Welcome to the Future of Bungie.net
Posted by Frankie at 3/19/2007 2:48 PM PDT

Welcome to the new Bungie.net. It’s got a new look, a new feel, new navigation and fresh new tools and technologies to help you enjoy our monomaniacal pursuit. There are going to be some obvious improvements for you to play around with, and some obvious bugs here and there (mostly caused by yours truly as I come to terms with the epic new technology) but overall, we think this is a happy, pleasant and clean new Bungie experience, that’s going to set the stage for added features when Halo 3 launches in the fall.

Although the old Bnet was pretty freaking cool, with loads of patents to its credit, as well as the most robust Stats system for any console game ever, it was starting to show its age after three long years, and the boys in the backroom wanted to give it a new lick of paint. So they did, and how!



We chatted with Tom Gioconda (aka Achronos) and new (ish) Lead Web Developer, Chris Gossett about the new look, feel and functionality of the site and how we made it from an empty whiteboard, to a fully fledged website. But first off, an introduction to Mr. Chris Gossett.

Chris, you’re new-ish, and we haven’t heard much from you. Can you tell us a little bit about your background and experience prior to Bungie?

Having played just about every title from Abuse to Halo 2, I've always been a fan of Bungie games and am excited to work here.

I was educated at a small college in Tacoma, WA called the University of Puget Sound (UPS). No we didn't deliver mail and our school colors were not brown. I graduated with a Computer Science degree and went straight into the workforce.

Before Bungie, my professional experience included about six years of building and maintaining high-volume consumer web applications for companies such as AT&T Wireless, Cingular Wireless and Match.com. At AT&T Wireless/Cingular Wireless I worked as a web developer, a manager, an architect, a tester, a project manager, a business owner, etc. You name it I probably did it. My day was never planned and I really liked it. However, after 4+ years of service I left and moved to Dallas, TX to see if I could help others find love at Match.com. It was a great opportunity and it was good to live and work in another part of the country where a "cold day" is 70 degrees. As rewarding as it was playing matchmaker I just couldn't stay away from Seattle. So I'm back and loving it.

How are you finding the Bungie environment as a new place to work?

Bungie is an awesome place to work. Everyone is very talented and passionate about what they do. We work really long hours mostly because we love the work not because we have to. Why wouldn’t you love the work when your work is Halo?

What are you most looking forward to in the coming year?

By far the launch of Halo 3 and the build up to it. We have a huge list of features that we want to add to Bungie.net over the next year. It will be a lot of work , but ultimately very rewarding. We’re just getting started.





The new Bnet. Oh wait, you're already here....





Building the New Bnet.

The how, the why and the wherefore. Tom Gioconda gives us the answers.


Why relaunch Bungie.net?

We’ve been wanting to make a lot of fundamental changes to how Bungie.net works for a long time now, and we also needed to redo a few things to get ready for the Halo 3 beta and eventual release in the Fall. This is just the first step.


Is this just a visual overhaul, or are there more fundamental changes?

This is way more than a visual overhaul. Many fundamental changes have been made to the content system, our new layout control system, the profile pages, stat pages, etc. Pretty much everything about the site has changed. Even the forums got more than new look – we’ve changed how profiles/signatures work, for example.

Are any of these changes in preparation for elements of Halo 3?

The best example of preparing for Halo 3 is the merging of the My Profile and My Stats pages. As much as possible, we’ve tried to eliminate the multiple identities players have had between their bungie.net persona and their Xbox Live persona.

What new features should we look out for in the new Bnet?

Better navigation, the new profile pages, better layout for the forums. Moderators will now have the ability to grant “warnings” and see the warning and ban history for users, making it much easier for them to police the forums consistently, which should make the forums just work better. We’ve also laid the groundwork for a few hidden systems to better deal with some of our community’s less savory elements and reward consistently good users; more on that in the future, after groups come back.

What elements are missing or have been shelved?

Groups are the most notable thing that are missing. Unfortunately, due to the need to get ready for the Halo 3 beta, we didn’t have time to get to the groups. In addition, we want to try and make them better, not just convert them to a new design. So, they’ll be offline for a while as we redo them to be more discoverable and to be more interesting in general. The only other thing that you may notice is missing is a Halo 2 for Windows Vista projects section. We’ve elected to point people to the official Microsoft site for the time being instead of creating our own section for that since they can provide far more in-depth PC support than us console monkeys.

How dramatically will the site alter after the launch of Halo 3?

Take everything about Halo 2 in the Profile section, and expand it… plus a few things that you really won’t expect. We intend to completely raise the bar over what we did with Halo 2.

Will we be seeing anything from the Halo 3 Public Beta reflected in the new site?

I think we’re still deciding how much to show, but it is likely that you’ll get what you get with Halo 2 now, perhaps excluding the game viewer, for the Halo 3 beta. After all, we have to save the new stuff for the release.

Frankie says he would put up new movies every day, but Achronos won’t let him. Is this true and if so, why?

Before, Frankie might have had a point. In the previous version of bungie.net, it was very difficult to change much except for new stories. Starting about January 2006 or so, I made it my personal goal to make sure that the content tools are never the reason the content doesn’t get updated. The result was a refined content system for entering “standard content” (not just news, but anything), controlled by a layout control system that allows for lots of flexibility. This is the first full implementation of this system, the prototype has been powering the Halo 3 games page for a while. I hope to give at least some of this flexibility to the groups to restore some of their lost “uniqueness”.

Anyway, the point is that now, it is almost certainly always Frankie’s fault if there isn’t content now, because the new site is designed not to restrict him in any way. And if it does, it is way easier for us (Chris and myself) to add to the content system feature set than it was before.

Whatever! What are the big technical challenges in the relaunch of this site?

There is the usual challenge of having lots of dynamic, personalized content for our large community of users. Caching is the primary tool we use to solve this problem. Being mindful of what data has to be up to date, and what data can get a little stale, and making it make sense to the average user is very important. Another big challenge is the migration of data from a lot of the static files to our content system. That requires a lot of patience and a little bit of magic to essentially merge our preproduction data entry database back into the live database. Finally, integrating with our games is always a huge challenge – we have lots of specialized systems and processes going on behind the scenes to get data from the thousands upon thousands of games being played. Just dealing with the size of the data itself is a big deal, let alone accessing it efficiently.

Who’s responsible for the new visual look of the site?

We started with an outside company called “if/then” to help us develop the general look and feel of the site. After we got the general parameters down, we started to apply our own artistic and branding viewpoints to it. Midway through we got Colm, one of our Halo 3 UI guys, to help with the site. You see, one of the goals was to not only make the site “Bungie”, but also make the stats section of the site feel like it matches the general feel of Halo 3’s UI. Who better than the guy designing the Halo 3 UI? Anyway, along with him and the help from several Bungie artists (like Lorraine McLees, Chris Barrett, and Aaron LeMay), the new Bungie.net has a much higher production value than our previous design.

Who’s responsible for the new navigation?

The new navigation was a primary design goal of the site. While our previous bottom navigation was novel, it wasn’t incredibly functional. It lead to a lot of dead ends and wasn’t obvious. So, between myself, Chris, and if/then, we came up with the idea of the simple single level pull down. There are no sub menus, just important destinations. We also added a “breadcrumb” navigation that shows you where you within the rest of the site, allowing you to quickly go back up to a main section from a deep area, automatically. Finally, Colm came up with the “hub” style menu you see in the Profile and Projects sections that is used for specific sub sections within a main menu area. They’re very handy in having a central location for all the places you can go in a section, without forcing us to clutter up the main menu navigation with sub menu options.

What were the disadvantages inherent in Ye olde Bnet design?

The old design had two main issues. The first issue was that it was very image heavy and complex. It used a lot of CSS tricks and images and tables to force layout on multiple browsers that made things very complicated. Most notably, though, is that it required a lot of images on each page to be loaded, and even if you had them cached in your browser, images can take a while to load. We solve this in the new design to restricting our style sheets to simply five files, with no special browser-specific style sheets like before. Furthermore, most of the layout is using text and CSS, with few images. This is especially apparent after the first load – after your browser caches the images, the site loads very quickly.

The second problem we had was content flexibility. Much of our content was contained in flat files, and changing or adding new content that wasn’t a top story required both knowledge of HTML and changing multiple cryptically named files. That’s all gone. Now, content is edited in place, stored in the database, doesn’t require Frankie to write HTML, and can be made to automatically appear where it is supposed to. Furthermore, some sections of the site even have an adjustable layout where needed. The idea is that a programmer (myself or Chris) should never be required to publish content. Previously, that was only true for top stories. Now, pretty much everything is fair game.

One final thing – let us know what you think by talking about the new design in the Bungie.net Community forum (formerly the Septagon). Bugs, feedback, feature suggestions, comments, questions, etc., and even criticisms – as long as it is constructive.


Did you know?  Bnet Stats Stats:

So before the old Bnet went to the great data graveyard in the sky, it managed to log the following frightening figures in the Halo 2 stats section.


  • 4,536,153,393 Player Games – that’s over 4.5 billion player games (basically counting each player in a match).
  • 669,894,344 Games - Yup, Almost 670 million actual games ( a game being one entire session of say, CTF or Team Slayer).
  • 4,756,377 Players – That’s just what it looks like. 4.75 million Gamertags.
  • 6,897,295 Clans – Folks change clan a lot, But that’s still a crazy number.



* Special thanks to Tom, Chris, Aaron, Colm, Dave, Brian, Roger, Stosh, Doug, Zach and everyone else who contributed to the new look and feel of the site, and got the thing up and running with minimal pain.

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.

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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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