The Bungie Winter Pentathlon Results
Posted by lukems at 1/30/2008 5:21 PM PST

The 2008 Bungie Winter Pentathlon concluded late Friday night, later than anticipated, amidst a never-before-needed a sudden death tiebreaker between Bungie’s vanguard and a ragtag group of junior staffers. But before Bungie reached that conclusion, scores were settled, rivalries were extinguished and ignited and for a day, Bungie was the game – you were who you came up with.

8:30 a.m. – The earliest risers arrive at Bungie, gorging themselves on fruits, double sausage breakfast sandwich and a spread of food that hasn’t been seen since the height (or depths) of Halo 3’s crunch. Stragglers and staffers trickle in and by the “Opening Ceremony” the studio is full of dudes. And lightly sprinkled with ladies.

9:30 a.m. – Ceremonies open with Studio Manager Harold Ryan inundating us with facts, statistics and future secret-talk. Then Jason Jones and Harold honor recent five-year and 10-year veterans of the studio. The five-year veterans this year were Brian Jarrard, Justin Hayward and John Butkus. Only one employee previously received a 10-year ceremony, Robt McLees (as founder, Jason Jones has been here since the beginning and is still here, he did not have a ceremony, however), but this year, Marcus Lehto, Dave Dunn and Charlie Gough were honored as 10-year veterans of the studio.

11 a.m. – Before we get too heavily into the results and how the day unfolded, here’s how scores breakdown for finishes. In the five scored Pentathlon events (there’s a bunch of side events that don’t award anything other than fun), first place teams win five points, second place teams receive three points,  third place teams receive one point and fourth place finishers are shamed and receive no points.

The events begin. Simultaneously the Pictionary, Wii Bowling, DDR2 and Halo 3 competitions lure spectators and competitors. A giant screen has been lowered to display the DDR (and eventually, Rock Band) screens to the studio, while competitors dance away in the center of the studio.

One of the playtest labs has been accosted and turned into the Wii Bowling room. A projector beams the bowling lane onto a 100” screen and competitors wield remotes and posture like the Jesus.

Pictionary has teams on either side of a two-sided whiteboard, giving clues through artistic cues to teams of at least three, but often much larger. The first team to four points wins the round and advances to the finals.



The DDR competition has two players from each team “dancing” against another pair. Their scores are summed up and totaled. In the final round, competitors will also receive a style modifier based on their costume, performance artistry and charisma.

The Halo 3 event features six man teams in a best of three series. Round One would be Grizzled Ancients against the Newbies and Old Skool versus Middle School with the winners advancing to the finals and the losers squaring off to try and avoid finishing last in Halo.

Round 1

  • Team Slayer on OK Corral
  • Lowball on The Pit
  • Team King on Standoff

Round 2

  • Team Slayer on Cottonball
  • Land Grab on Rat’s Nest
  • Eliminatio on Valhalla

Before the Pentathlon, Joe Tung claimed he would “carry Old Skool on his shoulders like Atlas.” I’m sure he meant no disrespect to teammates Chris Carney, Steve Cotton, CJ Cowan, Luis Villegas and Tom Doyle in making his bold claim, but would that claim be prophetic?

Against Lars Bakken’s Middle School team, Tung’s Old Skoolers were stretched to the three game limit (in fact, all of the Halo matches went the full three games) before overcoming and advancing to the finals.

In the first Halo match of the day, the heavily favored, skilled and practiced Grizzled Ancients were taking on the Newbies. The Grizzled Ancients have a rich history at Bungie of fielding an incredibly skilled, deep and competitive team. The Newbies? Well, their Penatathlon tradition isn’t particularly rich, especially in Halo, where aged wisdom has consistently triumphed over youthful dexterity.

Not on this day, however. After losing Team Slayer 35-33, the Newbies beat the Grizzled Ancients in Lowball and then Team King on Standoff. At the end of Team King, with 30 seconds to go, and the game mathematically out of reach, one unnamed Newbie captain went into the Grizzled Ancients’ room and began talking trash as they desperately reached for a victory just beyond their fingertips.

In the first round of the finals, Team Slayer on Cottonball, the Newbies dismantled Old Skool’s crack slayer team with good old fashioned patience and map control. Map control is something Old Skool demonstrated against the Newbies in the second game – Land Grab on Rat’s Nest – and the Newbies lost by a single capture.

And the finals came down to one game, Eliminatio [sic] on Valhalla. It’s a sniper’s paradise, a mode where a single performance can completely change the game. Joe Tung, promising to carry his team on his shoulders just like Atlas did (but with less shrugging) and Old Skool beat the Newbies emphatically and won the Halo competition.


The boys with the matching outfits – they all look like holdovers from Rockstar’s Bully – won in glorious fashion.

Wii Bowling was claimed by the Newbies on the arms and wrists of Jason Sussman, James Parks, Aaron Lemay and Tim Williams, while the Grizzled Ancients reclaimed some dignity – some – by claiming the highly skill-based Pictionary crown.

Dance Dance Revolution 2’s a.m. events placed the Grizzled Ancients’ lovely pair of Dave Dunn and Adrian Perez against the Newbies’ Tristan Root and Matt Richenburg, the men in black outdanced the tranny surprise and brought home another win. A smattering of images from the DDR final round is below.

Without a doubt the most memorable event from the 2008 Winter Pentathlon was the Rock Band event. Coordinated by Brian Jarrard, who also authored the below text wrapping up the event, the Rock Band competition was, for many at the studio, the Pentathlon's most memorable event.

Sketch’s Rock Band Recap

This year I was given the honor and privilege of being on the esteemed Pentathlon Planning Committee. At least that’s what I thought until I realized all it really means is committing to a dozen hours worth of meetings and donning a giant target on my back for any studio outrage or controversy that may arise from the event. In all fairness, it was probably only 10 hours of meetings, but Bungie Engineer and Grizzled Ancient Charlie “Chucky” Gough sure runs a tight ship and takes this very, very seriously. In fact, I think we had more meetings for our Pentathlon than we did for the huge Halo 3 reveal at E3 a few years ago.

The job of the committee was to determine the five games to be played and then come up with all the rules and details (we are a very detailed oriented group of competitors) and then pull it all together in a well executed, efficiently scheduled day of fun. It’s like real work.

I immediately gravitated towards Rock Band and volunteered to run this year’s marquee event. It’s true that the only game that really matters is Halo 3 in terms of bragging rights and competition. However, with Rock Band we were finally able to introduce a game that had real spectator appeal and a giant opportunity for Bungie team members to make complete fools of themselves. And that is exactly how it all worked out.

Ever since the intense vocal battle of “Karaoke Revolution” in the 2006 Pentathlon (the same one which had Marty belting out a chilling version of a Cher song) I’ve wanted to do something to spice up the performance and incentivize teams to go above and beyond and put on a real show.  Thus the idea of the “style bonus” was born – a 1 to 5 score awarded by an impartial jury based on a team’s flair, showmanship and performance. This multiplier wasn’t enough to negate actual skill and the score earned in the game but if things got close, it could be enough to decide a victor. Mostly it was just a way to encourage shenanigans which, as you can see in these photos, is exactly what happened. Some of you were even lucky enough to catch this live as it happened via our Bungie.net webcams (if you missed it, don’t fret, we are working to compile embarrassing video footage now).


Middle School's Blitz


Desks were cleared out in the middle of the building with our giant HD projector providing the backdrop. Our crack team of IT professionals rigged up reference monitors for the band to play to while the audience could watch on the big screen.  We brought in external lighting and hooked everything up to our building-wide audio system. Regrettably the only things we couldn’t pull together in time were the pyrotechnic display, lasers and groupies. Maybe next year.

Rock Band started off with a qualifying round with each team playing two songs that were randomly chosen out of a hat. Style points were not in play for this round, just pure in-game skill. Using the Rock Band leaderboards, I tried to pick a variety of songs that were all within a fairly close spread in terms of maximum score potential. 

First up was the Grizzled Ancients who selected “Gimme Shelter” and “Run to the Hills” for their qualifying set.  Things got of a really rocky start as Adrian “Cuban” Perez apparently got an entire button off on his guitar licks resulting in a near immediate fail out. His bandmates had no overdrive to rescue him which led to all four of them being booed off the stage, resulting in an opening score of ZERO. They came back with a vengeance, scoring an impressive 557k points on “Run to the Hills” but that goose egg would hurt them for the final seeding.

The Newbie team took the stage next and unleashed a solid performance of “Celebrity Skin” and “When You Were Young” for a combined total of 993k points – enough to carry them to second place for the qualifying round. Old Skool followed with “Go with the Flow” and “Wanted Dead or Alive”, shatter the 1 million point mark and locking down top seed for the finals. Middle Skool closed the qualifier with “Day Late Dollar Short” and “Electric Version” and finished up with the 3rd seed.

The qualifying round only served to determine the seeding in the do-or-die finale later in the afternoon. Each team got to pick their final song from a pre-determined list and the picking order was tied to their finishing order earlier in the day. Once again I tried to pick songs with a fairly close potential point spread but naturally there were some songs that were more desirable than others for both score and entertainment value.

The finals would also introduce the “style multiplier” bonus which meant that teams were going all out to blow away the judges and put on one hell of a show. Our judging panel consisted of unbiased external people including one of our HR consultants and the return of Alta, former Bungie Princess, and her friend from work.  After a quick stop at the beer keg, the judges were ready, the lights were dimmed and the Newbie team took the stage.


Los Newbies in full costume.


The noobs decided to all wear suits and wrestling masks for their flair. They delivered a stoic, rigid performance but their technical prowess was solid. Their rendition of “Dani California” netted a cool 1.1 million points after the judges bonus score of 3.67 was applied. All in all it may not have blown anyone away but it was a solid performance.

Old Skool followed with their version of “Cherub Rock” by the Smashing Pumpkins. Before my team took the stage we made sure to refresh the beverages and snacks for our judge panel (anything to win!). We had a ringer on our team as Jeremy “Fones” was an “Expert” level drummer which helped to bring in some extra points for our band. Jay Weinland howled into the microphone while chugging a faux bottle of bourbon, a la Jim Morrison.  We had a group of sweater-clad roadies up front for security and Vic DeLeon performed homage to an old INXS video by holding up hand written signs with real-time commentary and trash talk during the song. All told, this solid technical performance and crowd pleasing arrangement gave us 1.2 million points and a whopping bonus of 4.8 from our style judges.

The Middle School was third, led by Allen Murray on vocals (who happens to be real life bassist in a real life band). Their song was “Ballroom Blitz” and though they performed admirably, their score just didn’t measure up to the competition. They ended up with a mere 688k including their style bonus of 4.67.

Old Skool was feeling pretty good going into the last performance with a healthy first place lead. After a disastrous qualifying performance, could the Grizzled Ancients rebound? Indeed they could. And they did. Introducing the band was Dave Dunn, in full drag, who was part emcee, part groupie and exotic stage dancer. The Grizzled Team came charging out of Marty’s office in full glam rock regalia. Joseph Staten was adorned with long, flowing locks of blond hair, a wife beater and some very disturbing tights. Dave explained that “Yes folks, he’s packin’.”  You don’t want to know. The real spectacle of this band was none other than Bungie Music Maestro Marty O’Donnell. Dressed in eye liner, ruffle shirts, tights and a huge wig, he was equal parts Slash from Guns-n-Roses circa-1992 and Howard Stern’s Fartman. Even more disturbing was the fact that Marty’s shirt was missing a few buttons, exposing far more flesh than anyone ever wanted to see. Ever.


It's not a full band...


...unless you have a singer. Our very own Jame Gumm.


I gotta hand it to the Grizzled Ancients… they came back from a terrible first round and they blew away the crowd and rocked hardstyle. They did “Welcome Home” and owned it. The crazy costumes and onstage gyrations of Dave Dunn earned them the highest possible style points from our judge panel. Which, along with an impressive in-game score of 2.2mil, brought them victory and the title of Rock Band Champion for the 2008 Bungie Pentathlon.

Next year Rock Band will return and we’re already talking about ways to make it even more crazy and more of a spectacle. Fortunately we have all sorts of incriminating photos and even some hi-def video that we will be sharing with all of you in the near future (despite Marty’s protests).



With overwhelming victory in Rock Band, the Grizzled Ancients and Newbies were tied at 14 points each in the Pentathlon, with no way on site to break the tie and the Pentathlon Council and Captains agreeing that it shouldn’t just be a rehash of an earlier event to decide the crown a new tradition was born.

Fitting that the tiebreaker would be Seven by Seven by Seven, a combination of seven players from the tied teams, answering seven trivia questions in seven minutes – surely a winner would emerge. Each team was given a sheet of paper with seven questions on it, and as a team, they had seven minutes to answer the questions.

Christian Allen, a newbie at Bungie, but a trivia veteran provided the Newbie team with a spark during the grand finale – which took place at Bungie’s debaucherous post-holiday Holiday party. As Harold Ryan read aloud each team’s answers, both teams got the first six questions correct and then missed the seventh.

With yet another tie, the two teams would now engage in heads-up showdown, one question, whichever team answers first wins.

“Greg Allman said that the term “rap” was an abbreviation for what?”

Ancient hands shot up immediately, the correct answer on their old, chapped lips: “Crap.”

Lasting from 11 in the morning until almost 11 at night, the Winter Pentathlon was finally over. Considering what Bungie and its leadership team had gone through in the last year – the divestiture from Microsoft, finishing and shipping Halo 3 – it’s incredibly appropriate that the first Pentathlon trophy, chalice, cup, whatever it ends up being, will have the 2008 Grizzled Ancients engraved on its’ side.


 In Their Words:

Some thoughts from Bungie participants in the Penthathlon.   

 “What is there to say about the 2008 Winter Pentathlon? There are events and then there are events. And then there is Halo. Some might say this year’s Pentathlon came down to Grizzled Ancients vs. Newbies in a “nail-biting” final round of Trivial Pursuit. But everyone knows that the true test of wills took place hours earlier in Bungie world HQ during the Pentathlon Halo finals.

We in Old Skool don’t want take anything away from the Newbies’ mighty Wii bowling prowess or the Ancients’ tactical superiority on the battlefield of Pictionary. But let’s be honest. Who really gives a -blam!-?

So gratz on the DDR trophy guys. We’ll keep ourselves warm at night recalling the sweet taste of the bitter tears of our fallen Halo enemies.

Love,

Old Skool” – Joe Tung, Old Skool

Last Friday saw the return of the Annual Bungie Halo Tournament, where teams from the four tiers of Bungie tenure compete in an all day event to see who is the master of Halo. To keep the less skilled players amused during this epic, manly tournament of awesome Halo action, we have some side games like Wii Bowling and so on, that are played purely for fun, in a noncompetitive, friendly atmosphere. This annual tournament is called the Pentathlon, because Halo is five times more important than anything else we do that day. To cut a long story short, Old School won the Bungie Annual Halo Tournament, but we told Luke he could write about the other little silly games they played that day, so that the other teams didn’t feel too bad.”  - Frank O’Connor, Old Skool, played Pictionary in the Pentathlon

Every year, one remembers a few things from the Pentathlon.  This year, I’ll remember us Ancients sucking hard at Wii Bowling, despite the valiant efforts of Jason Jones getting above 100 despite claiming such a thing wasn’t going to happen. I’ll always remember the amazing Rock Band performance of Marty’s hair band.  But, above all, I’ll remember that the Grizzled Ancients won, because our names will be on the new Pentathlon cup that will be displayed in all its glory in the trophy case.  And that Joe Tung can keep his Halo 3 win, because really, when that is all one has, it would just be mean to rub it in when his team didn’t even come in 2nd overall – even with their matching uniforms. 

Cup stays here.” Tom Gioconda, Grizzled Ancient

This year’s Halo 3 competition had all the emotional impact of ‘Sophie’s Choice’. I witnessed an unbelievable victory by the Newbies over the Grizzled Ancients. It truly lifted my heart.

Then I cheered on my Old Skool teammates as they slaughtered the Newbies; reveling in the carnage Finally I was confronted by the true impact of these events. The crestfallen, scraggly face of my good friend Luke Smith whose performance almost delivered his Newbie team a victory of unprecedented scale.  Almost.

The snacks, pizza and beer throughout the day also touched me on a spiritual level.”Lee R. Wilson, Old Skool



There are winners, and there’s everyone else. Grizzled wins. But more importantly we win with style and grace. Everything that occurred, every small loss, every glorious victory, was destined to imbue the day and evening with the dramatic importance that we wise ones knew would get all of Bungie excited and energized. I’m glad everyone enjoyed themselves.”Marty O’Donnell, Grizzled Ancients

Winning the first Pentathlon after we’ve detached ourselves from M$ was extremely important for us as Grizzled, and necessary.  We needed to prove to everyone that haven’t been in Bungie as long as we have, how much hard work and how much of a fool you must make yourself before you can be considered a Pentathlon champ.  I think Marty illustrated that quite well.

Names of champs that get carved into the cup will last forever, whereas losers will come and go.”Shiek Wang, Grizzled Ancients

The dance floor was looking a little sad, so Shiek and I felt we needed to take the initiative and jump start it. We started a train to P-Funk’s ‘flashilight’ in no time at all we had everyone who was not on the dance floor on the dance floor. Life was good… for about 20 seconds. There were screams, horrifying screams, and the crowd scattered as if they discovered a briefcase bomb. It was Glessner, his right arm, twisted over his head, hopelessly entangled in his sweater, his left trying desperately to pull his pants over his exposed junk. He was naked from ankle to neck. Sweet lord Jesus, I would pour drain-o through a hole in my skull if I knew it would erase that from my mind…

…A couple of tables away Mini Griffin was staring, glaze eyed at the floor, giggling like Regan MacNeil did after killing Father Merrin…”Paul Russel, Grizzled Ancient

Before the Pentathlon started, Frank O’ Connor said to me, ‘Middle School is tough. Nobody is really rooting for you, and nobody is really rooting against you.’ He’s right, and the name was apt for this plucky group of lads. We had some great talent, and we worked very well together, but in many ways it just wasn’t meant to be. We scored well in Bowling and Pictionary (2nd on both), but got our butts kicked in most other events. We would rally in the Halo event only to be beaten in both match ups, but we put up good fights everywhere. Much like being stuffed in a trash can in middle school in real life, we were destined to be trounced by the other teams. Don’t worry middle schoolers, there is always next year.” Lars Bakken, Middle School

I think we can all agree that the most important thing we need to do before next year’s Pentathlon is to design a precise alcohol regulation system for the Rock Band style judges.”David Aldridge, Newbies

Tor-Kul-Na the Marro is way overpowered.” – Justin Hayward, Old Skool

“There were wigs, tights and heavy eyeliner this year ….  I think maybe I’m scarred for life. But the trophy was ours!!” – Lorraine McLees, Grizzled Ancient

 “Lessons I learned this year:
1)  Schedule the style judges more than a day in advance and have a back-up plan.
2)  Make sure we have concrete plans for a tie-breaker!
3)  Don’t give the Grizzled Ancients, and especially Dave Dunn, an opportunity to wear a costume.
”  – Charlie Gough, Grizzled Ancient and Pentathlon Committee Chair

This was my first Pentathlon.  Aside from the launch of Halo 3, this was the most fantastic experience I have had as a team member at Bungie.  The fact that it was an all-out competition with the thrill of victory and the crushing blow of defeat made it amazing.  There was no hand-holding or false compliments, there was very little fair play, and there was more testosterone and competitive trash-talk than I could have imagined.  After all was said and done I feel that much closer to my fellow coworkers as we all went through it together.  This is what Bungie is all about.  If your goal in life is to work for Bungie, the Pentathlon is the reminder that you have achieved that goal. Matt Richenburg, Newbies

Breaking In - Reed Shingledecker 

Posted by DeeJ at 12/18/2012 11:37 AM PST

Melting your face with FX...



What’s in a name? An artist by any other name could create environmental effects that are just as sweet. Yet, you have to admit that this guy carries a moniker through life that you’ll not soon forget. We can only hope, for all of our sakes, that his work on our next game will leave an equally indelible impression. Let’s see if he’s up to the challenge…

You there! Identify yourself, and tell us what you’re doing here.

My name is Reed Shingledecker and I’m an FX Artist here at Bungie. I’ll assist in bringing beautiful worlds to life with environmental effects and, occasionally, create a grand explosion that melts faces off.

Thank you for making our game a beautiful place in which to have one’s face melted. Are you an environmentalist in the real world as well? Or just in ours?

Outside of work, I’m usually pretty laid back. I recently picked up playing the violin, which is one of the hardest things I’ve ever done. But, it’s very rewarding when you can play a song that people recognize and enjoy. Other than that, I enjoy spending time with my fiancé and enjoying life in the Pacific Northwest.

It sounds like you are more of an indoor guy, then. You don’t hear a lot of kids saying that they want to be “Environment Effects Artists” when they grow up. What did your younger self used to dream about doing with his grown up self?

I really wanted to be a professional baseball player when I was younger. I played second base and I wanted to play for the Atlanta Braves. When I got into high school, I realized that probably wasn’t going to happen after not making the team. I shifted my studies to becoming a chef. I was sure to attend a culinary school, until the day I watched Pixar’s Toy Story. That movie altered my life path to where I am today.

Unfortunately for your ambitions, the only education that Disney provides leads to theme park experience. Where, then, did you decide to seek higher learning that would enable you to melt faces with digital entertainment?

I received my Bachelor of Science in Media Arts and Animation from the Art Institute of Portland. There, I learned most of the principal tools in 3DS Max and Maya. I still use principals of animation and scale, form, and perspective. All of that is extremely useful in creating realistic art in games.

Are we the first place that has had you creating art for games? Or was there another stop for you along the path that leads from watching a Pixar movie to working on our Art Team?

Before working at Bungie, I spent three and a half years at a small FX outsourcing studio in Seattle. I was more than blessed to work on eleven different games: including Call of Duty: Black Ops and Black Ops 2, Darksiders, XCOM, and Transformers: Fall of Cybertron. I was a level builder on the Call of Duty titles. On all the others, I worked on FX. I was fortunate enough to work under industry vets with fifteen years of experience. They taught me everything I know about creating awesome art.

You’ve got some great games under your professional belt. Was that, along with the dashing name at the top of your resume, enough to convince us that we should take a look at you? How did you get your foot into our heavily-guarded door?

I just kept applying. I must have applied to Bungie twice a year for 6 years. As my portfolio grew, so did my quality of work. I kept removing the older work which wasn’t as good as my current work. I think my work on XCOM is what might have impressed them most.

We’ll never tell. It takes more than a kick ass portfolio to close the deal here, as you know. Do you remember the most challenging moments from your interview loop? Have you repressed those memories like a traumatic episode?

It took me about a year of interviewing at different places to feel confident in my work. I was a little afraid of change but I wanted this job so bad that I wasn’t going to let myself down. The interview was surprisingly easy and their interest in me was apparent so it went really smooth.

You’re shattering our image as a tough sell, but I won’t ask you to fabricate any nightmare stories. Now that you have your dream job, what’s the best thing about coming into work every day?

Getting to work with the most talented people in the industry. I can look over my monitor and see a lot of mind-blowing work that has yet to make it into the game. It makes me work just that much harder to keep up with the quality bar here. I wouldn’t have it any other way.

Describe a day in the life in our studio.

I usually show up around nine, turn on my lamp, and smile really big knowing I’m at the greatest place on Earth. The studio is already buzzing with creativity. People are chatting about their night or about what they are going to be working on. I start by doing a quick play through of the level I am working on to see if anything has changed. Then for the next couple of hours I work on my task list until lunch. Being a new hire, I usually go out for lunch, since the company pays if you go with someone new every time. After lunch, it’s more creating FX tasks. During the day someone may or may not drop something and the studio will do a unified clap for that individual. It’s quite amusing. I then head out the door a little after six.

Sounds like you’re a stranger to crunch. Give us time. We’ll challenge you. Of course, we’ll give enough perks to help you survive. Which one do you think will help you go the distance?

My favorite perk is by the Bungie love. Being surprised with an onsite barista or random t-shirts is amazing. Every time an email comes in about a surprise I just sit back and smile thinking that I can’t believe this is happening to me.

Oh, it’s happening to you alright. We might have to do a follow up to this piece to see if you’re still this satisfied next year. We have a lot to build, and that’ll require each of us to elevate our own personal game. How do you plan to evolve your work while you work?

I try to stay ahead of the curve by seeing what others are doing and trying to do better. If I cannot do better, I ask them to show me how to. I’m always asking questions and also answering them when others ask. As I learn a new technique or a solution to a problem, I can take that knowledge forward and that becomes my quality bar. It like a giant never ending staircase and it so funny to look back at stuff you thought was awesome six months ago think that it’s not nearly as good as you could have done today.

You’ve made your job sound just as fun as some people might have imagined. You may have altered a path or two of your own through the course of this conversation – like your very own Toy Story. What would you suggest to the inspired?

To break into this industry I believe you have to really want it. It’s hard, there are long hours, crazy deadlines, and lots of coffee. But the reward is beyond amazing. Seeing people line up at midnight in the freezing cold to buy a game you worked on is an amazing feeling. When trying to break in, I made the classic mistake of having everything I had ever made in my portfolio. I quickly realized that I need to make better quality art and only show the very best. I ran through games and tried to recreate what I was seeing. Once I could make a model with a texture that would ship in a game, I knew I was ready to submit a portfolio that would be taken seriously.

Experience, Work Ethic, or Talent? Rank them in order of importance to your role.

Talent, Work Ethic, Experience. Talent will get you in the door. Work ethic will show your willingness to learn and Experience is a combination of the previous two.

We’re as thrilled to have Reed on the team as he is to be here with us. He’s not kidding about this being a nice place to work. If he’s sold you on the idea of making games for a living, but you don’t fancy yourself an artist, there’s no reason to lose hope. You can always browse the Breaking In archive in search of many paths to walk.

Tags: Breaking In

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Breaking In - Andy Howell 

Posted by DeeJ at 12/11/2012 8:46 AM PST

Make me a match...



At Bungie, we believe that anything that's fun to do is more fun to do with your friends. This obviously includes playing a great game. But making a game that you can play with your friends over the Internet is no easy feat. Fortunately, we have can-do leaders like this guy to make sure we get it right…

Who are you, and what do you do at Bungie?

My name is Andy Howell. I’m the Matchmaking Test Lead here at Bungie! My team ensures that Matchmaking in our game is painless and fun. Without us, you would never be able to play with your friends. We help to push for quality across the entire matchmaking process, from start to finish of a game.

Sorry I can’t tell you more, you know... super-secret stuff.

I know all too well, my friend. Keeping secrets is a part of life at Bungie right now, but someday we’ll get to enjoy a conversation with our community about what we’ve been developing. Until then, how will you be passing the time?

Super-secret stuff. And Star Trek, other science fiction, motorcycles, fast cars, photography, comic books (mostly DC), and weird giant robot models. I also am very interested in honing my skills. I volunteer for many projects and make different “tech demos” and mods outside of work. I love breaking and building new fun things, usually in that order, followed by breaking them again.

With all this talk of breaking things and seeing them fixed, it would seem that you were born to be a Test Lead. Has this always been your plan? What did your inner seven year old dream of being?

A Starship captain, for reals. I wanted to protect the earth from aliens and explore the galaxy. Find strange new worlds, seek out new life and new civil… you get the idea.

It does sound familiar. Since mankind didn’t get around to creating a Starfleet you could enlist in by the time you reached a working age, what sort of schooling did you seek for yourself?

I studied Computer Science and Multimedia Production. I use what I learned EVERY DAY. I didn’t know it at the time, but I was tailoring an education to assist me in my future career, funny how that works.

A lot of people would call that lucky, rather than funny. Tell us how that worked for you. How did that future career start to take shape?

I started out in Information Technologies for education, teaching computers how to use teachers in their class rooms. Wait, I mean the other way around, maybe…

Then I moved on to become a multimedia producer for a church, which was really fun. Not only did I get to help people, but I was able to create cool new multimedia experiences. When I was laid off due to downsizing, I found out that Microsoft was looking for testers for their new super-secret project on the (then new) Xbox. I was testing Xbox LIVE functionality across all games a few weeks later.

The migration from working on Xbox LIVE to working at Bungie makes total sense, but can you recall the steps that led you to us?

I was found by a headhunter who needed to fill a contract role at Bungie. Next thing I knew, I was helping to finish up Halo: Reach. After we shipped the game, I went on to work for a few other game studios. However, Bungie had wanted me to come back, and the timing was finally right!

Welcome back. We missed you, but not enough to let you sidestep the standard interrogation in our interview chambers. Can you face those memories and provide would-be applicant with a warning about the horrors of our recruitment process?

Here at Bungie, we like to ask “interesting” questions. It helps us know how you think. My interrogation was an all-day process, so I would say my last few interviews started to get harder since I was very tired. I had just flown to Seattle from Rhode Island - the other side of the world almost – so I had Jet Lag, and my brain was fried from a day filled with questions. Someone asked me a logical testing question about a device I had never heard of or even thought to test. At first, I hit a brick wall. Then I started to think outside of the box. Obviously I pulled through.

Now that you’re in the box, what’s the best thing about the work that you do for Bungie?

I love that we take time to play our game here. When we bring a new system online, it’s great to see people playing with it, or interacting with it – and even better if they aren’t even aware of it. It’s very rewarding. We create fun, and I get to see it on the faces of my co-workers.

You paint a vivid big picture, but what is one day like around here?

FUN! I love what I do. I love the games we make. I can’t imagine doing anything other than making video games. Our average day is to break things and do science, what could be better than that?

It sounds like you’re pretty happy with your Bungie experience. And yet, we go well out of our way to keep guys like you content. What’s your favorite perk as a member of the team?

I would say it has to be the Bungie love we receive. For instance, Bungie will arrange for pre-screenings of movies, outside events, and other fun group activities.

What is your favorite accomplishment as a member of the Bungie team? Describe that one moment in which someone appreciate your work, and assured you that you belonged here…

I would have to say when we work on a bug that ends up being a hornet’s nest, and we have to spend time unraveling the issue. Once we get to the core and can identify the problem with certainty, I am satisfied in my job. I try to recreate that moment every day.

Another thing we need to do every day is enrich our skills. What is your plan to become ever more dangerous to the bugs you’re hunting?

I talked a bit above about how I try to expand my wheel house with personal projects. I also spend a lot of time just playing video games. I’ve been working in this industry for a long time now, so that can be a task at this point. However, when I just play games, I find it makes me better at my job. The simple joy of playing a game makes me want to make our game as fun as I can.

That sounds like hard work, but it’s work that many people would like to do. What would you tell them to help set them on the path of becoming Test Lead?

Give it everything you have. I would suggest this to anyone trying to do anything they’re passionate about. You REALLY need to grab on with both hands and hold on to that dream. Learn all that you can about game development, build mods, play betas and alpha tests, read books. Do what you can to enrich yourself, because just wanting it is never enough. Dreamers just want it. Doers will build it and make it happen. You will never get what you want by just wanting it.

Andy is here because our games won’t test themselves, so we must return him to his daily pursuit of that perfect moment. While our Test Teams are the bedrock of our development process, Bungie needs doers of many different varieties. The Breaking In archive is a great place to learn all about the different kinds of fun that beckon from our development floor. We need doers of all kinds.

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Breaking In - Jennifer Ash 

Posted by DeeJ at 11/27/2012 1:20 PM PST

You can't pick your own brain...



Making a video game is not an exact science, but that doesn't stop us from trying to come close at Bungie. Before our next game makes its way into your hands, we'll run wave after wave of lab rats through its maze (that’s a metaphor, not a clue). Those beta testers will show us the dead ends and point out the tastiest pieces of cheese. One of the proctors of these wicked experiments will be this nice lady, who only recently brought her white coat into our lab…

Who are you, and what do you do at Bungie?

My name is Jennifer Ash and I’m an Associate User Researcher. In this role, I look at how people play and perceive games. I like to pick your brain. User Research for games is particularly challenging, because everyone has their own interpretation of events. Some ways we explore this are analysis and visualization of game data, eye tracking, user tests, and surveys. Through our studies, we hope to create the best game experience for you!

When you're not picking (or analyzing) our brains, how do you amuse yours?

I enjoy playing board and video games, knitting, reading, hanging out with friends, and watching movies, TV, or Anime.

Let’s talk about the journey that led you to us. Bungie is rarely the first step in a career path. What were some of your first steps?

Prior to Bungie, I was the curriculum owner of the Academic Initiative for System z team at IBM. We connected professors, clients, and students in meaningful ways to aid with enterprise skill obtainment. For the last two years, I was also attending NYU for my Master’s degree while designing educational tools and games. Before that, I was a User Experience Designer for z/OS at IBM, which meant performing heuristic evaluations, designing prototypes, and performing user testing on various parts of the operating system.

Each experience provided something that helped prepare me for this job. Both industry and academia contributed to different communication and people skills over a variety of situations, which is useful in pretty much any role. Working on school projects, academic research projects, and client presentations required me to learn new skills and adapt to new situations.

It’s hard to imagine that you chose this adventure for yourself as a child. How did these goals come into focus?

Up until Junior High, I wanted to become a teacher. I’ve always been interested in math and science, so my dad suggested looking into engineering, which seemed a good fit, so I pursued that through freshman year of college. I was particularly interested in animatronics, combining robotics with behavior. Game development was a natural progression when I found out I could combine all of my interests in one career path!

You mentioned the value of your experiences in academia. Would you be so kind as to recall your full trek to higher learning?

I have a Master’s degree in Digital Media Design for Learning from New York University, focusing on design for games for learning. My undergraduate degree was a dual Bachelor of Science degree in Games and Simulation Arts and Sciences with a concentration in Human-Computer Interaction, and Psychology, from Rensselaer Polytechnic Institute.

I still use a lot of what I learned from both majors. Game design and user research both require pulling from a wide variety of skills, so having a breadth of knowledge from computer science, engineering, cognitive science, psychology, and game design has helped a lot.

We’re pretty lucky to have a person of your skills to help us create a game that will make sense to the player. How did that courtship start? Can you tell us how you stood out among the people who want to work for Bungie?

I used purple ink on my resume. No, in all seriousness, we don’t get told what specifically made us stand out as an applicant. If I were to speculate, it was probably the breadth and depth of my resume/experience. I’ve always been focused on game design and user research. I am knowledgeable in a variety of programming languages which helps when performing data analysis and tooling. I have experience with research and scientific procedure for user studies. While a game design focus can make you a wary candidate in user research, understanding where the design team is coming from in their decision making process can be useful as long as you can stay objective. A lot comes down to timing, and being at the right place at the right time, but knowing the company and skills necessary helps a lot.

It helps get you in the door, but it doesn’t guarantee that you can stay. You have to survive an interview loop to enjoy that privilege. What was the hardest part about your trial as an applicant?

The interview questions. Some of the questions are more about your thought process and considerations, so it’s very difficult to know if what you gave was a ‘right’ answer or not. Not to mention the interview lasts for a good majority of the day, with a wide variety of interviewers, so you never know what to expect next. It’s both exhausting and exciting at the same time.

Your exhaustion has served you well. Now that you are one of us, what is the most exciting thing about researching the user?

Seeing people enjoy the game! We get to interact with users at very early stages, and it’s great to see how people feel about the game, and the changes made over time based upon early feedback or discoveries from our studies.

You speak of how your work evolves over time, but how would you describe just one day in the lab?

I typically get into work and grab a cup of coffee and read through emails. After, it comes down to tackling one of many projects, be it prepping a study, performing data analysis/visualization on a previous study, or playing a new build of the game. Then there’s lunch, which may or may not involve a newbie lunch (for the first 6 months of employment, teams can take a new employee out to lunch for free). After lunch, its back to working on projects, with an afternoon break to grab coffee with my team. Throughout the day, there’s usually multiple discussions regarding various upcoming or past studies, or hunting down people to find out further details regarding specifics of the game. With an open floor work environment, it makes it easy to start a conversation to discuss a particular aspect.

Other than the office-less floor plan and the free coffee, what’s the best thing about working here?

The people. The expertise and talent of the people who work here is incredible. There’s a high concentration of passionate, knowledgeable people that makes problem solving and brainstorming of any kind extremely effective.

I know you just got here, but is it too early to ask about your proudest moment in our studio?

I MacGyver’d a Halloween costume in a weekend made of spray paint, Christmas ornaments, electric candles, epoxy and a black dress that people actually recognized.

Ah, yes! You were our human Dalek (ardent fans of Dr. Who can plunder our Facebook page for more details). Aside from impromptu fashion challenges, how do you plan to enrich your skills in the service of great games?

I’ve always kept myself busy with side projects and volunteer opportunities. My Master’s program stays in touch via Facebook, and that always provides a number of interesting developments across academia and industry. I’ve found industry conferences are useful, not just for the information obtained, but the people I meet and the energy and motivation from being amongst others with similar passions and skills.

I had little doubt that you would keep the tip of your spear sharp. Would grindstone would you recommend to aspiring user researchers who want to be just like you when they grow up?

Don’t rely on just school work to get you in. It is a VERY competitive industry, and breaking in is often the most difficult part. Having side projects or research projects can really help demonstrate the unique skills you can bring to a company. Understanding what skills are necessary for the position you’re interested in helps a lot. And don’t stop networking. The games industry is still fairly small, all things considered, and it doesn’t hurt to know people.

The lab awaits your triumphant return, so we will conclude what has been a lovely chat with this final question: Experience, Work Ethic, or Talent? Rank them in order of importance to your role.

Talent and Experience could be interchangeable. Experience is necessary because many best practices aren’t well documented in this field yet, so having the knowledge of techniques or analyses that work well for a particular area is useful. Talent is useful because with any study that involves subjective data, it takes some intuition to know where to push for more information and what is important. Good work ethic is necessary for any role to be successful, so not as important as the other two to user research specifically.

We have picked Jennifer’s brain enough for now. It’s time to return her to the eager test-subjects who are lining up to do their part for Science. If her story has inspired you to become one of her coworkers, but Science is not your thing, don’t lose hope. We need all types at Bungie, and you stand a good chance of finding someone with skills like yours in the Breaking In archive.

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Breaking In - Drew Smith 

Posted by DeeJ at 11/14/2012 11:28 AM PST

Producing our message to the world...



Someday, Bungie will emerge from behind this self-imposed curtain of secrecy with wondrous tidings of an impending game. There will be thunderous announcements, introspective discussions about our creative process, and cryptic forecasts about the adventures that await you as the player. When we cross that glorious threshold, we’ll need to be organized enough to not trip all over ourselves. To keep us on our feet, we lured this fresh face into our midst…

Who are you, and what do you do at Bungie?

My name is Drew Smith. I’m a Producer charged with managing Marketing, PR, and the Writing Team. My goal here is to build out a schedule, facilitate communication with developers, manage the workflow for the narrative team, and to wrangle Pete Parsons.

Parsons defies the act of wrangling. He’s like vapor, seemingly everywhere at once - but enough about him. When you’re not attempting to control the weather in our world, what’s happening in yours?

Games, duh. I play lots of Dota 2, although a six-week break did not help my skills. I’ve been practicing Muay Thai for about a year and a half and I’m a pseudo-wine snob. I read books on astrophysics and The Economist on a regular basis, I do math for fun, I write, and I hoard like a dragon. I’m really trying to work on the hoarding part.

Don’t go changing on our account. Your compulsion to hold on to every little detail will only do you credit here. From what I’ve heard (when I eavesdrop on your conversations), you’ve been around the block of the video game industry. Tell us a little bit about the companies you used to hoard for before we invited you to join us at Bungie?

I spent seven years in different roles at Take-Two Interactive. I did everything from Marketing, Business Development, Publishing Production, and Development Production. Take-Two gave me the opportunity to work on some huge games/franchises (Grand Theft Auto, Red Dead Redemption, BioShock, Borderlands, Civilization, NBA). I also got to see the industry from multiple perspectives. It helped me build a good understanding of the needs, demands, and goals of each discipline.

You’ve climbed some serious mountains, and your resume is a reminder that this industry is not all art, design, and programming. It takes a few suits (that don’t actually wear suits) to put a game in the hands of a gamer. Were your ambitions always so business oriented?

When I was nine, aside from the obvious Astronaut/Scientist dreams, I sent two letters (one to Nintendo and one to Lego) asking for a job. They told me to apply when I got older.

So your adventure began. Of course, getting older is the easiest part of qualifying for a job making games. What else did you do to prepare yourself for this exciting career that led you to us?

I went to undergrad in NYC and majored in Economics. From there I started taking grad school classes in marketing, conflict resolution, storytelling, public speaking, string theory, and physics. Had I not been hired by Take-Two, I would have gone for an advanced degree of some sort. Economics is extremely useful in understanding trade, the market, monetary policy, and a basic understanding of how the world operates.

And string theory is good for understanding, well, everything! Although, that’s the first time anyone has ever mentioned it here. Was it your dabbling in theoretical sciences that enticed us to take a closer look at you?

I like to think it was my awesome list of prior experience, along with a few sprinkles of magical pixie dust.

We don’t believe in pixies, and dust is bad for the machines. It was the experience. Nevertheless, no one just skates into this place. Would you agree? What memories from your interview loop haunt your dreams?

Nine hours in a small room downstairs. Also, Matt Priestley is a hard guy to read.

Like playing poker with a cyborg, that one. I, on the other hand, wear my heart squarely on my sleeve. How would you describe the experience of being my newest and closest neighbor?

Pretty magical. I’ll be working and minding my own business and out of the corner of my eye I’ll see you look over and give a little nod as if to say, “Get back to work. This isn’t happy hour.” Then, I remind you that something on your schedule is overdue.

You mean like this weekly feature? The one that’s usually published two days ago? Fair enough. Aside from keeping me in check, what’s the most rewarding thing about your new home?

I’d say getting to work with an extremely talented team on groundbreaking stuff.

That’s far enough. We’re not in marketing mode yet. We still need to be vague about what’s going on around here, so just describe a day in the life of a Bungie newbie.

It’s chock’full’o’meetings (and potentially nuts as well).

Guilty as charged. There are enough nuts in this place to stock a snack bar. Speaking of which, what’s the best perk you enjoy as a member of our team?

So many good benefits. For me, the best is an instant feeling of camaraderie and appreciation.

Give it time. Someday, we’ll hassle you to tell us what you’ve learned since you showed up here. What will you do between now and then to have a snappy answer at the ready?

Aside from reaching out to my fellow Producers for tips, I’ll learn more about the challenges my teams face so that I can better support them. Learning about the way Bungie makes games has also inspired me to familiarize myself with the tools we use.

Your trek to the desk behind mine is one that many people might not have imagined. There’s a chance that one of our readers has poured over all these interviews looking for a way into this industry, only to lose heart that they aren’t an artist or a scientist. How can they follow your business acumen?

Be persistent and look for openings. Reach out to people you know. If you don’t know anyone, join the IGDA, go to GDC or use LinkedIn (people are willing to offer their advice and you never know what you might learn). There are a lot of jobs in the game industry so don’t be afraid to get outside of your comfort zone. If all else fails make something cool… or consider sending Deej flowers (he loves flowers).

I do not love flowers. In fact, I hate anything that cannot be delivered digitally.

What I love is exploring all of the many ways in which people find work doing something that they love. Drew is just one of the newer recruits that now walk our development floor. His freshman classmates are taking a seat in the Breaking In archive one by one.

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Breaking In - Adam Brown 

Posted by DeeJ at 11/6/2012 12:09 PM PST

Coding on the go...



Bungie.net can reach you wherever life finds you. There is no escaping our charms!  Which device is it that’s enabling us to share a small piece of our world with you? You could be nestled into a comfy chair in front of your favorite computer, or propped up work pretending to look busy. If you find yourself on the go, sampling some Bungie culture right from the palm of your hand, you can thank gentlemen like this…

Who are you, and what do you do at Bungie?

My name is Adam Brown and I do mobile development at Bungie (that means iOS and Android). I’m looking forward to getting some awesome apps out there for everyone to better communicate through Bungie.net!

It would be very hard to sustain a community without the means for communication, so we appreciate your work. What do you do with your life when you’re not building bridges between the passionate players of our games?

I love hacking on all sorts of quirky projects outside of work: hardware, software, Arduino, whatever comes to mind. When I do manage to get away from the digital world, I love backpacking, camping, sailing, whatever outdoor adventure I can think of.

It’s great that you take a break from all that serious coding to channel your inner-child. Speaking of childhood, when outdoor adventures were your only responsibility, what did you foresee as your grown-up occupation?

Train Conductor. Not Superman, or an astronaut, but a Train Conductor. I was really shooting for the stars. After that, it was always a Software Engineer. I started modding games and making maps for Half-Life, and began to get the idea that I might like making games.

Someone needs to make sure the trains run on time! Once you had found the right track for you, how did you prepare yourself to steam into the station?

I got a Computer Science degree, and I get to use it every day! The theory matters too, kiddos!

What were some of the experiments that you conducted as a Computer Scientist before you joined us in the Bungie lab?

I actually had a pretty wide range of programing jobs before this. For my first job out of college, I worked at a tiny game company where I was the main programmer. I wrote the engine and game code. It was a huge learning experience, but the company went out of business after shipping our first game. I went on to do front-end web programming for monster.com. It turns out I’m not a fan of big corporate environments. Who knew? Later, I did low-level programming for DirecTV set top boxes. Finally, I began doing some consulting making Android apps for companies. That is ultimately what brought me to Bungie, so I guess it all worked out!

Slow down, now. You make it sound like joining the Bungie team is easy. Let’s back up and relive your interview loop to appropriately strike terror into the hearts of would-be applicants.

There was a phone screen first, so I guess said something right. The final interview is fairly long and intensive, and you keep having these minor freak outs in your head: “Holy crap, I’m sitting in Bungie’s office and the guy talking to me worked on Halo. Crap what did he say while I was thinking this?” It still seems a bit surreal that I work here.

You’re here alright. This is not a dream. What’s the most rewarding thing about this surreal existence?

It’s honestly hard to pick. As a Software Engineer, I have to say Bungie’s dedication to software quality, the fact that they really care and want to take the time to do things right, is a breath of fresh air after coming from other development houses where the software is just a means to an end.

We do a lot of other things to keep you content and banging out quality code at Bungie that have nothing to do with software. Which of those perks make you the happiest?

There is a cabinet in the kitchen just labeled: Meat.

We keep it stocked just for jerks like you (pun intended). How does a delicious dose of salted meat factor into your daily routine?

I stroll in around 9AM. Never did I think that getting in just after 9 would make me the “early guy” on the team, but here it does. I scan over reddit quickly (you know, just to check and see if there’s Bungie news). Then I get down to business! My team leader does a pretty great job of keeping distractions and bureaucracy away from us, so I probably get more actual programming done at this job than anywhere I’ve worked before. When lunchtime comes around, we usually go grab some take-out and come back to the studio to eat and play Magic: The Gathering. Post lunch is a medley of programming and deciding which beef jerky to try from the Meat cabinet. It’s a veritable nerd paradise.

Oh, man, you’re one of those Magic geeks? In that case, tell us about the time you cast your favorite spell at Bungie.

I was prototyping some features in an app and testing them on a tablet. A producer who was looking over my shoulder cut in with “You have a cool job, that looks awesome.” I thought to myself, “Yes I do.”

Having a cool job isn’t cool. You know what’s cool? Getting better and better at doing that cool job all the time. How do you make that happen?

It helps that I love what I do. I’m always reading articles about new things in software development and working on little side projects to try out new ideas.

Imagine if you will that your tale of programming and magic has inspired someone to become your apprentice. What wisdom would you share with them?

Play games, work hard! Playing games is as much about keeping up with the state of the industry as it is a cultural fit. And work hard, because making games is hard work!

And you have some hard work that demands your attention, so we’ll wrap up this chat and return you to the trenches. Before you go, please stack this deck in order of importance to your role: Experience, Work Ethic, and Talent.

Hard to rank ‘em, but: Experience, Work Ethic, Talent. Experience because Mobile development is still the Wild West, so there are some really strange bugs that you can only solve from having seen them before. Work Ethic, because Bungie is ambitious! And of course, Talent is always an important base to build your experience.

Mobile development is just one frontier that we’re exploring at Bungie. Prospectors of every variety are being lured west on our careers page. To learn more about the different types of precious metals in our hills, you can check out the Breaking In archive.

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