Jason Jones Biography, Age, Height, Wife, Net Worth, Family

Publish date: 2024-04-15

Age, Biography and Wiki

Jason Jones was born on 1 June, 1971 in United States, is a CCO of Bungie. Discover Jason Jones's Biography, Age, Height, Physical Stats, Dating/Affairs, Family and career updates. Learn How rich is He in this year and how He spends money? Also learn how He earned most of networth at the age of 52 years old?

Popular AsN/A
OccupationCCO of Bungie
Age52 years old
Zodiac SignGemini
Born1 June, 1971
Birthday1 June
BirthplaceUnited States
NationalityUnited States

We recommend you to check the complete list of Famous People born on 1 June. He is a member of famous with the age 52 years old group.

Jason Jones Height, Weight & Measurements

At 52 years old, Jason Jones height not available right now. We will update Jason Jones's Height, weight, Body Measurements, Eye Color, Hair Color, Shoe & Dress size soon as possible.

Physical Status
HeightNot Available
WeightNot Available
Body MeasurementsNot Available
Eye ColorNot Available
Hair ColorNot Available

Dating & Relationship status

He is currently single. He is not dating anyone. We don't have much information about He's past relationship and any previous engaged. According to our Database, He has no children.

Family
ParentsNot Available
WifeNot Available
SiblingNot Available
ChildrenNot Available

Jason Jones Net Worth

His net worth has been growing significantly in 2022-2023. So, how much is Jason Jones worth at the age of 52 years old? Jason Jones’s income source is mostly from being a successful . He is from United States. We have estimated Jason Jones's net worth , money, salary, income, and assets.

Net Worth in 2023$1 Million - $5 Million
Salary in 2023Under Review
Net Worth in 2022Pending
Salary in 2022Under Review
HouseNot Available
CarsNot Available
Source of Income

Jason Jones Social Network

Timeline

Following the modest success of Minotaur, Jones programmed Bungie's next game, Pathways Into Darkness, and worked on code, level design and story development for Bungie's Marathon and Myth series. For Bungie's next projects, Halo: Combat Evolved and Halo 2, Jones took on a more managerial role as project lead. He served as director on the 2014 video game Destiny.

After the release of Halo 2, Jones took a sabbatical from Bungie, not knowing whether he wanted to continue making games. As Jones returned, his involvement with Halo began to diminish, as Jones tended to 'dislike' sequels. He desired to build a new intellectual property. Jones worked closely with colleague Jaimie Griesemer who was working on his own internal project named "Dragon's Tavern" which Griesemer described to be a "third person fantasy game" In the end however, Jones had the most power at Bungie, despite not being the President he was the majority share-holder and his vision of the studio was his alone to decide. In the end, Jason got his way with the studio's next project and worked with Griesemer to combine his ideas of "Dragon's Tavern" with what would be Destiny. As development continued, and with Griesemer gone, the writing team led by Joseph Staten had created a "Super-Cut" which was essentially a summary of the game's story-line. The super-cut was poorly received by Jones and the rest of the studio. Shortly after, Jones decided to scrap the writing team's work and effectively re-write the story very late into production with Marty O'Donnell, believing it was not feasible and almost impossible to complete. Knowing the game was in peril with his proposed reboot of the story, Jones formed a group called the "Iron Bar" composed of art director Christopher Barrett, designer Luke Smith and writer Eric Raab, an experienced book editor. Jones and the rest of Bungie carried on to release Destiny on September 9, 2014, to lukewarm reception.

Combat Evolved was highly successful, selling more than a million units in its first six months and driving Xbox sales. Jones led the development team that created its sequel, Halo 2, and served as director on a new video game series, Destiny. He was listed in Next Generation Magazine' s top 100 Developers in 2006 and 2007.

In 2000, Microsoft acquired Bungie, moving the team from Chicago to Washington State. Jones recalled that the buyout was a "blur [...] We'd been talking to people for years and years—before we even published Marathon, Activision made a serious offer [to buy us]. But the chance to work on [the Microsoft Xbox console]—the chance to work with a company that took the games seriously. Before that we worried that we'd get bought by someone who just wanted Mac ports or didn't have a clue." Around the same time, a glitch in versions of Myth II was found to entirely erase a player's hard drive; this led to a massive recall of the games right before they shipped, costing Bungie nearly one million dollars. Composer Martin O'Donnell said that this recall created financial uncertainty in the studio, though accepting the offer was not something "Bungie had to do." Jones and Seropian refused to accept Microsoft's offer until the entire studio agreed to the buyout.

Bungie continued to expand, and in 1997 work began on a new project, codenamed Blam! (Jones had changed the name from Monkey Nuts because he could not bring himself to tell his mother about the new game under that title.) Blam! evolved from a real-time strategy game to a third-person shooter to a first-person shooter called Halo: Combat Evolved. Jones role in development was unlike Marathon and Myth, where Jones was involved in developing more than half the levels and much to most of the story. Instead, he was the project lead and a manager, barely providing any code to the game. He would read war journals by authors such as John Kinkaid and Winston Churchill.

Bungie's next project started as an update of Pathways but evolved into a science fiction shooter game, Marathon. The game included state-of-the-art graphics, network multiplayer, and voice support, and won a number of awards on release in 1994. Jones recalled that he was surprised anyone ever completed the game and sought to atone for some of its shortcomings with its sequel, Marathon 2: Durandal, which was also released for Windows PCs. The Marathon series was followed by a series of real-time strategy games, starting with Myth: The Fallen Lords in 1996.

Jones met Alex Seropian in his second year at the University of Chicago, studying computer science. In 1991 Seropian had founded Bungie and published his own game, Operation Desert Storm. Seropian was looking for another game to publish, and they decided to work together to finish Minotaur. While Seropian did design and marketing, Jones finished the programming. Minotaur: The Labyrinths of Crete shipped in April 1992; while the game sold only around 2,500 copies (it required a then-rare modem for network play), it developed a devoted following. After publishing Minotaur, Jones and Seropian formed a partnership; "What I liked about him was that he never wasted any money", Jones said of his partner.

Jason Jones (born June 1, 1971) is a video game developer and programmer who co-founded the video game studio Bungie with Alex Seropian in 1991. Jones began programming on Apple computers in high school, assembling a multiplayer game called Minotaur: The Labyrinths of Crete. While attending the University of Chicago, Jones met Seropian and the two formed a partnership to publish Minotaur.

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