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| 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]]''
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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
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 served as director on the 2014 video game ''[[Destiny (video game)|Destiny]]''.<ref>{{Citation|last=Inanimado 001|title=Destiny 2 Reveal - Interview with Jason Jones Co Founder Bungie|date=2017-05-18|url=https://www.youtube.com/watch?v=6TCpaocln8M&t=15|access-date=2018-10-27}}</ref>
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Jones became interested in programming in high school, and learned [[Applesoft BASIC]] and [[Assembly language|6502 Assembly]] on an [[Apple II series]] computer. When Apple released its [[Macintosh]] line, Jones's family purchased a [[Macintosh 128K]], but Jones never programmed much for it. After high school Jones got a job programming for a [[computer-aided design]] company on PCs, before going to college the next year. In his off time Jones said that all he ever did on the Apple II was write games, "and it seemed logical to continue that on the Mac," he said. "The first thing I did on the Mac was to port a modem game I'd written called ''Minotaur'' from 6502 Assembly on the Apple II into MPW C on the Mac. I was still finishing that when I came to college. By that time, I knew I wanted to write games."<ref name="img-93 interview">{{cite magazine|author=Rouse, Richard III|date=October 1993|title=IMG Interview: Bungie's Jason Jones|publisher=[[Inside Mac Games]]}}—[http://pid.bungie.org/IMGjasoninterviewOct93.html Archive] {{webarchive |url=https://web.archive.org/web/20160224172644/http://pid.bungie.org/IMGjasoninterviewOct93.html |date=February 24, 2016 }} available at [[Halo.Bungie.Org|Bungie.org]], retrieved 2010-02-22.</ref>
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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 [[Mac IIfx]], passing art chores to his friend Colin Brent.<ref name="img-93 interview"/><ref name="bungie-primordial soup pathways">{{cite web|author=Staff |url=http://www.bungie.net/inside/history.aspx?link=pathways |title=Bungie History: Primordial Soup—Pathways! |publisher=[[Bungie]] |accessdate=2010-12-21 |url-status=dead |archiveurl=https://web.archive.org/web/20080426200338/http://www.bungie.net/inside/history.aspx?link=pathways |archivedate=April 26, 2008 }}</ref> ''Pathways'' was successful enough that Bungie moved from a one-bedroom apartment to an actual office.<ref name="bungie-primordial soup pathways"/>
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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" /> 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 (video game)|Destiny]]'' on September 9, 2014, to lukewarm reception.<ref name=":1" />
==References==
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