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By 2005, Ross was a general manager for ] (now Xbox Game Studios).<ref name="marie-2018"/> When ''Halo'' developer ] split from Microsoft in 2007, Microsoft created a new internal team to oversee the franchise. Ross recalled that her colleagues felt ''Halo'' was a waning property and looked at contracting an outside company to produce new games, but she argued differently.<ref name="bloomberg-save xbox"/><ref name="ign-unfiltered39"/>{{rp|21:45–23:00}} Ross had first become acquainted with the franchise through the tie-in novel '']''. The deep backstory and universe in the novel appealed to her.<ref name="ign-unfiltered39"/>{{rp|26:15–27:05}} Ross' pitch won over Microsoft Game Studios general manager Shane Kim, and she was put in charge of the new studio, 343 Industries.<ref name="marie-2018"/> By 2005, Ross was a general manager for ] (now Xbox Game Studios).<ref name="marie-2018"/> When ''Halo'' developer ] split from Microsoft in 2007, Microsoft created a new internal team to oversee the franchise. Ross recalled that her colleagues felt ''Halo'' was a waning property and looked at contracting an outside company to produce new games, but she argued differently.<ref name="bloomberg-save xbox"/><ref name="ign-unfiltered39"/>{{rp|21:45–23:00}} Ross had first become acquainted with the franchise through the tie-in novel '']''. The deep backstory and universe in the novel appealed to her.<ref name="ign-unfiltered39"/>{{rp|26:15–27:05}} Ross' pitch won over Microsoft Game Studios general manager Shane Kim, and she was put in charge of the new studio, 343 Industries.<ref name="marie-2018"/>


Beginning in late 2007, 343 Industries started with a staff of roughly a dozen people.<ref name="ign-unfiltered39"/>{{rp|28:22}} They would ultimately hire from more than 55 different companies to work on their first major game, '']''.<ref name="usgamer-2019-02-21">{{cite web|last=McCarthy|first=Caty|date=February 21, 2019|url=https://www.usgamer.net/articles/343-industries-boss-bonnie-ross-on-crunch-halo-infinite-career-microsoft-xbox|title=343 Industries Boss Bonnie Ross on Her Long Career at Microsoft and Avoiding Crunch on Halo Infinite|website=USGamer|publisher=Gamer Network|access-date=April 12, 2021}}</ref> Bungie staffer Frank O'Connor assisted in the transition, and expected Ross would be an executive with no knowledge of ''Halo'' or its appeal. Instead, Ross impressed O'Connor with her deep knowledge of the franchise, and O'Connor quit Bungie to join 343 Industries as franchise director.<ref name="bloomberg-save xbox"/><ref name="vice-untoldhistoryhalo">{{cite web|author=Haske, Steven|date=May 30, 2017|url=https://waypoint.vice.com/en_us/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history|title=The Complete, Untold History of Halo|work=]|publisher=Vice Media|url-status=live|access-date=March 27, 2018|archive-url=https://web.archive.org/web/20180315011247/https://waypoint.vice.com/en_us/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history|archive-date=March 15, 2018}}</ref> Ross' vision for ''Halo'' also impressed art director ], who joined the team as a studio head.<ref name="vice-untoldhistoryhalo"/> During the transition, Ross worked with a company to interview Bungie staff and compile a centralized story bible for the universe, and they worked closely with Bungie on their last ''Halo'' projects, '']'' (2009) and '']'' (2010).<ref name="ign-unfiltered39"/>{{rp|30:50}} Ross' vision for ''Halo'' included enriching the franchise with ] content such as books and television.<ref name="usgamer-2019-02-21"/> Beginning in late 2007, 343 Industries started with a staff of roughly a dozen people.<ref name="ign-unfiltered39"/>{{rp|28:22}} They would ultimately hire from more than 55 different companies to work on their first major game, '']''.<ref name="usgamer-2019-02-21">{{cite web|last=McCarthy|first=Caty|date=February 21, 2019|url=https://www.usgamer.net/articles/343-industries-boss-bonnie-ross-on-crunch-halo-infinite-career-microsoft-xbox|title=343 Industries Boss Bonnie Ross on Her Long Career at Microsoft and Avoiding Crunch on Halo Infinite|website=USGamer|publisher=Gamer Network|access-date=April 12, 2021}}</ref> Bungie staffer Frank O'Connor assisted in the transition, and expected Ross would be an executive with no knowledge of ''Halo'' or its appeal. Instead, Ross impressed O'Connor with her deep knowledge of the franchise, and O'Connor quit Bungie to join 343 Industries as franchise director.<ref name="bloomberg-save xbox"/><ref name="vice-untoldhistoryhalo">{{cite web|author=Haske, Steven|date=May 30, 2017|url=https://waypoint.vice.com/en_us/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history|title=The Complete, Untold History of Halo|work=]|publisher=Vice Media|url-status=live|access-date=March 27, 2018|archive-url=https://web.archive.org/web/20180315011247/https://waypoint.vice.com/en_us/article/xwqjg3/the-complete-untold-history-of-halo-an-oral-history|archive-date=March 15, 2018}}</ref> Ross' vision for ''Halo'' also impressed art director ], who joined the team as a studio head.<ref name="vice-untoldhistoryhalo"/> During the transition, Ross worked with the company Starlight Runner to interview Bungie staff and compile a centralized story bible for the universe. 343 Industries also worked with Bungie on their last ''Halo'' projects, '']'' (2009) and '']'' (2010).<ref name="ign-unfiltered39"/>{{rp|30:50}}<ref>{{Cite web|last=Smith|first=Kevin|date=December 5, 2011|title=Talking with the man who assembled the 'Halo Bible' for Microsoft|url=http://www.oxmonline.com/talking-man-who-assembled-halo-bible-microsoft|url-status=dead|archive-url=https://web.archive.org/web/20120211233541/http://www.oxmonline.com/talking-man-who-assembled-halo-bible-microsoft|archive-date=February 11, 2012|website=]}}</ref> 343 Industries has also collaborated with other studios to produce ''Halo'' games, such as '']'',<ref name="gdm-postmortem">{{Cite journal|last=Iones, Andrey|date=March 2012|title=Halo: Combat Evolved Anniversary|url=http://www.gdmag.com/issue/2012/March|url-status=dead|journal=]|publisher=]|volume=19|issue=3|pages=20–27|archive-url=https://web.archive.org/web/20130123035244/http://gdmag.com/issue/2012/March|archive-date=January 23, 2013|df=mdy-all}}</ref> '']'',<ref name="ignnl-interview">{{cite web|last1=De Kwaadsteniet|first1=Maarten|date=June 17, 2014|title=Halo: Spartan Assault Interview|url=https://nl.ign.com/halo-spartan-assault-winphone/64157/feature/halo-spartan-assault-interview|url-status=live|archive-url=https://web.archive.org/web/20200323203825/https://nl.ign.com/halo-spartan-assault-winphone/64157/feature/halo-spartan-assault-interview|archive-date=March 23, 2020|access-date=January 9, 2019|website=IGN Benelux|language=nl}}</ref> and '']''.<ref name="edge_300">{{cite magazine|last=Smith|first=Edward|date=October 13, 2016|title=Studio Profile: 343 Industries|magazine=]|publisher=]|issue=300|pages=94–97|issn=1350-1593}}</ref>


Ross argues that game developers have a "personal responsibility" to avoid gendered stereotyping in their games, as well as taking action against sexist abuse. She recalled that for every character in ''Halo 4'', "we were very deliberate in thinking about who should be female and who should be male in the game, and if we came off stereotypical, we went back to question what we were doing and why."<ref>{{cite news|last1=Eördögh|first1=Fruzsina|title=The Video Game Industry Is Finally Taking a Stand Against Sexist Jerks|url=http://www.slate.com/blogs/future_tense/2012/11/01/halo_4_release_343_industries_bonnie_ross_and_kiki_wolfkill_decry_sexist.html|accessdate=July 5, 2015|website=Slate|date=November 1, 2012}}</ref><ref>{{cite news|last1=Weber|first1=Rachel|title=343 Industries: We have a personal responsibility for how our games come across|url=http://www.gamesindustry.biz/articles/2012-10-31-343-industries-we-have-a-personal-responsibility-for-how-our-games-come-across|accessdate=July 5, 2015|work=gamesindustry.biz|date=October 31, 2012}}</ref> ''Halo 4'' released in 2012 and grossed $220 million in first-day sales.<ref name="verge_2012-11-12">{{cite web|last=Byford|first=Sam|date=November 12, 2012|url=https://www.theverge.com/2012/11/12/3637718/halo-4-day-one-launch-sales-figures|title='Halo 4' takes in $220 million on day one in 'biggest entertainment launch of the year'|website=]|access-date=June 29, 2021}}</ref> Ross argues that game developers have a "personal responsibility" to avoid gendered stereotyping in their games, as well as taking action against sexist abuse. She recalled that for every character in ''Halo 4'', "we were very deliberate in thinking about who should be female and who should be male in the game, and if we came off stereotypical, we went back to question what we were doing and why."<ref>{{cite news|last1=Eördögh|first1=Fruzsina|title=The Video Game Industry Is Finally Taking a Stand Against Sexist Jerks|url=http://www.slate.com/blogs/future_tense/2012/11/01/halo_4_release_343_industries_bonnie_ross_and_kiki_wolfkill_decry_sexist.html|accessdate=July 5, 2015|website=Slate|date=November 1, 2012}}</ref><ref>{{cite news|last1=Weber|first1=Rachel|title=343 Industries: We have a personal responsibility for how our games come across|url=http://www.gamesindustry.biz/articles/2012-10-31-343-industries-we-have-a-personal-responsibility-for-how-our-games-come-across|accessdate=July 5, 2015|work=gamesindustry.biz|date=October 31, 2012}}</ref> Ross has also focused on introducing more diverse characters to the video games.<ref name="bloomberg_2014-12-16">{{cite web|last=Basak|first=Sonali|date=December 15, 2014|title=Microsoft’s Ross Breaks Mold in Male-Dominated Video Games: Tech|url=https://www.bloomberg.com/news/articles/2014-12-15/microsoft-s-ross-breaks-mold-in-male-dominated-video-games-tech|access-date=April 11, 2021|website=]}}</ref> "I also think that diverse teams do kind of create a more diverse output, diverse thinking, and innovation on where you're going," she told ''60 Minutes''.<ref name="cbsnews_2019-03-03">{{cite web|last=Farmer|first=Brit McCandless|date=March 3, 2019|title=Halo Head Bonnie Ross: Diversity Attracts Diversity|url=https://www.cbsnews.com/news/halo-head-bonnie-ross-diversity-attracts-diversity-60-minutes/|access-date=April 13, 2021|website=]}}</ref> ''Halo 4'' released in 2012 and grossed $220 million in first-day sales.<ref name="verge_2012-11-12">{{cite web|last=Byford|first=Sam|date=November 12, 2012|url=https://www.theverge.com/2012/11/12/3637718/halo-4-day-one-launch-sales-figures|title='Halo 4' takes in $220 million on day one in 'biggest entertainment launch of the year'|website=]|access-date=June 29, 2021}}</ref>


In 2014, 343 Industries released '']'', a compilation of the four main ''Halo'' games for the Xbox One. On launch, the game suffered from severe issues, and Ross issued public apologies for the state of the product; she later called it the worst moment in her career.<ref name="bloomberg-save xbox"/> Ross later committed to future 343 Industries games have beta testing to avoid similar problems.<ref name="ign-2015-06-10">{{cite web|last=Osborn|first=Alex|date=June 10, 2015|url=https://www.ign.com/articles/2015/06/11/all-future-halo-games-will-have-betas-says-343-industries|title=All Future Halo Games Will Have Betas, Says 343 Industries|website=IGN|publisher=Ziff Davis|access-date=April 10, 2021}}</ref> Lessons learned from the development of '']'' led to a longer development period for the next game, '']'', due in 2021.<ref name="usgamer-2019-02-21"/><ref name="polygon_2021-06-13">{{cite web|last=Carpenter|first=Nicholas|date=June 13, 2021|url=https://www.polygon.com/22526689/halo-infinite-release-date-gameplay-xbox-e3-2021|title=Halo Infinite will be released holiday 2021, Microsoft confirms|website=]|access-date=June 23, 2021}}</ref> 343 Industries has also collaborated with other studios to produce additional ''Halo'' games, such as '']'',<ref name="gdm-postmortem">{{Cite journal |last=Iones, Andrey |date=March 2012 |title=Halo: Combat Evolved Anniversary |url=http://www.gdmag.com/issue/2012/March |url-status=dead |journal=] |publisher=] |volume=19 |issue=3 |pages=20–27 |archive-url=https://web.archive.org/web/20130123035244/http://gdmag.com/issue/2012/March |archive-date=January 23, 2013 |df=mdy-all}}</ref> '']'',<ref name="ignnl-interview">{{cite web |last1=De Kwaadsteniet |first1=Maarten |title=Halo: Spartan Assault Interview |url=https://nl.ign.com/halo-spartan-assault-winphone/64157/feature/halo-spartan-assault-interview |website=IGN Benelux |language=nl |date=June 17, 2014 |access-date=January 9, 2019 |archive-date=March 23, 2020 |archive-url=https://web.archive.org/web/20200323203825/https://nl.ign.com/halo-spartan-assault-winphone/64157/feature/halo-spartan-assault-interview |url-status=live }}</ref> and '']''.<ref name="edge_300">{{cite magazine | title=Studio Profile: 343 Industries | magazine=] | publisher=] | first=Edward | last=Smith | issue=300 | date=October 13, 2016 | pages=94–97 | issn=1350-1593}}</ref> In 2014, 343 Industries released '']'', a compilation of the four main ''Halo'' games for the Xbox One. On launch, the game suffered from severe issues, and Ross issued public apologies for the state of the product; she later called it the worst moment in her career.<ref name="bloomberg-save xbox"/> Ross later promised future 343 Industries games would have ] to avoid similar problems.<ref name="ign-2015-06-10">{{cite web|last=Osborn|first=Alex|date=June 10, 2015|url=https://www.ign.com/articles/2015/06/11/all-future-halo-games-will-have-betas-says-343-industries|title=All Future Halo Games Will Have Betas, Says 343 Industries|website=IGN|publisher=Ziff Davis|access-date=April 10, 2021}}</ref> '']'' released in 2015, and sales of the games and related merchandise topped $400 million in its first week.<ref>{{cite web|last1=Makuch|first1=Eddie|date=November 4, 2015|title=Halo 5 Reaches $400 Million in Sales to Become Biggest Halo Launch Ever|url=http://www.gamespot.com/articles/halo-5-reaches-400-million-in-sales-to-become-bigg/1100-6431980/|access-date=November 15, 2015|website=]|publisher=]}}</ref> Lessons learned from the development of ''Halo 5'' led to a longer development period for the next game, '']'', due in 2021.<ref name="usgamer-2019-02-21"/><ref name="polygon_2021-06-13">{{cite web|last=Carpenter|first=Nicholas|date=June 13, 2021|url=https://www.polygon.com/22526689/halo-infinite-release-date-gameplay-xbox-e3-2021|title=Halo Infinite will be released holiday 2021, Microsoft confirms|website=]|access-date=June 23, 2021}}</ref>

Ross also envisioned the ''Halo'' franchise growing with transmedia content such as books and television.<ref name="usgamer-2019-02-21" /> ''Halo 4''<nowiki/>'s release coincided with a tie-in episodic series, '']''. Ross would later announce a live-action ''Halo'' television series at the ] reveal in 2013.<ref>{{Cite web|last=Gorman|first=Michael|date=May 21, 2013|title=Microsoft announces Halo live-action TV series created by 343 Industries and Steven Spielberg|url=https://www.engadget.com/2013-05-21-microsoft-announces-halo-live-action-tv-series-created-by-343-an.html|url-status=live|website=]}}</ref><ref>{{Cite web|last=Ingraham|first=Nathan|date=May 21, 2013|title=Microsoft announces live action 'Halo' TV series with Steven Spielberg as executive producer|url=https://www.theverge.com/2013/5/21/4352280/microsoft-announces-live-action-halo-tv-series-with-steven-spielberg|url-status=live|access-date=July 7, 2021|website=]}}</ref>

Noticing how few women attended gaming events like E3, Ross helped found a networking group that evolved into the Microsoft Women in Gaming community and a yearly event. She believes gaming can serve as a way to get young people interested in ] careers by relating it to something they enjoy.<ref name="variety-2018-12-19">{{cite web|last=Crecente|first=Brian|date=December 19, 2018|title=Halo Head Bonnie Ross Named 2019 AIAS Hall of Fame Inductee|url=https://variety.com/2018/gaming/news/bonnie-ross-interview-1203093124/|access-date=April 13, 2021|website=]}}</ref> Ross has worked to hire more female game developers so more women can find role models within the industry, and worked with the ]'s #SheCanSTEM campaign.<ref name="coloradostate-halo effect" /> Head of Xbox ] said Ross' profile helped attract female talent to the company.<ref name="bloomberg_2014-12-16" />


===Recognition=== ===Recognition===
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In 2014, '']'' listed Ross as one of "10 powerful women in video games", which noted that she was "responsible for defining the vision and leading the ''Halo'' franchise".<ref name="Fortune-10-2014">{{cite web | url = http://fortune.com/2014/09/23/10-powerful-women-video-games/ | publisher = Fortune | title = 10 powerful women in video games | access-date = June 24, 2015 }}</ref> The ] named Ross as their 2019 Inductee to their Hall of Fame Inductee at the DICE Awards held in February 2019. She was the second female inductee in this award since its establishment.<ref name="usgamer-2019-02-21"/> In 2014, '']'' listed Ross as one of "10 powerful women in video games", which noted that she was "responsible for defining the vision and leading the ''Halo'' franchise".<ref name="Fortune-10-2014">{{cite web | url = http://fortune.com/2014/09/23/10-powerful-women-video-games/ | publisher = Fortune | title = 10 powerful women in video games | access-date = June 24, 2015 }}</ref> The ] named Ross as their 2019 Inductee to their Hall of Fame Inductee at the DICE Awards held in February 2019. She was the second female inductee in this award since its establishment.<ref name="usgamer-2019-02-21"/>

===Women in tech===
Noticing how few women attended gaming events like E3, Ross helped found a networking group that evolved into the Microsoft Women in Gaming community and a yearly event. She believes gaming can serve as a way to get young people interested in ] careers by relating it to something they enjoy.<ref name="variety-2018-12-19">{{cite web|last=Crecente|first=Brian|date=December 19, 2018|url=https://variety.com/2018/gaming/news/bonnie-ross-interview-1203093124/|title=Halo Head Bonnie Ross Named 2019 AIAS Hall of Fame Inductee|website=]|access-date=April 13, 2021}}</ref> Ross has worked to hire more female game developers so more women can find role models within the industry, and worked with the ]'s #SheCanSTEM campaign.<ref name="coloradostate-halo effect"/> Head of Xbox ] said Ross' profile helped attract female talent to the company. Ross has also focused on introducing more diverse characters to the video games.<ref name="bloomberg_2014-12-16">{{cite web|last=Basak|first=Sonali|date=December 15, 2014|url=https://www.bloomberg.com/news/articles/2014-12-15/microsoft-s-ross-breaks-mold-in-male-dominated-video-games-tech|title=Microsoft’s Ross Breaks Mold in Male-Dominated Video Games: Tech|website=]|access-date=April 11, 2021}}</ref> "I also think that diverse teams do kind of create a more diverse output, diverse thinking, and innovation on where you're going," she told ''60 Minutes''.<ref name="cbsnews_2019-03-03">{{cite web|last=Farmer|first=Brit McCandless|date=March 3, 2019|url=https://www.cbsnews.com/news/halo-head-bonnie-ross-diversity-attracts-diversity-60-minutes/|title=Halo Head Bonnie Ross: Diversity Attracts Diversity|website=]|access-date=April 13, 2021}}</ref>


== References == == References ==

Revision as of 21:30, 7 July 2021

American video game developer

Bonnie Ross
Born1966 or 1967 (age 57–58)
Other namesBonnie Ross Ziegler
Alma materColorado State University
Occupation(s)Corporate Vice President at Microsoft, Head of 343 Industries
Years active1994–present
Known forVideo game development
Notable work

Bonnie Ross is an American video game developer. She serves as Corporate Vice President at Xbox Game Studios, and is the head of 343 Industries, the subsidiary studio that manages the Halo video game franchise. Ross studied technical writing and computer science in college, and worked at IBM before getting a job at Microsoft. She worked on a number of PC and Xbox games, becoming a general manager at Xbox Game Studios.

In 2007, Ross helped found 343 Industries, building a studio that would work on a new Halo game after the departure of developer Bungie. 343 Industries' first game, Halo 4, released in 2012. Ross oversees the Halo franchise, including merchandise and media adaptations. She has been honored for her work in game development and her efforts to push for more diversity in video games.

Early life

Growing up, Ross enjoyed science fiction, imagining what it would be like to create similar worlds herself. She played basketball, softball, tennis, and volleyball. Her first video game was a 1970s Mattel handheld basketball game. Ross credited her athletic background with introducing her to gaming, as well as teaching her to learn from setbacks and failure. Encouraged by her parents to pursue a more practical career than sports, Ross studied technology.

Ross attended Colorado State University, initially majoring in engineering; she was one of the only women in her program. Desiring more creative freedom, Ross switched to a technical writing program in the journalism department during her 1987–88 school year. She interned at IBM for two years, and coached high school sports and wrote technical manuals in her spare time. Ross graduated in 1989, with a degree in Technical Communication and a concentration in Physics and Computer Science.

Career

After graduation, Ross applied to NeXT, Apple, and Microsoft; NeXT and Apple did not respond to Ross' resume, while Microsoft did. At Microsoft, she tired of the dry, technical writing her job required. Initially looking at taking a break from Microsoft for a year to work on something creative, she secured a position as a producer on a basketball game on the basis of her sports and technology background. The game, Microsoft Full Court Press, released in 1996. Ross described her early career as working on co-development and publishing projects. She worked on games such as Zoo Tycoon, Fuzion Frenzy, Jade Empire, Mass Effect, Psychonauts, Gears of War, Alan Wake, and Crackdown in roles such as lead or executive producer, and studio head. She credited the variety of games as encouraging her to stay at Microsoft rather than moving to another company.

By 2005, Ross was a general manager for Microsoft Game Studios (now Xbox Game Studios). When Halo developer Bungie split from Microsoft in 2007, Microsoft created a new internal team to oversee the franchise. Ross recalled that her colleagues felt Halo was a waning property and looked at contracting an outside company to produce new games, but she argued differently. Ross had first become acquainted with the franchise through the tie-in novel Halo: The Fall of Reach. The deep backstory and universe in the novel appealed to her. Ross' pitch won over Microsoft Game Studios general manager Shane Kim, and she was put in charge of the new studio, 343 Industries.

Beginning in late 2007, 343 Industries started with a staff of roughly a dozen people. They would ultimately hire from more than 55 different companies to work on their first major game, Halo 4. Bungie staffer Frank O'Connor assisted in the transition, and expected Ross would be an executive with no knowledge of Halo or its appeal. Instead, Ross impressed O'Connor with her deep knowledge of the franchise, and O'Connor quit Bungie to join 343 Industries as franchise director. Ross' vision for Halo also impressed art director Kiki Wolfkill, who joined the team as a studio head. During the transition, Ross worked with the company Starlight Runner to interview Bungie staff and compile a centralized story bible for the universe. 343 Industries also worked with Bungie on their last Halo projects, Halo 3: ODST (2009) and Reach (2010). 343 Industries has also collaborated with other studios to produce Halo games, such as Halo: Combat Evolved Anniversary, Halo: Spartan Assault, and Halo Wars 2.

Ross argues that game developers have a "personal responsibility" to avoid gendered stereotyping in their games, as well as taking action against sexist abuse. She recalled that for every character in Halo 4, "we were very deliberate in thinking about who should be female and who should be male in the game, and if we came off stereotypical, we went back to question what we were doing and why." Ross has also focused on introducing more diverse characters to the video games. "I also think that diverse teams do kind of create a more diverse output, diverse thinking, and innovation on where you're going," she told 60 Minutes. Halo 4 released in 2012 and grossed $220 million in first-day sales.

In 2014, 343 Industries released Halo: The Master Chief Collection, a compilation of the four main Halo games for the Xbox One. On launch, the game suffered from severe issues, and Ross issued public apologies for the state of the product; she later called it the worst moment in her career. Ross later promised future 343 Industries games would have betas to avoid similar problems. Halo 5: Guardians released in 2015, and sales of the games and related merchandise topped $400 million in its first week. Lessons learned from the development of Halo 5 led to a longer development period for the next game, Halo Infinite, due in 2021.

Ross also envisioned the Halo franchise growing with transmedia content such as books and television. Halo 4's release coincided with a tie-in episodic series, Halo 4: Forward Unto Dawn. Ross would later announce a live-action Halo television series at the Xbox One reveal in 2013.

Noticing how few women attended gaming events like E3, Ross helped found a networking group that evolved into the Microsoft Women in Gaming community and a yearly event. She believes gaming can serve as a way to get young people interested in STEM careers by relating it to something they enjoy. Ross has worked to hire more female game developers so more women can find role models within the industry, and worked with the Ad Council's #SheCanSTEM campaign. Head of Xbox Phil Spencer said Ross' profile helped attract female talent to the company.

Recognition

Ross appeared as a speaker at the Grace Hopper Celebration of Women in Computing, held in Phoenix, Arizona, presenting on "Technology and How It Is Evolving Storytelling in Our Entertainment Experiences". She has also made appearances as a speaker at GeekWire 2013 and Microsoft's ThinkNext 2015 in Israel. Ross was also the lead speaker for Microsoft's presentation at the 2015 Electronic Entertainment Expo, as part of an industry push for larger roles for women.

In 2014, Fortune listed Ross as one of "10 powerful women in video games", which noted that she was "responsible for defining the vision and leading the Halo franchise". The Academy of Interactive Arts and Sciences named Ross as their 2019 Inductee to their Hall of Fame Inductee at the DICE Awards held in February 2019. She was the second female inductee in this award since its establishment.

References

  1. ^ Brustein, Joshua (October 22, 2015). "Can the Woman Behind Halo 5 Save the Xbox?". Bloomberg News. Retrieved April 11, 2021.
  2. "Bonnie". She Can Stem. Retrieved November 5, 2020.
  3. ^ Marie, Meagan (December 4, 2018). "Bonnie Ross". Women in Gaming: 100 Professionals of Play. Prima Games. pp. 94–95. ISBN 978-0-744-01993-3.
  4. ^ Dodge, Jeff (November 30, 2015). "Halo effect: Alumna wants more women in video game industry". Colorado State University. Retrieved January 30, 2017.
  5. ^ McCaffrey, Ryan (February 26, 2019). "How Bonnie Ross Is Shaping the Future of Halo - IGN Unfiltered #39". IGN. Ziff Davis. Retrieved April 12, 2021.
  6. Takahashi, Dean (December 18, 2018). "Master Chief's guardian, Bonnie Ross, talks about Halo and diversity". VentureBeat. Retrieved April 11, 2021.
  7. ^ McCarthy, Caty (February 21, 2019). "343 Industries Boss Bonnie Ross on Her Long Career at Microsoft and Avoiding Crunch on Halo Infinite". USGamer. Gamer Network. Retrieved April 12, 2021.
  8. ^ Haske, Steven (May 30, 2017). "The Complete, Untold History of Halo". Vice. Vice Media. Archived from the original on March 15, 2018. Retrieved March 27, 2018.
  9. Smith, Kevin (December 5, 2011). "Talking with the man who assembled the 'Halo Bible' for Microsoft". Official Xbox Magazine. Archived from the original on February 11, 2012.
  10. Iones, Andrey (March 2012). "Halo: Combat Evolved Anniversary". Game Developer Magazine. 19 (3). UBM: 20–27. Archived from the original on January 23, 2013.
  11. De Kwaadsteniet, Maarten (June 17, 2014). "Halo: Spartan Assault Interview". IGN Benelux (in Dutch). Archived from the original on March 23, 2020. Retrieved January 9, 2019.
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