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m Jason Jones was born on June 1, 1971. Not July 1, 1971. Tags: possible BLP issue or vandalism Visual edit |
→Bungie: I added Jones' contribution to Bungie with their title "Destiny" and his involvement with the development of the project. Role corrected to Director as quoted by his interview. |
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'''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''.
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
==Early life==
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In 2000, [[Microsoft]] acquired Bungie, moving the team from Chicago to Washington State. Jones recalled that the buyout was a "blur [...] We'd been talking to people for years and years—before we even published ''Marathon'', [[Activision]] made a serious offer [to buy us]. But the chance to work on [the Microsoft [[Xbox (console)|Xbox]] console]—the chance to work with a company that took the games seriously. Before that we worried that we'd get bought by someone who just wanted Mac ports or didn't have a clue."<ref name="history of bungie billion dollar donut">{{cite web|author=Bungie |url=http://www.bungie.net/inside/history.aspx?link=oni |title=Billion Dollar Donut: Halo CE |publisher=[[Bungie]] |accessdate=2007-10-08 |deadurl=yes |archiveurl=https://web.archive.org/web/20080426200333/http://www.bungie.net/inside/history.aspx?link=oni |archivedate=April 26, 2008 }}</ref> Around the same time, a glitch in versions of ''Myth II'' was found to entirely erase a player's hard drive; this led to a massive recall of the games right before they shipped, costing Bungie nearly one million dollars.<ref name="history of bungie billion dollar donut"/><ref name="game icons">{{cite video|people=Bungie |date=2004-09-12 |title=Icons: Bungie |url=http://www.wraith-ops.com/hbomirror/Bungie_Icons.mov |format=[[.MOV|MOV]] |medium= |publisher=[[G4 (U.S. TV channel)|G4TV]] |accessdate=2008-03-14 |time= |quote= |deadurl=yes |archiveurl=https://web.archive.org/web/20080411182932/http://www.wraith-ops.com/hbomirror/Bungie_Icons.mov |archivedate=April 11, 2008 }}</ref> Composer [[Martin O'Donnell]] said that this recall created financial uncertainty in the studio, though accepting the offer was not something "Bungie had to do."<ref name="bungie podcast- odonnell">{{cite web|author=O'Connor, Frank |author2=Smith, Luke | authorlink2=Luke Smith (writer) |date=2007-12-12 |title=Official Bungie Podcast 12/12/2007: With Martin O'Donnell |url=http://www.bungie.net/Inside/content.aspx?link=bungiepodcasttime |publisher=[[Bungie]] |accessdate=2008-02-28 |time= |quote= |deadurl=yes |archiveurl=https://web.archive.org/web/20080331164029/http://www.bungie.net/Inside/content.aspx?link=bungiepodcasttime |archivedate=March 31, 2008 }}</ref> Jones and Seropian refused to accept Microsoft's offer until the entire studio agreed to the buyout.<ref name="game icons"/>
''Combat Evolved'' was highly successful, selling more than a million units in its first six months and driving Xbox sales.<ref name="foxnews-halo 3">{{cite news|author=Moreno-Salazar, Quibian |date=2007-10-09 |url=http://www.foxnews.com/story/0,2933,300511,00.html |title=Microsoft Bets Big on Halo 3 |work=[[Fox News]] |accessdate=2010-02-25 |deadurl=yes |archiveurl=https://web.archive.org/web/20080726045259/http://www.foxnews.com/story/0%2C2933%2C300511%2C00.html |archivedate=July 26, 2008 |df= }}</ref> Jones led the development team that created its sequel, ''[[Halo 2]]'',<ref>{{cite news|url=http://www.time.com/time/subscriber/2005/time100/artists/100halo.html|title=The Halo Trinity|work=[[Time Magazine]]|date=2005-04-15|accessdate=2008-03-01|first=Lev|last=Grossman}}</ref> and
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 news|url=https://waypoint.vice.com/en_us/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history|title=The Complete, Untold History of Halo|date=2017-05-30|work=Waypoint|access-date=2018-10-27|language=en-us}}</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|website=pid.bungie.org|access-date=2018-10-27}}</ref> He desired to build a new intellectual property.<ref name=":1">{{Cite book|title=Blood, Sweat, and Pixels|last=Schreier|first=Jason|publisher=Harper Paperbacks|year=2017|isbn=9780062651235|___location=|pages=176-200}}</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" /> In the end, 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" /> Jones knowing the game in peril with his proposed reboot of the story, formed a group called the "Iron Bar" comprised 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 onto to release ''[[Destiny (video game)|Destiny]]'' on September 9th 2014, to lukewarm reception.<ref name=":1" />
Today, Jones is the Chief Creative Officer at Bungie, building new worlds with an investment from Chinese company NetEase.<ref>{{Cite news|url=https://www.gamesindustry.biz/articles/2018-06-01-bungie-gets-more-than-usd100-million-investment-from-netease|title=Bungie gets more than $100 million investment from NetEase|work=GamesIndustry.biz|access-date=2018-10-27|language=en}}</ref>
==References==
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