Hiredate: March 1996 |
Forge (Vulcan) programming, Forge documentation, Marathon Inifinty. Programming, level design, Myth: The Fallen Lords. Programming, Myth II: Soulblighter. Went to work for Blizzard Entertainment. Thanked in the Oni manual. Current working at Blizzard North. Articles: |
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Alex Rosenberg | Programming, additional programming, Marathon Infinity. Programming, Myth: The Fallen Lords. Wrote Crappucino, a Java-based scripting system for scripting in Myth, but took it with him when he left the company. Now codes on diverse projects. Likes books and Drew Barrymore. Dislikes the Wall Street Journal. You can read more about him in his blog. Homepage. He now knows he's being stalked. |
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Alain Roy Hiredate: Summer 1994 |
"Wrote Marathon's Byzantine networking code and received a Quadra 660av as compensation." Programming, Marathon. Programming, Marathon 2: Durandal. Programming, Marathon Infinity. Additional programming, Myth: The Fallen Lords. Went on to work on Damage, Inc. for Paranoid Productions. Now researches large scale computing and does magic in Wisconsin. Homepage. |
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Jim Ruiz | Ran the Bungie Store for a while. Damage and spin, Myth: The Fallen Lords. Damage and spin, Myth II: Soulblighter. |
Rick Ryan |
Producer, Halo: Combat Evolved. | |
| Alexander Seropian | ||
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Bob Settles | Level design, story, Myth II: Soulblighter. Voice of the Baron, Chimera. Thanked in the Chimera manual. Draft dodger, Halo: Combat Evolved. |
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Matt Segur | Mathematician, pulp novelist, and programmer. Won second place in the Bungie's Frog Blast the Vent Core Joke Contest. Verbally attacked a MacWorld reviewer once. Programmer, Halo: Combat Evolved. Returned to Chicago to found Ghostweed Press. |
| Konrad Sherinian | Programming, Myth II: Soulblighter. | |
| Peter Tamte | ||
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Jenny Trisko | Damage and spin, Myth II: Soulblighter. Had a charming habit of dropping heavy objects from the windows of the seventh floor offices of Bungie's old office in Chicago. Owner of several guns but mysteriously unable to find any of them. Shares a house with two Komodo Dragons and a sentient fungus named Ralph. Now works for Wizkids Games doing print production and communications. |
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Sean Turbitt | Architectural degree. Artist, level modeling, Oni. Articles: |
| Allen Turner | Intrepid Bungie tech support. Strike team, damage and spin, Myth II: Soulblighter. Voice of Warrior Messenger, Chimera. Does some art. Was working at Day 1 Studios developing Mech Assault, but now rumored to have been laid off. | |
| Doug Zartman | ||
Other Notable Persons |
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| George Adams | Voice of Barabas, Oni. | |
| Corey Barba | Box background, Myth II: Soulblighter. | |
| Tom Blakemore | Additional sound design, Oni. | |
| John Bolton | Box cover artwork, Myth II: Soulblighter. | |
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| Anne Bowerman | Voice of Shinatama, Oni. | |
| Keny "Ken" Boynton | Voice of Cryo Tech and Crazy Marine, Halo: Combat Evolved. | |
| Chelsea Bridge | Currently wandering around ancient Rome, collecting trinkets. Frequently speaks in dead languages. Raising her glass and her compass south to Carthage. | |
| Tom Brush | Manual editor, Halo: Combat Evolved. | |
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Paul Callender | AKA Fisj. Became the first third party Myth: The Fallen Lords mapmaker when he released "If I Had A Yeti." Was involved in the ill-fated Myth III: The Wolf Age project working at Mumbo Jumbo. |
| Phil Candela | Graphics, Operation Desert Storm. Box art, Pathways into Darkness. | |
| Chris Chamberlain | Testing, Oni. Tester, Halo: Combat Elvolved. | |
| Geoffrey Charlton-Perrin | Voice of Narrator, Myth: The Fallen Lords. Wrote a translation of Georges Lemoine's Petit lord Blink et son château de glace which surprisingly means Little Lord Blink and his ice cream castle. | |
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Miguel Chavez Last Sighted: 03/22/2002 Doing: Stalking Bungie. |
AKA Freewill. AKA Miguel. Founder of Bungie Sightings. Is only held in check by numerous restraining orders Bungie has filed against him. Thanked in the Halo: Combat Evolved manual. |
| Keith Cirillo | Manual writer, Halo: Combat Evolved. | |
| Mike Cody | Tester, Halo: Combat Evolved. | |
| Chuck Cooper | Tester, Halo: Combat Evolved. | |
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Adam Crockett | Formerly of Red Storm Entertainment where he worked on Dominant Species and Shadow Watch. Worked on Mech Commander 2 for Microsoft. Cinematic artist, Halo: Combat Evolved. |
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Tim Dadabo | Voice of 343 Guilty Spark, Halo: Combat Evolved. |
| Alan H. Davidson | Story, Chimera. | |
| Erik Davis | Tester, Halo: Combat Evolved. | |
| Mark Dias | Voice of PFC Mendoza, Halo: Combat Evolved. | |
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William C. Dietz | Author of Halo: The Flood (as well as many other excellent books). |
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Steve Downes | Voice of the Master Chief, Halo: Combat Evolved. |
| Chris Dreessen | AKA Manus Celer Dei. Additional net levels, Myth II: Soulblighter. Level scripting, Chimera. | |
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Claude Errera | AKA Louis Wu. Known for doing something fan-ish. Rumored to like Halo. Not all that important. Thanked in the Halo: Combat Evolved manual. |
| Bart Farkas | Thanked in the Marathon Infinity manual. Thanked in the Myth: The Fallen Lords manual. Authored Myth: The Fallen Lords Strategies and Secrets. Thanked in the Myth II: Soulblighter manual. Authored Myth II: Soulblighter Strategies and Secrets. | |
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Steve Fowler | Worked on Mechwarrior 4: Vengeance, Mech Commander 2, and MechAssault for Microsoft. Product manager, Halo: Combat Evolved. |
| John Frey | Tester, Halo: Combat Evolved. | |
| Chris Geisel | Joined Greg Kirkpatrick to found Double Aught. Story, scenario design, Marathon Infinity. Double Aught never had a follow up product and subsequently evaporated. Rumored to be a professional writer now. | |
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Craig Goodman | AKA Santa's Head. Was instrumental in revitalizing the Bungie community with his release of WWII mod for Myth II: Soulblighter. Was involved in the ill-fated Myth III: The Wolf Age project working at Mumbo Jumbo. |
| Joshua Grass | Voice of fir’Bolg #2, Chimera. Draft dodger, Halo: Combat Evolved. | |
| Alex Gray | Story, Oni. | |
| Kevin Gudahl | Voice of Super Ninja, Oni. | |
| Charles Hanlon | AKA Visi. Artwork, level design, Chimera. | |
| Michael Hanson | Anvil programming, Anvil documentation, Marathon Infinity. | |
| Justin Hayward Last Sighted: 02/18/2003 Doing:Art for an undisclosed secret Bungie secret project of great secrecy. |
Draft dodger, Halo: Combat Evolved. | |
| Joel Heinz | Box art, Minotaur: The Labyrinths of Crete. | |
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Paul Heitsch | Sound and music design, voice of Villager, Myth: The Fallen Lords. Sound and music design, Myth II: Soulblighter. |
| Jeremy Henrickson | Testing, Marathon Infinity. | |
| Bryen Hensley | Additional sound design, Oni. | |
| Ji Hong | Localization program manager, Halo: Combat Evolved. | |
| Karin Jaques | Manual designer, Halo: Combat Evolved. | |
| Jody Joldersma | Additional artwork, Chimera. | |
| Jeff Kafer | Tester, Halo: Combat Evolved. | |
| Colin Kawakami | Double Aught employee. Graphics, additional terminal art, Marathon Infinity. Rumored to be working for Boss Games. | |
| Sean Kellogg | Testing, Oni. | |
| Jon Kimmich | Worked on many games, mostly for Microsoft. Product planner, Halo: Combat Evolved. He wrote a letter to the Bungie Webmaster. |
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| Amanda Winn Lee | Voice of Konoko, Oni. | |
| Tod Licea | Voice of Cryo Assistant and Dropship Pilot, Halo: Combat Evolved. | |
| Rick Lockyear | Tester, Halo: Combat Evolved. | |
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David Longo | Double Aught employee. Graphics, terminal art, network maps, Marathon Infinity. Rumored to be working for Monolith. |
| Gary McCluskey | Win/loss artwork, Myth: The Fallen Lords. Win/loss artwork, Myth II: Soulblighter. | |
| Andy McKaige | Voice of PFC Chips Dubbo, Halo: Combat Evolved. | |
| Chris McVeigh | Interface and icons, Forge tutorial movies, Marathon Infinity. Interface design, Myth II: Soulblighter. Now working at Inside Mac Games. | |
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Tony Mackus | Voice of Warrior, Berserk, and Tutorial Narrator, Myth: The Fallen Lords. |
| Mike Madeoy | Voice of PFC Besenti, Halo: Combat Evolved. | |
| Jason Major | Draft dodger, Halo: Combat Evolved. | |
| Kate Martin | Voice of Kyrilla, Chimera. | |
| Dan Meltz | Artwork, box art, Minotaur: The Labyrinths of Crete. Thanked in the Pathways into Darkness manual. | |
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Derrick Moore | Multiplayer artist, Halo: Combat Evolved. |
| Brian Morden | ||
| Chris Morrissey | AKA Rhino. Website, Chimera. | |
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Jeff Morrow | Voice of Balor and Soulblighter, Myth: The Fallen Lords. |
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Roger Mueller | Voice of Alric, Myth: The Fallen Lords. |
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Craig Mullins | Chapter screens, Marathon 2: Durandal. Chapter screens, Marathon Infinity. Additional art (uncredited), Oni. Matte and concept artist, Halo: Combat Evolved. |
| Kurt Naebig | Voice of Muro, Oni. | |
| Russel Nieman | Music design, Chimera. | |
| Ben Nunez | 2D art, Oni. | |
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Eric Nylund | Author of Halo: The Fall of Reach. Articles: |
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Bob O'Donnell | Voice of Surly Dwarf, Myth: The Fallen Lords. Voice of Dr. Kerr, Oni. |
| Mickey O'Donnell | Additional voices, Oni. | |
| Stephen Okasaki | Artist, multiplayer artist, cinematic artist, Halo: Combat Evolved. | |
| Dan Orzulak | Worked on several games for Origin and Electronic Arts. Designer, Halo: Combat Evolved. Now working as a designer on EA's Goldeneye 2. | |
| Jamie Osborne | Additional programming, Myth: The Fallen Lords. | |
| Paul Peterson | Tester, Halo: Combat Evolved. | |
| Tawnya Pettiford-Waites | Voice of Pelican E-419 (Foe Hammer) Pilot, Halo: Combat Evolved. | |
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Evan Pickett | AKA Panamon. Winner of the Myth Platform Wars (on a Mac). |
| Bill Ramsey | Network maps, Marathon Infinity. | |
| Randy Reddig | Double Aught employee. Scenario design, graphics, network maps, Marathon Infinity. Rumored to work for Alta Vista. | |
| Zach Russell | Tester, Halo: Combat Evolved. | |
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Michael Salvatori | Sound and music design, Myth: The Fallen Lords. Sound and music design, Myth II: Soulblighter. Original music, additional sound design, Oni. Additional music, Halo: Combat Evolved. |
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James Schneider | Voice of fir'Bolg and Warrior, Myth: The Fallen Lords. |
| Brian Schultz | Extra art, Halo: Combat Evolved. | |
| John W. Scott | Additional net levels, Myth II: Soulblighter. | |
| David Scully | Voice of Sergeant Johnson and Elites, Halo: Combat Evolved. | |
| Dave Sears | Additional sound, Myth: The Fallen Lords. | |
| David Seropian | Graphics, Operation Desert Storm. | |
| Randall Shaw | AKA Frigidman. Known to be one of the most talented third-party Marathon map-makers. Network maps, vidmaster challenge maps, Marathon Infinity. | |
| Mathew Shimbaku | Tester, Halo: Combat Evolved. | |
| Todd Schultz | Tester, Halo: Combat Evolved. | |
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Hamish Sinclair | Founded the Marathon's Story Page on September 19, 1995 and quickly rocketed to the apex of Marathon fandom. Thanked in the Marathon Infinity manual. Authored the Marathon Scrapbook. |
| Pete Stacker | Voice of Griffin, Oni. Voice of Keyes and Sarge, Halo: Combat Evolved. | |
| Jeff Steitzer | Voice of Multiplayer Announcer, Halo: Combat Evolved. | |
| Keith Steury | Unit test lead, Halo: Combat Evolved. | |
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Bob Swan | Voice of Journeyman and Trow, Myth: The Fallen Lords. |
| Kathy Tafel | ||
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Jen Taylor | Voice of Cortana, Halo: Combat Evolved. Articles: |
| Adam Tewes | Rumored to like animals. Rumored to march to the beat of a different drum. Additional sound designer, additional sound, Halo: Combat Evolved. | |
| Nate Tschetter | Music design, Chimera. | |
| Eric Trautmann | Member of Microsoft's Franchise Development Group, rumored to be responsible for 'sanitizing' parts of Halo's story. Additional writing, Halo: Combat Evolved. Journal | |
| James Trevett | AKA Setik. Additional net levels, Myth II: Soulblighter. Project lead, artwork, level design, level scripting, Chimera. | |
| Beth Ulman | Double Aught employee. Graphics, additional terminal art, Marathon Infinity. | |
| Ursula Vernon | Story, Chimera. | |
| Chris Wicklund | Voice of PFC Jenkins, Halo: Combat Evolved. | |
| Jeff Wilson | Tester, Halo: Combat Evolved. | |
| Lee Wilson | Storyboards, Halo: Combat Evolved. | |
| Norm Woodel | Voice of Hasegawa, Oni. | |
A special thanks to Ghôlsbane, who has become as obsessive about updating this list as me. -pd