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A video game developer is a software developer specializing in video game development – the process and related disciplines of creating video games. A game developer can range from one person who undertakes all tasks to a large business with employee responsibilities split between individual disciplines, such as programmers , designers , artists , etc. Most game development companies have video game publisher financial and usually marketing support. Self-funded developers are known as independent or indie developers and usually make indie games .

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116-629: Vicarious Visions, Inc. was an American video game developer and is a division of Blizzard Entertainment known as Blizzard Albany , based in Albany, New York . Founded in 1991, the studio was acquired by Activision in January 2005. In January 2021, Vicarious Visions became part of Activision's sister company Blizzard Entertainment and was merged into it in April 2022. The studio was founded by brothers Karthik and Guha Bala in 1991 while they were in high school. In

232-573: A San Jose, California based branch of the studio, Bungie West, in 1997. Bungie West's first and only game would be Oni , an action title for the Mac, PC and PlayStation 2 . In 1999, Bungie announced its next product, Halo: Combat Evolved , originally intended to be a third-person shooter game for Windows and Macintosh . Halo ' s public unveiling occurred at the Macworld Expo 1999 keynote address by Apple's then-interim-CEO Steve Jobs (after

348-505: A crack house , "smelled like a frat house after a really long weekend" and reminded staff of a locale from the Silent Hill horror video games. Bungie's next project began as a sequel to Pathways into Darkness , but evolved into a futuristic first-person shooter called Marathon . Pathways had taught Bungie the importance of story in a game, and Marathon featured computer terminals where players could choose to learn more about

464-588: A database , Voice over IP , or add-in interface software; this is also known as middleware . Examples of this include SpeedTree and Havoc . Independents are software developers which are not owned by (or dependent on) a single publisher. Some of these developers self-publish their games, relying on the Internet and word of mouth for publicity. Without the large marketing budgets of mainstream publishers, their products may receive less recognition than those of larger publishers such as Sony, Microsoft or Nintendo. With

580-414: A nonprofit organization , named Bungie Foundation. In December 2021, IGN reported from interviews with 26 former and current employees that there had been past and some current issues with a male-dominated work culture and crunch time that was discriminatory towards female employees since around 2011, but the company more recently had been working to improve these issues, previously parting ways with

696-459: A podcast , and online publications about game topics. In the early 1990s, Alex Seropian was pursuing a mathematics degree at the University of Chicago , as the university did not offer undergraduate degrees in computer science. Living at home shortly before graduation, his father's wishes for him to get a job convinced Seropian to start his own game company instead. Seropian's first video game

812-553: A 19.9% ownership stake at the time. Microsoft acquired Bungie in 2000, and its project Halo: Combat Evolved was repurposed as a launch title for Microsoft's Xbox console. Halo became the Xbox's " killer app ", selling millions of copies and spawning the Halo franchise . On October 5, 2007, Bungie announced that it had split from Microsoft and become a privately held independent company, Bungie LLC , while Microsoft retained ownership of

928-477: A closed-door screening at E3 in 1999). On June 19, 2000, on the ninth anniversary of Bungie's founding, Microsoft announced that it had acquired Bungie and that Bungie would become a part of the Microsoft Game Division . Halo would be developed as an exclusive first-person shooter title for the Xbox. The reasons for Bungie accepting Microsoft's offer were varied. Jones stated that "I don't remember

1044-535: A critically acclaimed hit, selling more than 6.5 million copies, and becoming the Xbox's flagship franchise. Halo ' s success led to Bungie creating three sequels. Halo 2 was released on November 9, 2004, making more than $ 125 million on release day and setting a record in the entertainment industry. Halo 3 was released on September 25, 2007, and surpassed Halo 2 ' s records, making $ 170 million in its first twenty-four hours of release. On October 1, 2007, Microsoft and Bungie announced that Bungie

1160-452: A culture of "toxic geek masculinity" within the workplace. In addition, the conditions behind crunch time are far more discriminating towards women as this requires them to commit time exclusively to the company or to more personal activities like raising a family. These factors established conditions within some larger development studios where female developers have found themselves discriminated in workplace hiring and promotion, as well as

1276-558: A dedicated discussion forum on Bungie.net. In 2013, Bungie announced Destiny , which launched for the PlayStation 3 , PlayStation 4 , Xbox 360 , and Xbox One platforms on September 9, 2014. During January 2016, Ryan stepped down as president and Pete Parsons, who had been the company's chief operating officer and executive producer since 2002, became its chief executive officer. Chinese video game conglomerate NetEase had invested $ 100 million into Bungie in 2018, in exchange for

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1392-481: A few other employees spent a day at a warehouse assembling boxes so that some of the orders could be filled before Christmas. The game was a critical and commercial success, and is regarded as a relatively unknown but important part of gaming history. It served as the Mac alternative to DOS PC-only games like Doom and System Shock . The game's volume of orders was unprecedented for the studio, who found that its old method of mail or phone orders could not scale to

1508-571: A first-party company. As a balance to not being able to release their game for other platforms, second-party developers are usually offered higher royalty rates than third-party developers. These studios may have exclusive publishing agreements (or other business relationships) with the platform holder, but maintain independence so that upon completion or termination of their contracts, they are able to continue developing games for other publishers if they choose to. For example, while HAL Laboratory initially began developing games on personal computers like

1624-410: A fixed period and generally work similar hours as full-time staff members, assisting across all areas of video game development, but as contractors, do not get any benefits such as paid time-off or health care from the employer; they also are typically not credited on games that they work on for this reason. The practice itself is legal and common in other engineering and technology areas, and generally it

1740-403: A game on schedule. The complexity of workflow, reliance on third-party deliverables, and the intangibles of artistic and aesthetic demands in video game creation create difficulty in predicting milestones. The use of crunch time is also seen to be exploitative of the younger male-dominated workforce in video games, who have not had the time to establish a family and who were eager to advance within

1856-406: A game's profits. Current examples of first-party studios include PlayStation Studios for Sony, and Xbox Game Studios for Microsoft Gaming . Second-party developer is a colloquial term often used by gaming enthusiasts and media to describe game studios that take development contracts from platform holders and develop games exclusive to that platform, i.e. a non-owned developer making games for

1972-693: A jury trial ruled in game cheating software and could carry as case law in future lawsuits. AimJunkies asserted their plan to appeal both the arbitration and trial judgement. Bungie announced the layoffs of 220 staff in July 2024, leaving about 850 employees remaining. Future plans including transitioning 155 more into Sony directly. Parsons stated that they had to make this decision "after exhausting all other mitigation options", and that these layoffs would allow them "to refocus our studio and our business with more realistic goals and viable Financials", with focus on Destiny and Marathon going forward. Additionally, one of

2088-454: A minority stake in the company and a seat on the company's board of directors. Bungie terminated its publishing deal with Activision in 2019, after eight years; as per their agreement, Bungie retained all rights to Destiny and will self-publish future installments and expansions. This included transitioning Destiny 2 from using Activision's Battle.net to Steam . Bungie's communications director David Dague dispelled ideas that Activision

2204-571: A move to become more familiar with fans, Bungie recruited recognized and respected voices from the fan community, including writers Luke Smith , Eric Osborne, and others. Bungie also has an iOS and Google Play application that allows provides news, inventory management, and group finding for their game Destiny on the go. Martin O'Donnell described Bungie's workplace culture as "a slightly irreverent attitude, and not corporate, bureaucratic or business-focused"; artist Shi Kai Wang noted that when he walked into Bungie for an interview, "I realized that I

2320-494: A multi-platform studio and publisher. Among Bungie's side projects is Bungie.net , the company's website, which includes company information, forums, and statistics-tracking and integration with many of its games. Bungie.net serves as the platform from which Bungie sells company-related merchandise out of the Bungie Store and runs other projects, including Bungie Aerospace, a charitable organization called The Bungie Foundation,

2436-556: A new intellectual property unrelated to Destiny that Bungie expects to release by 2025. On January 31, 2022, Sony Interactive Entertainment announced its intent to acquire Bungie for $ 3.6 billion. While Bungie would become part of the PlayStation family of studios it would remain an independent subsidiary under Sony in development and publishing and would not be part of PlayStation Studios . Instead, Sony's investment would help Bungie with hiring for developers to expand their work on

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2552-516: A one-bedroom apartment to a studio in Chicago's South Side on South Halsted Street ; Seropian and Jones's first full-time employee, Doug Zartman, joined in May 1994 to provide support for Pathways , but became Bungie's public relations person, honing Bungie's often sophomoric sense of humor and irreverence. Bungie composer Martin O'Donnell remembered that the studio's location, a former girls' school next to

2668-437: A position in a medium to large video game company. An experienced game-development employee, depending on their expertise and experience, averaged roughly $ 73,000 in 2007. Indie game developers may only earn between $ 10,000 and $ 50,000 a year depending on how financially successful their titles are. In addition to being part of the software industry, game development is also within the entertainment industry; most sectors of

2784-624: A roundtable discussion with the International Game Developers Association (IGDA), the professional association for developers. Statements made by the IGDA's current executive director Jen MacLean relating to IGDA's activities had been seen by as anti-union, and Game Workers Unite desired to start a conversation to lay out the need for developers to unionize. In the wake of the sudden near-closure of Telltale Games in September 2018,

2900-407: A single publisher; one canceled game may devastate a small developer. Because of this, many small development companies are short-lived. A common exit strategy for a successful video game developer is to sell the company to a publisher, becoming an in-house developer. In-house development teams tend to have more freedom in game design and content than third-party developers. One reason is that since

3016-446: A strategy game, Myth: The Fallen Lords . The game stressed tactical unit management as opposed to the resource gathering model of other combat strategy titles. The Myth games won several awards and spawned a large and active online community. Myth: The Fallen Lords was the first Bungie game to be released simultaneously for both Mac and Windows platforms. The success of Myth enabled Bungie to change Chicago offices and establish

3132-403: A strong STEM (science, technology, engineering, and mathematics) background for women at the secondary education level, but there are issues with tertiary education such as at colleges and universities, where game development programs tend to reflect the male-dominated demographics of the industry, a factor that may lead women with strong STEM backgrounds to choose other career goals. There

3248-682: A unique case where nearly all parts of its labor force, including white-collar jobs such as video game development, may engage with labor unions under the Employment Protection Act often through collective bargaining agreements. Developer DICE had reached its union agreements in 2004. Paradox Interactive became one of the first major publishers to support unionization efforts in June 2020 with its own agreements to cover its Swedish employees within two labor unions Unionen and SACO . In Australia, video game developers could join other unions, but

3364-405: A week prior. It was expected to delay the acquisition by at least six months. The acquisition was closed by July 15, 2022, making Bungie a subsidiary under Sony Interactive Entertainment. Bungie laid off approximately 100 of 1200 employees on October 30, 2023, part of a larger cost-cutting measure across all Sony studios. According to Bloomberg News , revenue from Destiny 2 fell by 45% over

3480-473: Is also a significant gap in racial minorities within the video game industry; a 2019 IGDA survey found only 2% of developers considered themselves to be of African descent and 7% Hispanic, while 81% were Caucasian; in contrast, 2018 estimates from the United States Census estimate the U.S. population to be 13% of African descent and 18% Hispanic. In a 2014 and 2015 survey of job positions and salaries,

3596-449: Is expected that this is meant to lead into a full-time position, or otherwise the end of the contract. But more recently, its use in the video game industry has been compared to Microsoft 's past use of " permatemp ", contract workers that were continually renewed and treated for all purposes as employees but received no benefits. While Microsoft has waned from the practice, the video game industry has adapted it more frequently. Around 10% of

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3712-533: Is generally illegal, companies often target their oldest workers first during layoffs or other periods of reduction. Older developers with experience may find themselves too qualified for the types of positions that other game development companies seek given the salaries and compensations offered. Some of the larger video game developers and publishers have also engaged contract workers through agencies to help add manpower in game development in part to alleviate crunch time from employees. Contractors are brought on for

3828-494: Is still their primary activity they are generally described as "publishers" rather than "developers". Developers may be private as well. In the video game industry , a first-party developer is part of a company that manufactures a video game console and develops mainly for it. First-party developers may use the name of the company itself (such as Nintendo ), have a specific division name (such as Sony's Polyphony Digital ) or have been an independent studio before being acquired by

3944-474: Is usually conducted in a casual business environment, with t-shirts and sandals as common work attire. Many workers find this type of environment rewarding and pleasant professionally and personally. However, the industry also requires long working hours from its employees (sometimes to an extent seen as unsustainable). Employee burnout is not uncommon. An entry-level programmer can make, on average, over $ 66,000 annually only if they are successful in obtaining

4060-462: The 2010 Haiti earthquake , Bungie sold "Be a Hero" T-shirts and donated money to the Red Cross for every Halo 3 or ODST player on Xbox Live who wore a special heart-shaped emblem. Other charity work Bungie has done included auctioning off a painting of "Mister Chief" by O'Connor, a Halo 2 soda machine from Bungie's offices, and collaborating with Child's Play auctions. In 2011, Bungie formed

4176-589: The AFL–CIO writing an open letter to video game developers encouraging them to unionize. In January 2020, Game Workers Unite and the Communications Workers of America established a new campaign to push for unionization of video game developers, the Campaign to Organize Digital Employees (CODE), in January 2020. Initial efforts for CODE were aimed to determine what approach to unionization would be best suited for

4292-503: The Destiny franchise and other planned games. Both companies stated that the deal would not affect platform availability or exclusivity for Destiny 2 but instead was geared towards media beyond video games that Bungie had been interested in pursuing for some time. Bungie, in return, would help Sony enter the live service games market, as Sony had announced plans to launch at least ten such games by 2026 in an investors' presentation following

4408-572: The Digital Millennium Copyright Act (DMCA), and trafficking in DMCA-violating software; Bungie's initial claims were dismissed but an amended lawsuit allowed the case to proceed. AimJunkies attempted to countersue on claims that Bungie has hacked into the computer of the user that had developed these cheats, but those were dismissed in 2022. At trial, judge Thomas Samuel Zilly ruled that Bungie lacked sufficient evidence to allow

4524-499: The Halo franchise intellectual property . It signed a ten-year publishing deal with Activision in April 2010. Their first project was the 2014 first-person shooter, Destiny , which was followed by Destiny 2 in 2017. In January 2019, Bungie announced it was ending this partnership, and would take over publishing for Destiny . Sony Interactive Entertainment completed its acquisition of Bungie in July 2022, with Bungie remaining

4640-464: The Halo franchise to be developed by Bungie. Bungie continued expanding, though it did not commit to details about new projects and ship dates. The company grew from roughly 120 employees in May 2008 to 165 in June 2009, outgrowing the studio Microsoft developed. Ryan helped redesign a former multiplex movie theater in Bellevue into new Bungie offices, with 80,000 square feet (7,400 m ) replacing

4756-456: The International Game Developers Association (IGDA), are conducting increasing discussions about the problem; they are concerned that working conditions in the industry cause a significant deterioration in employees' quality of life. Some video game developers and publishers have been accused of the excessive invocation of "crunch time". "Crunch time" is the point at which the team is thought to be failing to achieve milestones needed to launch

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4872-508: The MSX , they became one of the earliest second-party developers for Nintendo, developing exclusively for Nintendo's consoles starting with the Famicom, though they would self-publish their mobile games. A third-party developer may also publish games, or work for a video game publisher to develop a title. Both publisher and developer have considerable input in the game's design and content. However,

4988-517: The Me Too movement and have tried to address the symptoms of these problems industry-wide, the video game industry has yet to have its Me Too-moment, even as late as 2021. There also tends to be pay-related discrimination against women in the industry. According to Gamasutra 's Game Developer Salary Survey 2014, women in the United States made 86 cents for every dollar men made. Game designing women had

5104-504: The Screen Actors Guild‐American Federation of Television and Radio Artists (SAG-AFTRA) union doing work for video games struck several major publishers, demanding better royalty payments and provisions related to the safety of their vocal performances, when their union's standard contract was up for renewal. The voice actor strike lasted for over 300 days into 2017 before a new deal was made between SAG-AFTRA and

5220-528: The first-person shooter that became Pathways into Darkness , released in 1993. Jones did the coding, with his friend Colin Brent creating the game's art. The game was a critical and commercial success, winning awards including Inside Mac Games' "Adventure Game of the Year" and Macworld ' s "Best Role-Playing Game". Pathways beat sales expectations and became Bungie's first commercial success. Bungie moved from

5336-515: The video game industry . He told the Los Angeles Times : "Someone who was part of the co-creation of that world and those characters isn't getting a credit or a nickel for the work they put into it. Maybe we need unions in the video game industry to be able to protect creators." Bungie Bungie, Inc. is an American video game company based in Bellevue, Washington , and a subsidiary of Sony Interactive Entertainment . The company

5452-586: The "Bungie Aerospace" project; its slogan, " Per audacia ad astra ", translates to "Boldly to the stars". The project is intended to provide independent game developers with publishing, resources, and support, including access to the Bungie.net platform. In November 2011, Bungie Aerospace published its first game, Crimson: Steam Pirates , for iOS , developed by startup video game developer Harebrained Schemes . In addition to publishing and distributing Crimson , Bungie Aerospace provided players with statistical support and

5568-508: The 41,000 square feet (3,800 m ) the company occupied previously. In April 2010, Bungie announced that it was entering into a 10-year publishing agreement with publisher Activision Blizzard . Under Bungie's agreement with Activision, new intellectual property developed by Bungie will be owned by Bungie, not Activision, in a deal similar to the Electronic Arts Partners Program. On June 30, 2011, Bungie announced

5684-469: The Bungie acquisition announcement. Sony also said the Bungie acquisition will help Sony to become more multiplatform. Of the $ 3.6 billion, Sony anticipated that at least $ 1.2 billion will be used as incentives for retention of Bungie's current employees. In May, it was reported that the Federal Trade Commission was opening an inquiry into the acquisition, requesting more information about it

5800-460: The DMCA and trafficking claims to move forward but instead sent these complaints to arbitration, where Bungie was awarded $ 4.3 million in damages. The copyright claims proceeded to a jury trial, which found for Bungie in May 2024. While Bungie was only awarded around $ 63,000, the revenue made by the sale of the cheat programs by AimJunkies, the result was considered to be significant as it was the first time

5916-446: The IGDA found that people of color were both underrepresented in senior management roles as well as underpaid in comparison to white developers. Further, because video game developers typically draw from personal experiences in building game characters, this diversity gap has led to few characters of racial minority to be featured as main characters within video games. Minority developers have also been harassed from external groups due to

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6032-1235: The Skylanders game series, creating the games Skylanders: Swap Force and Skylanders: SuperChargers . On December 8, 2016, Vicarious Visions announced that they were partnering with Bungie to work on the Destiny franchise. Vicarious Visions Alchemy is the company's game engine. It was released in 2002. It was originally called Intrinsic Alchemy and developed by Intrinsic Graphics before being renamed after Vicarious Visions acquired Intrinsic Graphics in 2003. Video game developer A developer may specialize in specific game engines or specific video game consoles , or may develop for several systems (including personal computers and mobile devices ). Some focus on porting games from one system to another, or translating games from one language to another. Less commonly, some do software development work in addition to games. Most video game publishers maintain development studios (such as Electronic Arts 's EA Canada , Square Enix 's studios, Activision 's Radical Entertainment , Nintendo EPD and Sony's Polyphony Digital and Naughty Dog ). However, since publishing

6148-539: The University of Chicago. Jones was a longtime programmer who was porting a game he wrote, called Minotaur , from an Apple II to the Macintosh platform. Jones recalled, "I didn't really know [Alex] in the class. I think he actually thought I was a dick because I had a fancy computer". Seropian and Jones partnered to release the role-playing video game as Minotaur: The Labyrinths of Crete in 1992; while Jones finished

6264-566: The Xbox. Vicarious Visions developed for the Guitar Hero series on the Nintendo DS and Wii platforms. For Guitar Hero: On Tour , Vicarious Visions created the "Guitar Grip" peripheral for the Nintendo DS, which emulates the guitar controller for the portable system. It was revealed on June 10, 2011, that Vicarious Visions was working on the 3DS version of Skylanders: Spyro's Adventure , and would go on to have an important role in developing

6380-644: The Zombie in Rebel Without a Pulse , and later co-founded Industrial Toys . Other companies include Giant Bite, founded by Hamilton Chu (producer on Halo and Oni ) and Michael Evans (project lead on Oni ), and Certain Affinity , founded by Max Hoberman (the multiplayer design lead for Halo 2 and Halo 3 ). Certain Affinity's team included former Bungie employees David Bowman and Chad Armstrong (who later returned to Bungie). The studio collaborated with Bungie in releasing

6496-474: The acquisition of Activision Blizzard , stated it supported these unionization efforts. After this acquisition, the employees of Bethesda Game Studios , part of Zenimax under Microsoft, unionized under the Communications Workers of America (CWA) in July 2024. Over 500 employees within Blizzard Entertainment 's World of Warcraft division also unionized with CWA that same month. Sweden presents

6612-572: The advent of digital distribution of inexpensive games on game consoles, it is now possible for indie game developers to forge agreements with console manufacturers for broad distribution of their games. Other indie game developers create game software for a number of video-game publishers on several gaming platforms. In recent years this model has been in decline; larger publishers, such as Electronic Arts and Activision, increasingly turn to internal studios (usually former independent developers acquired for their development needs). Video game development

6728-431: The closest equity, making 96 cents for every dollar men made in the same job, while audio professional women had the largest gap, making 68% of what men in the same position made. Increasing the representation of women in the video game industry required breaking a feedback loop of the apparent lack of female representation in the production of video games and in the content of video games. Efforts have been made to provide

6844-472: The coding, Seropian handled design and publicity. The game relied on then-uncommon internet modems and AppleTalk connections for play and sold around 2,500 copies, and developed a devoted following. Both Seropian and Jones are considered co-founders of Bungie. The team focused on the Macintosh platform, not Windows -based personal computers, because the Mac market was more open and Jones had been raised on

6960-449: The collection of data and the management of Destiny player's accounts, the website serves as a form of communication between Bungie and the community. While Bungie had long provided places for fans to congregate and talk about games, as well as releasing new information and screenshots over Bungie.net, it historically had made less effort and been less successful at providing access to the inside workings of Bungie and its staff. As part of

7076-427: The community surrounding Bungie's games. When Bungie was bought by Microsoft, the site was seen as in competition with Microsoft's own Xbox.com site, but community management eventually won out as the bigger concern. The site has been redesigned several times. During Bungie's involvement with the Halo franchise, the site recorded statistics for each game played. This information included statistics on each player in

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7192-655: The company's achievements, no matter how obscure; [and] recruited from its devoted fanbase". The Bungie workplace is highly informal, with new and old staff willing to challenge each other on topics, such as fundamental game elements. Staff are able to publicly criticize their own games and each other. Fostering studio cooperation and competition, Bungie holds events such as the "Bungie Pentathlon", in which staff square off in teams playing games such as Halo , Pictionary , Dance Dance Revolution , and Rock Band . Bungie also faced off against professional eSports teams and other game studios in Halo during " Humpdays ", with

7308-411: The company's development culture, as it had with the now-defunct FASA Studio . Studio head Harold Ryan emphasized that even when Bungie was bought by Microsoft, the team was still independent: One of the first things [Microsoft] tried after acquiring Bungie, after first attempting to fully assimilate them, was to move Bungie into a standard Microsoft building with the rest of the game group. But unlike

7424-416: The console manufacturer (such as Rare or Naughty Dog ). Whether by purchasing an independent studio or by founding a new team, the acquisition of a first-party developer involves a huge financial investment on the part of the console manufacturer, which is wasted if the developer fails to produce a hit game on time. However, using first-party developers saves the cost of having to make royalty payments on

7540-503: The console. This established the use of licensing fees as a model for third-party development that persists into the present. The licensing fee approach was further enforced by Nintendo when it decided to allow other third-party developers to make games for the Famicom console, setting a 30% licensing fee that covered game cartridge manufacturing costs and development fees. The 30% licensing fee for third-party developers has also persisted to

7656-468: The demand and hired another company to handle the tens of thousands of orders. Marathon also brought Bungie attention from press outside the small Mac gaming market. The first game's success led to a sequel, Marathon 2: Durandal . The series introduced several elements, including cooperative mode , which made their way to later Bungie games. The game was released November 24, 1995, and outsold its predecessor. When Bungie announced its intention to port

7772-432: The details exactly, it was all a blur. We'd been talking to people for years and years—before we even published Marathon , Activision made a serious offer. But the chance to work on Xbox—the chance to work with a company that took the games seriously. Before that we worried that we'd get bought by someone who just wanted Mac ports or didn't have a clue". Martin O'Donnell, who had joined Bungie as an employee ten days before

7888-444: The developer if the game is not meeting expectations. When each milestone is completed (and accepted), the publisher pays the developer an advance on royalties . Successful developers may maintain several teams working on different games for different publishers. Generally, however, third-party developers tend to be small, close-knit teams. Third-party game development is a volatile sector, since small developers may depend on income from

8004-417: The developers are the publisher's employees, their interests align with those of the publisher; the publisher may spend less effort ensuring that the developer's decisions do not enrich the developer at the publisher's expense. Activision in 1979 became the first third-party video game developer. When four Atari, Inc. programmers left the company following its sale to Warner Communications , partially over

8120-418: The duo enough money to develop another project. Inspired by the shooter game Wolfenstein 3D , Jones wrote a 3D game engine for the Mac. Bungie's next game was intended to be a 3D port of Minotaur , but Jones and Seropian found that Minotaur ' s top-down perspective gameplay did not translate well to the 3D perspective, and did not want to rely on modems. Instead, they developed a new storyline for

8236-467: The entertainment industry (such as films and television ) require long working hours and dedication from their employees, such as willingness to relocate and/or required to develop games that do not appeal to their personal taste. The creative rewards of work in the entertainment business attracts labor to the industry, creating a competitive labor market that demands a high level of commitment and performance from employees. Industry communities, such as

8352-495: The expectation from management that they would be able to pull through with "Bungie magic" that the studio had been known for. The following October, the Creative Studios arm of Bungie was moved and integrated into PlayStation Studios to help support other Sony live service games, though they would also continue to support Destiny and Marathon . Bungie.net serves as the main portal for interaction between company staff and

8468-557: The first video game-specific union, Game Workers Unite Australia, was formed in December 2021 under Professionals Australia to become active in 2022. In Canada, in a historic move, video game workers in Edmonton unanimously voted to unionize for the first time in June 2022. In January 2023, after not being credited in The Last of Us HBO adaptation, Bruce Straley called for unionization of

8584-543: The game to the Windows 95 operating system, however, many Mac players felt betrayed, and Bungie received a flood of negative mail. Seropian saw the value of moving into new markets and partnering with larger supply chains, although he lamented the difficult terms and "sucky" contracts distributors provided. The game released on Windows 95 in September 1996. Marathon Infinity was released the following year. After Marathon , Bungie moved away from first-person shooters to release

8700-468: The game's fiction. The studio became what one employee termed "your stereotypical vision of a small computer-game company—eating a lot of pizza, drinking a lot of Coke" while the development team worked 14 hours every day for nearly six months. After showing the game at the Macworld Expo, Bungie was mobbed with interest and orders for the game. The game was not finished until December 14, 1994; Jones and

8816-571: The game, and a map of the game level showing where kills occurred, called "heatmaps". On January 31, 2012, Bungie announced that, as of March 31, 2012, Bungie.net would no longer update Halo game statistics and Halo player service records, host new user-generated Halo content, or operate Halo ' s "Bungie Pro" service. Bungie's cessation of these services on March 31 completed the transition process of all data for Halo games being managed by 343 Industries . Bungie.net records player's statistics for their game franchise Destiny . In addition to

8932-404: The gaming industry, while a 2017 IGDA survey found that the female demographic in game development had risen to about 20%. Taking into account that a 2017 ESA survey found 41% of video game players were female, this represented a significant gender gap in game development. The male-dominated industry, most who have grown up playing video games and are part of the video game culture , can create

9048-452: The industry by working long hours. Because crunch time tends to come from a combination of corporate practices as well as peer influence, the term "crunch culture" is often used to discuss video game development settings where crunch time may be seen as the norm rather than the exception. The use of crunch time as a workplace standard gained attention first in 2004, when Erin Hoffman exposed

9164-431: The lack of respect that the new management gave to programmers, they used their knowledge of how Atari VCS game cartridges were programmed to create their own games for the system, founding Activision in 1979 to sell these. Atari took legal action to try to block the sale of these games, but the companies ultimately settled, with Activision agreeing to pay a portion of their sales as a license fee to Atari for developing for

9280-465: The last two downloadable maps for Halo 2 and the downloadable Defiant Map Pack for Halo: Reach . 343 Industries , a game studio formed by Microsoft to manage the Halo series following the launch of Halo: Reach, also includes a few former Bungie employees, including Frank O'Connor. In 2015, long-time Bungie employee Martin O'Donnell started a new game studio known as Highwire Games. In 2016, former Bungie CEO and studio head Harold Ryan founded

9396-485: The late 1990s, Vicarious Visions appointed Michael Marvin, an Albany-based investor and entrepreneur, and founder and former CEO of MapInfo Corporation ; and Charles S. Jones, investor, who sat on the boards of various software and industrial companies including Geac and PSDI, to its board of directors. Under their leadership, a sale of the company was negotiated to Activision , earning the original investors over 20x their initial investment. In January 2005, Vicarious Visions

9512-406: The majority of people mentioned in the article. Parsons wrote a response about Bungie's commitment to improve the workplace culture, which had aligned with statements from more recent employees that had spoken to IGN . Parsons apologized to any employee who "ever experienced anything less than a safe, fair, and professional working environment at Bungie", and stated of several efforts that the company

9628-468: The merger was announced, remembers that the stability of the Xbox as a development platform was not the only benefit. Shortly before Myth II ' s release, it was discovered versions of the game could erase a player's hard drive; the glitch led to a massive recall of the games right before they shipped, which cost Bungie nearly one million dollars. O'Donnell stated in a Bungie podcast that this recall created some financial uncertainty, although accepting

9744-468: The move, financial analyst Roger Ehrenberg declared the Bungie-Microsoft marriage "doomed to fail" due to these fundamental differences. Bungie also pointed out that it was tired of new intellectual property being cast aside to work on the Halo franchise. Edge described the typical Bungie employee as "simultaneously irreverent and passionately loyal; fiercely self-critical; full of excitement at

9860-551: The movement again called out for the industry to unionize. The movement argued that Telltale had not given any warning to its 250 employees let go, having hired additional staff as recently as a week prior, and left them without pensions or health-care options; it was further argued that the studio considered this a closure rather than layoffs, as to get around failure to notify required by the Worker Adjustment and Retraining Notification Act of 1988 preceding layoffs. The situation

9976-448: The nature of the video game culture. The industry also is recognized to have an ageism issue, discriminating against the hiring and retention of older developers. A 2016 IGDA survey found only 3% of developers were over 50 years old, while at least two-thirds were between 20 and 34; these numbers show a far lower average age compared to the U.S. national average of about 41.9 that same year. While discrimination by age in hiring practices

10092-529: The news, there have typically been followup discussions towards the potential to form a union. A survey performed by the International Game Developers Association in 2014 found that more than half of the 2,200 developers surveyed favored unionization. A similar survey of over 4,000 game developers run by the Game Developers Conference in early 2019 found that 47% of respondents felt the video game industry should unionize. In 2016, voice actors in

10208-543: The offer was not something Bungie "had to do". Seropian and Jones had refused to accept Microsoft's offer until the entire studio agreed to the buyout. As a result of the buyout, the rights to Myth and Oni were transferred to Take-Two Interactive (which at the time owned 19.9% of the studio) as part of the three-way deal between Microsoft, Bungie and Take-Two Interactive; most of the original Oni developers were able to continue working on Oni until its release in 2001. Halo: Combat Evolved , meanwhile, went on to become

10324-482: The planned remaster of Diablo II , Diablo II: Resurrected , and Blizzard felt the move would be best as to have Vicarious' group provide continued support not only on the remaster but also on other Diablo properties including Diablo IV . Vicarious Visions studio head Jen Oneal moved to Blizzard's management and was succeeded by Simon Ebejer, previously the studio's chief operating officer . On October 27, 2021, Blizzard informed Vicarious Visions employees that

10440-492: The platform. While Jones was responsible for many of the creative and technical aspects, Seropian was a businessman and marketer. "What I liked about [Seropian] was that he never wasted any money", Jones recalled. With no money to hire other personnel, the two assembled Minotaur boxes by hand in Seropian's apartment. While the pair remained low on funds—Seropian's wife was largely supporting him—the modest success of Minotaur gave

10556-694: The present, being a de facto rate used for most digital storefronts for third-party developers to offer their games on the platform. In recent years, larger publishers have acquired several third-party developers. While these development teams are now technically "in-house", they often continue to operate in an autonomous manner (with their own culture and work practices). For example, Activision acquired Raven (1997); Neversoft (1999), which merged with Infinity Ward in 2014; Z-Axis (2001); Treyarch (2001); Luxoflux (2002); Shaba (2002); Infinity Ward (2003) and Vicarious Visions (2005). All these developers continue operating much as they did before acquisition,

10672-507: The previous year due to waning popularity of the game, and work on the next major expansion The Final Shape was not progressing as well as expected. As part of these layoffs, The Final Shape was delayed from February 2024 to June 2024, while their next game, Marathon was pushed into 2025. Bungie had initiated legal action against AimJunkies, a group owned by Phoenix Digital that sold software that allowed for cheating in Destiny 2 , in 2021, asserting copyright infringement, violations of

10788-414: The primary differences being exclusivity and financial details. Publishers tend to be more forgiving of their own development teams going over budget (or missing deadlines) than third-party developers. A developer may not be the primary entity creating a piece of software, usually providing an external software tool which helps organize (or use) information for the primary software product. Such tools may be

10904-429: The publisher's wishes generally override those of the developer. Work for hire studios solely execute the publishers vision. The business arrangement between the developer and publisher is governed by a contract, which specifies a list of milestones intended to be delivered over a period of time. By updating its milestones, the publisher verifies that work is progressing quickly enough to meet its deadline and can direct

11020-463: The publishers. While this had some effects on a few games within the industry, it brought to the forefront the question of whether video game developers should unionize. A grassroots movement, Game Workers Unite , was established around 2017 to discuss and debate issues related to unionization of game developers. The group came to the forefront during the March 2018 Game Developers Conference by holding

11136-469: The rest of the teams they'd brought in previously, Bungie didn't move into Microsoft corporate offices – we tore all of the walls out of that section of the building and sat in a big open environment. Luckily Alex and Jason [Seropian and Jones, Bungie's founders] were pretty steadfast at the time about staying somewhat separate and isolated. In 2007, Microsoft eventually moved the studio to Kirkland, Washington , where it reincorporated as Bungie, Inc. Despite

11252-463: The results of the multiplayer matches being posted on Bungie.net. Bungie's staff and fans, known as the "Seventh Column", have banded together for charity and other causes. After Hurricane Katrina , Bungie was one of several game companies to announce its intention to help those affected by the hurricane, with Bungie donating the proceeds of special T-shirts to the American Red Cross ; after

11368-425: The studio would change its name. The studio was fully merged into Blizzard on April 12, 2022, and was renamed Blizzard Albany, otherwise retaining its offices. Blizzard Albany's quality assurance team, about 20 members in size, announced a unionization drive in July 2022 as Game Workers Alliance Albany . It follows Raven Software , another Activision Blizzard subsidiary, whose QA team voted to unionize earlier in

11484-545: The target of sexual harassment. This can be coupled from similar harassment from external groups, such as during the 2014 Gamergate controversy . Major investigations into allegations of sexual harassment and misconduct that went unchecked by management, as well as discrimination by employers, have been brought up against Riot Games , Ubisoft and Activision Blizzard in the late 2010s and early 2020s, alongside smaller studios and individual developers. However, while other entertainment industries have had similar exposure through

11600-484: The toxic nature of the video game culture. This racial diversity issue has similar ties to the gender one, and similar methods to result both have been suggested, such as improving grade school education, developing games that appeal beyond the white, male gamer stereotype, and identifying toxic behavior in both video game workplaces and online communities that perpetuate discrimination against gender and race. In regards to LGBT and other gender or sexual orientations,

11716-479: The unannounced games in a new IP that Bungie was developing will be transitioned to a new studio under PlayStation Studios. According to journalist Jason Schreier in speaking with those at Bungie, the two rounds of layoffs had resulted from Bungie trying to explore too many new projects too quickly shortly after the Sony acquisition, hiring several new staff and drawing off Destiny developers to pursue these projects, with

11832-412: The unveiling was canceled. Almost three months later, Bungie announced that the new game was a prequel and expansion to Halo 3 titled Halo 3: Recon . The next month, Bungie changed the game's title from Halo 3: Recon to Halo 3: ODST . At E3 2009, Bungie and Microsoft revealed the company was developing another Halo -related game, Halo: Reach , for release in 2010. Reach was the last game in

11948-487: The use of crunch time at Electronic Arts , a situation known as the "EA Spouses" case. A similar "Rockstar Spouses" case gained further attention in 2010 over working conditions at Rockstar San Diego . Since then, there has generally been negative perception of crunch time from most of the industry as well as from its consumers and other media. Game development had generally been a predominately male workforce. In 1989, according to Variety , women constituted only 3% of

12064-504: The video game industry typically shares the same demographics as with the larger population based on a 2005 IGDA survey. Those in the LGBT community do not find workplace issues with their identity, though work to improve the representation of LGBT themes within video games in the same manner as with racial minorities. However, LGBT developers have also come under the same type of harassment from external groups like women and racial minorities due to

12180-678: The video game industry. Whereas some video game employees believe they should follow the craft-based model used by SAG-AFTRA which would unionize based on job function, others feel an industry-wide union, regardless of job position, would be better. Starting in 2021, several smaller game studios in the United States began efforts to unionize. These mostly involved teams doing quality assurance rather than developers. These studios included three QA studios under Blizzard Entertainment : Raven Software , Blizzard Albany , and Proletariat; and Zenimax Media 's QA team. Microsoft , which had previously acquired Zenimax and announced plans to acquire Blizzard via

12296-504: The workforce in video games is estimated to be from contract labor. Similar to other tech industries, video game developers are typically not unionized . This is a result of the industry being driven more by creativity and innovation rather than production, the lack of distinction between management and employees in the white-collar area, and the pace at which the industry moves that makes union actions difficult to plan out. However, when situations related to crunch time become prevalent in

12412-708: The year. Terminus , an online multiplayer space trading and combat simulation game, won two Independent Games Festival Awards in 1999. They became known as a leading developer of handheld games breaking ground by the Tony Hawk's Pro Skater series, developing Game Boy Advance and Nintendo DS titles in the franchise's main series as well as one spin off. They developed the first three Crash Bandicoot GBA games. Vicarious Visions developed Spider-Man , Spider-Man 2: Enter Electro , Ultimate Spider-Man , Crash Nitro Kart , Star Wars Jedi Knight II: Jedi Outcast , Star Wars Jedi Knight: Jedi Academy , and Doom 3 for

12528-400: Was a Pong clone , written and released nearly 20 years after the original, called Gnop! ( Pong spelled backwards). The game was created in 1990, almost a year before Bungie's official incorporation , but was released under the Bungie name and is considered by Bungie as its first game. Seropian released Gnop! free of charge, but sold the source code for the game for US$ 15. Gnop!

12644-698: Was a "prohibitive overlord" that limited Bungie's creative control, and instead stated that both companies amicably split due to different ideas of where the Destiny franchise should head. Bungie announced a major expansion of its firm in February 2021. In addition to more than doubling its headquarters space in Bellevue, Washington, Bungie announced plans to open a new studio in Amsterdam by 2022. This would support additional staff not only for Destiny but additional media related to Destiny outside of video games, as well as

12760-835: Was acquired by publisher Activision. In June 2007, Activision closed the Vicarious Visions' office in Mountain View, California . On April 5, 2016, the Bala brothers announced that they had left the company. The brothers then founded Velan Studios in November 2016. On January 22, 2021, Vicarious Visions was moved by Activision Blizzard from a subsidiary of Activision to a subsidiary of Blizzard Entertainment . Going forward, more than 200 employees of Vicarious Visions will be employees of Blizzard. Vicarious had been working with Blizzard for about two years prior to this announcement, and specifically on

12876-660: Was argued to be "exploitive", as Telltale had been known to force its employees to frequently work under "crunch time" to deliver its games. By the end of 2018, a United Kingdom trade union, Game Workers Unite UK, an affiliate of the Game Workers Unite movement, had been legally established. Following Activision Blizzard 's financial report for the previous quarter in February 2019, the company said that they would be laying off around 775 employees (about 8% of their workforce) despite having record profits for that quarter. Further calls for unionization came from this news, including

12992-519: Was established in May 1991 by Alex Seropian , who later brought in programmer Jason Jones after publishing Jones's game Minotaur: The Labyrinths of Crete . Originally based in Chicago, Illinois , the company concentrated on Macintosh games during its early years and created two successful video game franchises called Marathon and Myth . An offshoot studio, Bungie West, produced Oni , published in 2001 and owned by Take-Two Interactive , which held

13108-660: Was later included in several compilations of early Bungie games, including the Marathon Trilogy Box Set and the Mac Action Sack . Seropian officially founded Bungie Software Products Corporation in May 1991 to publish Operation: Desert Storm . Seropian culled funding from friends and family, assembling the game boxes and writing the disks himself. Operation: Desert Storm sold 2,500 copies, and Seropian looked for another game to publish. Seropian met programmer Jason Jones in an artificial intelligence course at

13224-648: Was making to eliminate any type of "rockstar" attitude that may exist at the studio. In addition to games, Bungie has developed its own game engine, originally named the Blam Engine for the Halo games, and then heavily modified and renamed as the Tiger Engine for Destiny . Many of Bungie's employees have left the company to form their own studios. Double Aught was a short-lived company composed of several former Bungie team members, founded by Greg Kirkpatrick. Seropian left to form Wideload Games , developer of Stubbs

13340-460: Was splitting off from its parent and becoming a privately held limited liability company named Bungie, LLC. As outlined in a deal between the two, Microsoft would retain a minority stake and continue to partner with Bungie on publishing and marketing both Halo and future projects, with the Halo intellectual property belonging to Microsoft. While Bungie planned on revealing a new game at E3 2008, Bungie studio head Harold Ryan announced that

13456-503: Was the one who was over-dressed, [and] I knew this was the place I wanted to work". Bungie's content manager and podcast host, Frank O'Connor, comically noted that at a GameStop conference, the Bungie team was told to wear business casual , to which O'Connor replied "We [Bungie] don't do business casual". This informal, creative culture was one of the reasons Microsoft was interested in acquiring Bungie, although game designer Jordan Weisman said that Microsoft came close to destroying

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