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Bungie, Inc.
Formerly
  • Bungie Software Products Corporation (1991–2000)
  • Bungie Studios (2000–2007)
  • Bungie, LLC (2007–2011)
Company typeSubsidiary
IndustryVideo games
FoundedMay 1991;33 years ago(1991-05)inChicago,Illinois, U.S.
Founders
Headquarters,
U.S.[1]
Key people
ProductsList of Bungie video games
Number of employees
850[2](2024)
Parent
ASN394073Edit this at Wikidata
Websitebungie.net

Bungie, Inc.is an Americanvideo game companybased inBellevue, Washington,and a subsidiary ofSony Interactive Entertainment.The company was established in May 1991 byAlex Seropian,who later brought in programmerJason Jonesafter publishing Jones's gameMinotaur: The Labyrinths of Crete.Originally based inChicago, Illinois,the company concentrated on Macintosh games during its early years and created two successful video game franchises calledMarathonandMyth.An offshoot studio, Bungie West, producedOni,published in 2001 and owned byTake-Two Interactive,which held a 19.9% ownership stake at the time.[3][4]

Microsoftacquired Bungie in 2000, and its projectHalo: Combat Evolvedwas repurposed as alaunch titlefor Microsoft'sXboxconsole.Halobecame the Xbox's "killer app",selling millions of copies and spawning theHalofranchise.On October 5, 2007, Bungie announced that it had split from Microsoft and become a privately held independent company, BungieLLC,while Microsoft retained ownership of theHalofranchiseintellectual property.It signed a ten-year publishing deal withActivisionin April 2010.[5][6]Their first project was the 2014 first-person shooter,Destiny,[7]which was followed byDestiny 2in 2017. In January 2019, Bungie announced it was ending this partnership, and would take over publishing forDestiny.[8][9]

Sony Interactive Entertainmentcompleted its acquisition of Bungie in July 2022, with Bungie remaining a multi-platform studio and publisher.[10][11][12]

Among Bungie's side projects isBungie.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, apodcast,and online publications about game topics.

History

[edit]

Background and founding (1990–1993)

[edit]

In the early 1990s,Alex Seropianwas pursuing a mathematics degree at theUniversity of Chicago,as the university did not offer undergraduate degrees in computer science.[13]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.[13]

Seropian's first video game was aPongclone,written and released nearly 20 years after the original, calledGnop!(Pongspelled backwards). The game was created in 1990, almost a year before Bungie's officialincorporation,[14]but was released under the Bungie name and is considered by Bungie as its first game.[15][16]Seropian releasedGnop!free of charge, but sold thesource codefor the game for US$15.[17]Gnop!was later included in several compilations of early Bungie games, including theMarathon TrilogyBox Setand theMac Action Sack.

Seropian officially founded Bungie Software Products Corporation in May 1991 to publishOperation: Desert Storm.[17][18]Seropian culled funding from friends and family, assembling the game boxes and writing the disks himself.[19]Operation: Desert Stormsold 2,500 copies, and Seropian looked for another game to publish.[17]

Seropian met programmerJason Jonesin an artificial intelligence course at the University of Chicago.[17]Jones was a longtime programmer who was porting a game he wrote, calledMinotaur,from anApple IIto theMacintoshplatform.[20]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".[17]Seropian and Jones partnered to release therole-playing video gameasMinotaur: The Labyrinths of Cretein 1992; while Jones finished the coding, Seropian handled design and publicity.[20]The game relied on then-uncommon internet modems andAppleTalkconnections for play and sold around 2,500 copies,[18]and developed a devoted following.[17]Both Seropian and Jones are considered co-founders of Bungie.[21][22]

The team focused on the Macintosh platform, notWindows-based personal computers, because the Mac market was more open and Jones had been raised on the platform. While Jones was responsible for many of the creative and technical aspects, Seropian was a businessman and marketer.[19]"What I liked about [Seropian] was that he never wasted any money", Jones recalled. With no money to hire other personnel, the two assembledMinotaurboxes by hand in Seropian's apartment.[17]While the pair remained low on funds—Seropian's wife was largely supporting him—the modest success ofMinotaurgave the duo enough money to develop another project.[23]

Inspired by theshooter gameWolfenstein 3D,Jones wrote a 3D game engine for the Mac.[24]Bungie's next game was intended to be a 3D port ofMinotaur,but Jones and Seropian found thatMinotaur's top-down perspective gameplay did not translate well to the 3D perspective, and did not want to rely on modems.[20]Instead, they developed a new storyline for thefirst-person shooterthat becamePathways into Darkness,released in 1993. Jones did the coding, with his friend Colin Brent creating the game's art.[25]The game was a critical and commercial success, winning awards including Inside Mac Games' "Adventure Game of the Year" andMacworld's "Best Role-Playing Game".[25]

Pathwaysbeat sales expectations and became Bungie's first commercial success.[19][26]Bungie moved from a one-bedroom apartment to a studio in Chicago'sSouth SideonSouth Halsted Street;[23]Seropian and Jones's first full-time employee, Doug Zartman, joined in May 1994 to provide support forPathways,but became Bungie's public relations person, honing Bungie's often sophomoric sense of humor and irreverence.[27]Bungie composerMartin O'Donnellremembered that the studio's location, a former girls' school next to acrack house,"smelled like afrat houseafter a really long weekend "and reminded staff of a locale from theSilent Hillhorror video games.[28]

Marathon,MythandOni(1994–2001)

[edit]

Bungie's next project began as a sequel toPathways into Darkness,but evolved into a futuristicfirst-person shootercalledMarathon.Pathwayshad taught Bungie the importance of story in a game,[29]andMarathonfeatured computer terminals where players could choose to learn more about the game's fiction.[30]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.[27]

After showing the game at the Macworld Expo, Bungie was mobbed with interest and orders for the game. The game was not finished until December 14, 1994; Jones and a few other employees spent a day at a warehouse assembling boxes so that some of the orders could be filled before Christmas.[27]The game was a critical and commercial success,[29]and is regarded as a relatively unknown but important part of gaming history.[31]It served as the Mac alternative to DOS PC-only games likeDoomandSystem Shock.[19]The game's volume of orders was unprecedented for the studio, who found that its old method of mail or phone orders could not scale to the demand and hired another company to handle the tens of thousands of orders.Marathonalso brought Bungie attention from press outside the small Mac gaming market.[27]

The first game's success led to a sequel,Marathon 2: Durandal.The series introduced several elements, includingcooperative mode,which made their way to later Bungie games.[29]The game was released November 24, 1995, and outsold its predecessor. When Bungie announced its intention to port the game to theWindows 95operating 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.[27]The game released on Windows 95 in September 1996.Marathon Infinitywas released the following year.

AfterMarathon,Bungie moved away from first-person shooters to release a strategy game,Myth: The Fallen Lords.The game stressed tactical unit management as opposed to the resource gathering model of other combat strategy titles. TheMythgames won several awards and spawned a large and active online community.Myth: The Fallen Lordswas the first Bungie game to be released simultaneously for both Mac and Windows platforms.[19][32]

The success ofMythenabled Bungie to change Chicago offices and establish aSan Jose, Californiabased branch of the studio, Bungie West, in 1997.[19]Bungie West's first and only game would beOni,an action title for the Mac, PC andPlayStation 2.[33]

Haloand Microsoft acquisition (2001–2007)

[edit]

In 1999, Bungie announced its next product,Halo: Combat Evolved,originally intended to be athird-person shootergame for Windows andMacintosh.[34]Halo's public unveiling occurred at theMacworld Expo1999 keynote address by Apple's then-interim-CEOSteve Jobs(after a closed-door screening at E3 in 1999).[34]

On June 19, 2000, on the ninth anniversary of Bungie's founding,Microsoftannounced that it had acquired Bungie and that Bungie would become a part of theMicrosoft Game Division.Halowould be developed as an exclusivefirst-person shootertitle for the Xbox. The reasons for Bungie accepting Microsoft's offer were varied. Jones stated that "I don't remember the details exactly, it was all a blur. We'd been talking to people for years and years—before we even publishedMarathon,Activisionmade 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 ".[35]Martin O'Donnell, who had joined Bungie as an employee ten days before the merger was announced, remembers that the stability of the Xbox as a development platform was not the only benefit.[28]Shortly beforeMyth 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,[19][29]which cost Bungie nearly one million dollars.[19]O'Donnell stated in a Bungie podcast that this recall created some financial uncertainty, although accepting the offer was not something Bungie "had to do".[28]Seropian and Jones had refused to accept Microsoft's offer until the entire studio agreed to the buyout.[19]

As a result of the buyout, the rights toMythandOniwere transferred toTake-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 originalOnidevelopers were able to continue working onOniuntil its release in 2001.[36]Halo: Combat Evolved,meanwhile, went on to become a critically acclaimed hit, selling more than 6.5 million copies,[37]and becoming the Xbox's flagship franchise.[38]

Halo's success led to Bungie creating three sequels.Halo 2was released on November 9, 2004, making more than $125 million on release day and setting a record in the entertainment industry.[39]Halo 3was released on September 25, 2007, and surpassedHalo 2's records, making $170 million in its first twenty-four hours of release.[40]

Buyout andDestiny(2007–2022)

[edit]

On October 1, 2007,Microsoftand Bungie announced that Bungie was splitting off from its parent and becoming a privately heldlimited liability companynamed Bungie, LLC.[41][42]As outlined in a deal between the two, Microsoft would retain a minority stake and continue to partner with Bungie on publishing and marketing bothHaloand future projects, with theHalointellectual property belonging to Microsoft.[43]

While Bungie planned on revealing a new game atE32008, Bungie studio head Harold Ryan announced that the unveiling was canceled.[44]Almost three months later, Bungie announced that the new game was a prequel and expansion toHalo 3titledHalo 3: Recon.[45]The next month, Bungie changed the game's title fromHalo 3: RecontoHalo 3: ODST.[46]At E3 2009, Bungie and Microsoft revealed the company was developing anotherHalo-related game,Halo: Reach,for release in 2010.[47]Reachwas the last game in theHalofranchise to be developed by Bungie.[48]

Bungie continued expanding, though it did not commit to details about new projects and ship dates.[49]The company grew from roughly 120 employees in May 2008[50]to 165 in June 2009, outgrowing the studio Microsoft developed. Ryan helped redesign a former multiplex movie theater inBellevueinto new Bungie offices, with 80,000 square feet (7,400 m2) replacing the 41,000 square feet (3,800 m2) the company occupied previously.[51]

In April 2010, Bungie announced that it was entering into a 10-year publishing agreement with publisherActivision Blizzard.[52][53]Under Bungie's agreement with Activision, newintellectual propertydeveloped by Bungie will be owned by Bungie, not Activision, in a deal similar to theElectronic ArtsPartners Program.[53][54]

On June 30, 2011, Bungie announced the "Bungie Aerospace" project; its slogan, "Per audacia ad astra",translates to" Boldly to the stars ". The project is intended to provide independent game developers with publishing, resources, and support, including access to the Bungie.net platform.[55]In November 2011, Bungie Aerospace published its first game,Crimson: Steam Pirates,foriOS,developed by startup video game developerHarebrained Schemes.[56]In addition to publishing and distributingCrimson,Bungie Aerospace provided players with statistical support and a dedicated discussion forum on Bungie.net.[57]

In 2013, Bungie announcedDestiny,[58]which launched for thePlayStation 3,PlayStation 4,Xbox 360,andXbox Oneplatforms on September 9, 2014.[59][60][61]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.[62]

Chinese video game conglomerateNetEasehad invested $100 million into Bungie in 2018, in exchange for a minority stake in the company and a seat on the company's board of directors.[63]

Bungie terminated its publishing deal with Activision in 2019, after eight years; as per their agreement, Bungie retained all rights toDestinyand will self-publish future installments and expansions.[64][65][66]This included transitioningDestiny 2from using Activision's Battle.net toSteam.[67]Bungie's communications director David Dague dispelled ideas that Activision was a "prohibitive overlord" that limited Bungie's creative control, and instead stated that both companies amicably split due to different ideas of where theDestinyfranchise should head.[68]

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 inAmsterdamby 2022. This would support additional staff not only forDestinybut additional media related toDestinyoutside of video games, as well as a newintellectual propertyunrelated toDestinythat Bungie expects to release by 2025.[69][70]

Acquisition by Sony Interactive Entertainment (2022–present)

[edit]

On January 31, 2022,Sony Interactive Entertainmentannounced 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 ofPlayStation Studios.Instead, Sony's investment would help Bungie with hiring for developers to expand their work on theDestinyfranchise and other planned games. Both companies stated that the deal would not affect platform availability or exclusivity forDestiny 2but instead was geared towards media beyond video games that Bungie had been interested in pursuing for some time.[71]Bungie, in return, would help Sony enter thelive service gamesmarket, as Sony had announced plans to launch at least ten such games by 2026 in an investors' presentation following the Bungie acquisition announcement.[72]Sony also said the Bungie acquisition will help Sony to become more multiplatform.[73]

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.[74]In May, it was reported that theFederal Trade Commissionwas opening an inquiry into the acquisition, requesting more information about it a week prior. It was expected to delay the acquisition by at least six months.[75]The acquisition was closed by July 15, 2022, making Bungie a subsidiary under Sony Interactive Entertainment.[76][77][78]

Bungie laid off approximately 100 of 1200 employees on October 30, 2023, part of a larger cost-cutting measure across all Sony studios. According toBloomberg News,revenue fromDestiny 2fell by 45% over the previous year due to waning popularity of the game, and work on the next major expansionThe Final Shapewas not progressing as well as expected. As part of these layoffs,The Final Shapewas delayed from February 2024 to June 2024, while their next game,Marathonwas pushed into 2025.[79][80]

Bungie had initiated legal action against AimJunkies, a group owned by Phoenix Digital that sold software that allowed forcheatinginDestiny 2,in 2021, asserting copyright infringement, violations of theDigital Millennium Copyright Act(DMCA), and trafficking in DMCA-violating software;[81]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.[82][83]At trial, judgeThomas Samuel Zillyruled that Bungie lacked sufficient evidence to allow the DMCA and trafficking claims to move forward but instead sent these complaints to arbitration, where Bungie was awarded $4.3 million in damages.[84]The copyright claims proceeded to a jury trial, which found for Bungie in May 2024. While Bungie was only awarded around $63,000, the revenue made by the sale of the cheat programs by AimJunkies, the result was considered to be significant as it was the first time a jury trial ruled in game cheating software and could carry as case law in future lawsuits. AimJunkies asserted their plan to appeal both the arbitration and trial judgement.[85][86]

Bungie announced the layoffs of 220 staff in July 2024, leaving about 850 employees remaining.[2]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 onDestinyandMarathongoing forward. Additionally, one of the unannounced games in a new IP that Bungie was developing will be transitioned to a new studio under PlayStation Studios.[87]According to journalistJason Schreierin 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 offDestinydevelopers to pursue these projects, with the expectation from management that they would be able to pull through with "Bungie magic" that the studio had been known for.[88]

Bungie.net

[edit]

Bungie.netserves as the main portal for interaction between company staff and the community surrounding Bungie's games. When Bungie was bought by Microsoft, the site was seen as in competition with Microsoft's own Xbox.com site, but community management eventually won out as the bigger concern.[89]The site has been redesigned several times.[90]

During Bungie's involvement with theHalofranchise, the site recorded statistics for each game played.[91]This information included statistics on each player in the game,[91]and a map of the game level showing where kills occurred, called "heatmaps".[92]On January 31, 2012, Bungie announced that, as of March 31, 2012, Bungie.net would no longer updateHalogame statistics andHaloplayer service records, host new user-generatedHalocontent, or operateHalo's "Bungie Pro" service. Bungie's cessation of these services on March 31 completed the transition process of all data forHalogames being managed by343 Industries.[93]Bungie.net records player's statistics for their game franchiseDestiny.In addition to the collection of data and the management ofDestinyplayer's accounts, the website serves as a form of communication between Bungie and the community.

While Bungie had long provided places for fans to congregate and talk about games, as well as releasing new information and screenshots over Bungie.net, it historically had made less effort and been less successful at providing access to the inside workings of Bungie and its staff. As part of a move to become more familiar with fans, Bungie recruited recognized and respected voices from the fan community, including writersLuke 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 gameDestinyon the go.[94]

Culture

[edit]
The "Seven Steps for World Domination", an example of the work culture of Bungie

Martin O'Donnell described Bungie's workplace culture as "a slightly irreverent attitude, and not corporate, bureaucratic or business-focused";[95]artist Shi Kai Wang noted that when he walked into Bungie for an interview, "I realized that I was the one who was over-dressed, [and] I knew this was the place I wanted to work".[96]Bungie'scontent managerand podcast host, Frank O'Connor, comically noted that at aGameStopconference, the Bungie team was told to wearbusiness casual,to which O'Connor replied "We [Bungie] don't do business casual".[91]

This informal, creative culture was one of the reasons Microsoft was interested in acquiring Bungie,[97]although game designerJordan Weismansaid that Microsoft came close to destroying the company's development culture, as it had with the now-defunctFASA Studio.[98]Studio head Harold Ryan emphasized that even when Bungie was bought by Microsoft, the team was still independent:

One of the first things [Microsoft] tried after acquiring Bungie, after first attempting to fully assimilate them, was to move Bungie into a standard Microsoft building with the rest of the game group. But unlike the rest of the teams they'd brought in previously, Bungie didn't move into Microsoft corporate offices – we tore all of the walls out of that section of the building and sat in a big open environment. Luckily Alex and Jason [Seropian and Jones, Bungie's founders] were pretty steadfast at the time about staying somewhat separate and isolated.[95]

In 2007, Microsoft eventually moved the studio toKirkland, Washington,where it reincorporated as Bungie, Inc.[95]Despite the move, financial analyst Roger Ehrenberg declared the Bungie-Microsoft marriage "doomed to fail" due to these fundamental differences.[99]Bungie also pointed out that it was tired of newintellectual propertybeing cast aside to work on theHalofranchise.[95]Edgedescribed the typical Bungie employee as "simultaneously irreverent and passionately loyal; fiercely self-critical; full of excitement at the company's achievements, no matter how obscure; [and] recruited from its devoted fanbase".[89]

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.[89][100]Fostering studio cooperation and competition, Bungie holds events such as the "Bungie Pentathlon", in which staff square off in teams playing games such asHalo,Pictionary,Dance Dance Revolution,andRock Band.[100]Bungie also faced off against professionaleSportsteams and other game studios inHaloduring "Humpdays",with the results of the multiplayer matches being posted on Bungie.net.[101]

Bungie's staff and fans, known as the "Seventh Column", have banded together for charity and other causes. AfterHurricane 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 theAmerican Red Cross;[102][103][104]after the2010 Haiti earthquake,Bungie sold "Be a Hero" T-shirts and donated money to the Red Cross for everyHalo 3orODSTplayer on Xbox Live who wore a special heart-shaped emblem.[105]Other charity work Bungie has done included auctioning off a painting of "Mister Chief" by O'Connor,[106]aHalo 2soda machinefrom Bungie's offices,[107]and collaborating withChild's Playauctions.[108]In 2011, Bungie formed anonprofit organization,named Bungie Foundation.[109]

In December 2021,IGNreported from interviews with 26 former and current employees that there had been past and some current issues with a male-dominated work culture andcrunch timethat was discriminatory towards female employees since around 2011, but the company more recently had been working to improve these issues, previously parting ways with the majority of people mentioned in the article. Parsons wrote a response about Bungie's commitment to improve the workplace culture, which had aligned with statements from more recent employees that had spoken toIGN.Parsons apologized to any employee who "ever experienced anything less than a safe, fair, and professional working environment at Bungie", and stated of several efforts that the company was making to eliminate any type of "rockstar" attitude that may exist at the studio.[110]

Games developed

[edit]
Year Title Platform
1990 Gnop! Classic Mac OS
1991 Operation: Desert Storm
1992 Minotaur: The Labyrinths of Crete
1993 Pathways into Darkness
1994 Marathon Apple Pippin(asSuper Marathon), Classic Mac OS
1995 Marathon 2: Durandal Apple Pippin (asSuper Marathon), Classic Mac OS,Microsoft Windows,Xbox 360
1996 Marathon Infinity Classic Mac OS
1997 Myth: The Fallen Lords Classic Mac OS, Microsoft Windows
1998 Myth II: Soulblighter Classic Mac OS, Microsoft Windows, Linux
2001 Oni Classic Mac OS,macOS,Microsoft Windows,PlayStation 2
Halo: Combat Evolved macOS, Microsoft Windows,Xbox
2004 Halo 2 Microsoft Windows,Xbox
2007 Halo 3 Xbox 360
2009 Halo 3: ODST
2010 Halo: Reach
2014 Destiny PlayStation 3,PlayStation 4,Xbox 360,Xbox One
2017 Destiny 2 Microsoft Windows, PlayStation 4,PlayStation 5,Xbox One,Xbox Series X/S,Stadia
TBA Marathon Microsoft Windows, PlayStation 5, Xbox Series X/S

In addition to games, Bungie has developed its own game engine, originally named the Blam Engine for theHalogames, and then heavily modified and renamed as the Tiger Engine forDestiny.[111]

[edit]

Many of Bungie's employees have left the company to form their own studios.Double Aughtwas a short-lived company composed of several former Bungie team members, founded by Greg Kirkpatrick. Seropian left to formWideload Games,developer ofStubbs the Zombie in Rebel Without a Pulse,and later co-foundedIndustrial Toys.Other companies include Giant Bite, founded by Hamilton Chu (producer onHaloandOni) and Michael Evans (project lead onOni),[112]andCertain Affinity,founded by Max Hoberman (the multiplayer design lead forHalo 2andHalo 3). Certain Affinity's team included former Bungie employees David Bowman and Chad Armstrong (who later returned to Bungie). The studio collaborated with Bungie in releasing the last two downloadable maps forHalo 2[113]and the downloadable Defiant Map Pack forHalo: Reach.[114]343 Industries,a game studio formed byMicrosoftto manage theHaloseries following the launch ofHalo: Reach,also includes a few former Bungie employees, including Frank O'Connor.[115]In 2015, long-time Bungie employeeMartin O'Donnellstarted a new game studio known as Highwire Games.[116]In 2016, former Bungie CEO and studio head Harold Ryan founded a new game studio known as ProbablyMonsters.[117]

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[edit]
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