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{{Use mdy dates|date=January 2023}}
{{Short description|American video game developer and programmer}}
{{Infobox person
| name
| image
▲| caption = Jason Jones at the [[Electronic Entertainment Expo]] in May 2006
▲| birth_date = {{Birth date and age|1971|6|1}}
| alma_mater = [[University of Chicago]]
▲| birth_place = United States
| occupation
| known_for = Co-founder of [[Bungie]], co-creator of ''[[Marathon (video game)|Marathon]]'', ''[[Myth: The Fallen Lords|Myth]]'', ''[[Halo (franchise)|Halo]]'', and ''[[Destiny (video game)|Destiny]]''
| title = [[Chief creative officer|CCO]] of [[Bungie]]
}}
'''Jason Jones''' (born June 1, 1971)<ref>{{cite web|author=Errera, Claude|date=2001-06-02|url=http://halo.bungie.org/news.html?item=2923|title=Happy Birthday, Jason and Peter!|publisher=[[Halo.Bungie.Org]]|accessdate=2010-02-22}}</ref> is a [[video game developer]] and [[video game programmer|programmer]] who co-founded the video game studio [[Bungie]] with [[Alex Seropian]] in 1991. Jones began programming on [[Apple Inc|Apple computers]] in high school, assembling a multiplayer game called ''[[Minotaur: The Labyrinths of Crete]]''. While attending the [[University of Chicago]], Jones met Seropian and the two formed a partnership to publish ''Minotaur''.▼
▲'''Jason Jones''' (born June 1, 1971)<ref>{{cite web
Following the modest success of ''Minotaur'', Jones programmed Bungie's next game, ''[[Pathways Into Darkness]]'', and worked on code, level design and story development for Bungie's ''[[Marathon Trilogy|Marathon]]'' and ''[[Myth (series)|Myth]]'' series. For Bungie's next projects, ''[[Halo: Combat Evolved]]'' and ''[[Halo 2]]'', Jones took on a more managerial role as project lead. He worked as design lead on the 2014 video game ''[[Destiny (video game)|Destiny]]''.▼
▲Following the modest success of ''Minotaur'', Jones programmed Bungie's next game, ''[[Pathways
==Early life==
Jones became interested in programming in high school
==
Jones met [[Alex Seropian]] in his second year at the [[University of Chicago]]
Bungie focused on the Mac platform due to familiarity with the platform and ease of use. "The PC market was really cutthroat, but the Mac market was all friendly and lame. So it was easier to compete," Jones said.<ref name="bungie-primordial soup gnop" /> After ''Minotaur'', Bungie began work on a 3D graphics version of the game, but realized that the game's format was not suited to a 3D environment. Instead, Jones and Seropian wrote a brand-new story for what became ''[[Pathways Into Darkness]]''. Since Bungie had no money and Jones was the only one with the available time, he single-handedly coded the game on a [[
Bungie's next project started as an update of ''Pathways'' but evolved into a science fiction shooter game, [[Marathon (video game)|''Marathon'']]. The game included state-of-the-art graphics, network multiplayer, and voice support, and won a number of awards on release in 1994.<ref name="gamesradar-history of halo" /> Jones recalled that he was surprised anyone ever completed the game and sought to atone for some of its shortcomings with its sequel, ''[[Marathon 2: Durandal]]'',<ref name="bungie-jones interviewed by you">{{cite web |
Bungie continued to expand, and in 1997 work began on a new project, codenamed ''Blam!''<ref name="gamesradar-history of halo" /> (Jones had changed the name from ''Monkey Nuts'' because he could not bring himself to tell his mother about the new game under that title.)<ref>{{cite book |last=
In 2000, [[Microsoft]] acquired Bungie, moving the team from Chicago to Washington State. Jones recalled that the buyout was a "blur [...] We'd been talking to people for years and years—before we even published ''Marathon'', [[Activision]] made a serious offer [to buy us]. But the chance to work on [the Microsoft [[Xbox (console)|Xbox]] console]—the chance to work with a company that took the games seriously. Before that we worried that we'd get bought by someone who just wanted Mac ports or didn't have a clue."<ref name="history of bungie billion dollar donut">{{cite web
''Combat Evolved'' was highly successful, selling more than a million units in its first six months and driving Xbox sales.<ref name="foxnews-halo 3">{{cite news |
After the release of Halo 2, Jones took a sabbatical from Bungie, not knowing whether he wanted to continue making games.<ref name=":0">{{cite web |url=https://www.vice.com/en/article/the-complete-untold-history-of-halo-an-oral-history/ |title=The Complete, Untold History of Halo |last=Haske |first=Steve |date=May 30, 2017 |website=Waypoint |access-date=October 27, 2017 |url-status=live |archive-url=https://web.archive.org/web/20171015035138/https://waypoint.vice.com/en_us/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history |archive-date=October 15, 2017}}</ref> As Jones returned, his involvement with Halo began to diminish,<ref name=":0" /> as Jones tended to 'dislike' sequels.<ref>{{cite web |url=http://pid.bungie.org/IMGjasoninterviewOct93.html |title=IMG Interview: Bungie's Jason Jones |last=Rouse III |first=Richard |author-link=Richard Rouse III |website=pid.bungie.org |access-date=October 27, 2017 |url-status=live |archive-url=https://web.archive.org/web/20170907140327/http://pid.bungie.org/IMGjasoninterviewOct93.html |archive-date=September 7, 2017}}</ref> He desired to build a new intellectual property.<ref name=":1">{{cite book |last=Schreier |first=Jason |year=2017 |title=Blood, Sweat, and Pixels |___location=New York City |publisher=[[Harper Paperbacks]] |pages=176–200 |isbn=9780062651235}}</ref> Jones worked closely with colleague [[Jaimie Griesemer]] who was working on his own internal project named "Dragon's Tavern" which Griesemer described to be a "third person fantasy game"<ref name=":1" /> In the end however, Jones had the most power at Bungie, despite not being the President he was the majority share-holder and his vision of the studio was his alone to decide.<ref name=":1" /> Ultimately, Jason got his way with the studio's next project and worked with Griesemer to combine his ideas of "Dragon's Tavern" with what would be ''[[Destiny (video game)|Destiny]]''.<ref name=":1" /> As development continued, and with Griesemer gone, the writing team led by [[Joseph Staten]] had created a "Super-Cut" which was essentially a summary of the game's story-line. The super-cut was poorly received by Jones and the rest of the studio.<ref name=":1" /> Shortly after, Jones decided to scrap the writing team's work and effectively re-write the story very late into production with [[Martin O'Donnell|Marty O'Donnell]], believing it was not feasible and almost impossible to complete.<ref name=":1" /> Knowing the game was in peril with his proposed reboot of the story, Jones formed a group called the "Iron Bar" composed of art director Christopher Barrett, designer [[Luke Smith (writer)|Luke Smith]] and writer Eric Raab, an experienced book editor.<ref name=":1" /> Jones and the rest of Bungie carried on to release ''Destiny'' on September 9, 2014.<ref name=":1" />
==References==
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==External links==
* [https://web.archive.org/web/
{{Bungie}}
{{Destiny series}}
{{Authority control}}
{{Good article}}
{{DEFAULTSORT:Jones, Jason}}
[[Category:1971 births]]▼
[[Category:Bungie]]
▲[[Category:Video game programmers]]
[[Category:Living people]]
▲[[Category:1971 births]]
[[Category:University of Chicago alumni]]
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