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Ensemble Studios
Ensemble Studios
from Wikipedia

Ensemble Studios was an American video game developer. It was founded by Tony Goodman in 1994 and incorporated the following year. It borrowed the name of Ensemble Corporation, a consulting firm founded by Goodman in 1990.[1] It was acquired by Microsoft in 2001 and operated as an internal studio until 2009, when its development capabilities were officially disbanded.[2] Ensemble developed many real-time strategy games, including the Age of Empires game series, Age of Mythology, and Halo Wars. In addition to game development, Ensemble Studios also developed the Genie Game Engine used in Age of Empires, Age of Empires II: The Age of Kings, and Star Wars: Galactic Battlegrounds. The studio sold 20 million games and was worth an estimated $500 million.[3]

Key Information

Games

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Ensemble Studios developed the Age of Empires game series of real-time strategy titles, comprising Age of Empires, Age of Empires II: The Age of Kings and Age of Empires III. They also released Age of Mythology, a spin-off from the original series. Expansion packs were also released for all their games including two for Age of Empires III. Their last release was the real-time strategy game called Halo Wars for Xbox 360.

Release
Date
Title Genre
1997 Age of Empires real-time strategy
1998 Age of Empires: The Rise of Rome expansion pack
1999 Age of Empires II: The Age of Kings real-time strategy
2000 Age of Empires II: The Conquerors expansion pack
2001 Star Wars: Galactic Battlegrounds real-time strategy
2002 Age of Mythology real-time strategy
2002 Star Wars: Galactic Battlegrounds Clone Campaigns expansion pack
2003 Age of Mythology: The Titans expansion pack
2005 Age of Empires III real-time strategy
2006 Age of Empires III: The WarChiefs expansion pack
2007 Age of Empires III: The Asian Dynasties[4] expansion pack
2009 Halo Wars real-time strategy
Cancelled Titan (Halo MMO)[5][6] massively multiplayer online game
Sorcerer[7] fantasy-adventure RPG
Nova[7]
Wrench[7][8] platform game
Bam[7]
Agent[7]

Closure and legacy

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In 1998, Rick Goodman left Ensemble Studios and started a new independent studio, Stainless Steel Studios.

In 2000, Brian Sullivan left Ensemble Studios and started a new independent studio, Iron Lore Entertainment, to develop the action role-playing game Titan Quest.

In 2001, Microsoft acquired Ensemble Studios for $100 million.[9][10] Ensemble remained at their original location in a high-rise office in Dallas, Texas, until April 2008 when Microsoft moved them to the Shops at Legacy in Plano, the same location as GearBox Software. [citation needed] Their office was 50,000 square feet and designed to house 120 employees.[11]

In 2008, Ensemble announced that it would close after the release of Halo Wars in 2009. According to multiple independent reports, all non-essential staff were laid off and remaining staff were given incentives to remain until the completion of the project.[12] Microsoft issued an internal statement on September 10, 2008 which was then leaked to the public.[13]

The company shut down on January 29, 2009.[14] It was also stated at the time that at least two new studios were being formed by ES employees.[15]

In February 2009, former Ensemble Studios head Tony Goodman started a new independent studio, Robot Entertainment, and a number of the existing employees have been offered a position in this company.[16]

Following the announcement of Robot Entertainment, former Ensemble Studios producer David Rippy started a new independent studio, Bonfire Studios, composed entirely of former Ensemble staff members.[17] Bonfire was later renamed Zynga Dallas through its acquisition by Zynga and released only one game as an independent company.

In 2008, a third studio called Newtoy, Inc. was created by brothers David and Paul Bettner,[18] developers from Ensemble,[19] which released Chess With Friends for the iPhone in November 2008,[20] and Words With Friends in August 2009.[21] Newtoy was also acquired by Zynga and renamed Zynga With Friends, a moniker off of Newtoy's successful 'with friends' series. Newtoy released two games while they were independent.

In March 2009, a fourth studio, Windstorm Studios, was founded by ex-staffer Dusty Monk as a one-man company.[22] Dusty Monk later closed this studio on March 21, 2012 and joined Robot Entertainment with his former co-workers.[23]

In June 2013, a fifth studio emerged, Boss Fight Entertainment,[24] founded by previous employees of Ensemble Studios and Zynga Dallas. Boss Fight Entertainment is located in McKinney, Texas and is developing games for mobile platforms. The studio was acquired by Netflix Inc. in 2022.[25]

Technology

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References

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Ensemble Studios was an American video game developer based in Dallas, Texas, founded in 1995 and best known for creating the Age of Empires series of real-time strategy games. The studio's debut title, Age of Empires (1997), introduced a historical theme to the real-time strategy genre and became a commercial success, establishing Ensemble as a key player in PC gaming. Following this, Ensemble released sequels such as Age of Empires II: The Age of Kings (1999) and expansions, which further solidified the franchise's popularity, along with Age of Mythology (2002), a mythological spin-off that blended strategy with Greek, Egyptian, and Norse lore. In 2001, Microsoft acquired the studio to support ongoing development of the Age of Empires series and integrate it into their gaming division. Under Microsoft, Ensemble continued with Age of Empires III (2005), which shifted focus to the colonial era and introduced new gameplay mechanics like home city support, and ventured into console gaming with Halo Wars (2009), an RTS adaptation of the popular Halo franchise. The studio's titles collectively sold over 20 million units worldwide, earning praise for their innovative design and historical depth. Despite its successes, announced the closure of Ensemble Studios in September 2008, shortly after completing , with the studio officially shutting down in January 2009; the decision was part of broader restructuring, leading many employees to form new studios like .

History

Founding and early development

Ensemble Studios was founded in 1995 in Dallas, Texas, by , his brother Rick Goodman, and John Boog-Scott, evolving from the information technology consulting firm Ensemble Corporation, which had co-established in 1991 with Boog-Scott, John Calhoun, and Thad Chapman. The IT firm had achieved rapid success, earning a spot on the Inc. 500 list of fastest-growing private companies before its acquisition by USWeb in 1998, providing the financial stability for 's pivot toward driven by his personal passion for the medium. This transition marked a departure from , with the new studio incorporating in February 1996 and initially operating from the Ensemble Corporation offices with a small team that included programmers Angelo Laudon and , as well as artists Brad Crow, Scott Winsett, and Thonny Namuonglo. In early 1995, prior to formal incorporation, and Laudon began developing a prototype engine using Microsoft's library, initially titled "," which featured core elements such as unit movement, combat, and resource gathering like wood chopping. This prototype laid the groundwork for the studio's focus on the RTS , drawing inspiration from Sid Meier's for its historical progression and depth, while incorporating fast-paced mechanics from Warcraft II. Negotiations with as a publisher began at the 1995 , leading to the development of the studio's debut title, , released in October 1997. oversaw and art direction, while Rick Goodman contributed significantly to mechanics, including the tech tree system that allowed civilizations to advance through historical ages. Age of Empires received strong critical acclaim for its accessible yet deep historical theme and multiplayer features, earning high scores from outlets like Computer Gaming World and becoming a . The game exceeded Microsoft's projected lifetime sales of 430,000 copies, surpassing 1 million copies shortly after launch and exceeding 3 million units by early 2000, establishing Ensemble Studios as a key player in the RTS genre. By the late , the studio had grown from its initial handful of employees to around 50 staff members, prompting office expansions in to accommodate the expanding team working on sequels and expansions.

Acquisition by Microsoft

On May 3, 2001, Microsoft announced an agreement to acquire Ensemble Studios for an undisclosed sum, with the deal aimed at bolstering its position in the PC strategy gaming market by integrating the developer's expertise in real-time strategy titles. The acquisition was motivated by Microsoft's desire to leverage Ensemble's successful track record with the Age of Empires series, which had sold over 8.5 million units worldwide, and to expand its games division through strategic partnerships turned ownership. The transaction was completed later that month, allowing Ensemble to continue operations as a wholly owned subsidiary without immediate disruptions. Following the acquisition, Ensemble was integrated into Microsoft Game Studios, maintaining its headquarters in Dallas, Texas, and retaining its core team, including founder , who continued as studio head to ensure leadership continuity. This structure provided operational stability while embedding Ensemble within 's broader development ecosystem, though no widespread relocation was required for the staff. The move shifted project priorities toward deepening the Age of Empires franchise with expansions and sequels, while enabling explorations of new intellectual properties, supported by Microsoft's enhanced funding and collaborative resources. The acquisition altered Ensemble's financial and creative autonomy by granting access to Microsoft's extensive marketing, distribution, and technological resources, which facilitated larger-scale productions without the constraints of independent funding. Previously reliant on external publishing deals, Ensemble now benefited from internal synergies that streamlined development pipelines and global reach. A key outcome was the 2002 release of Age of Mythology, a mythological-themed spin-off developed and published under direct Microsoft oversight, marking the studio's first major title fully realized within the new corporate framework. This project exemplified the accelerated focus on innovative strategy games, blending familiar mechanics with fresh themes to sustain franchise momentum.

Closure

On September 9, 2008, Microsoft announced that it would close Ensemble Studios following the completion of its final project, , as part of a fiscally driven strategic realignment to prioritize console and online social gaming experiences. The decision shocked the industry, given the studio's history of successful titles, but emphasized that it aimed to streamline resources for growth in core areas. The studio's closure became effective on January 29, 2009, shortly after went gold but before its release on February 27. In the preceding months, the approximately 100-person team shifted all efforts to finalizing , enduring intense crunch periods marked by extended overtime and developers sleeping at their desks amid the looming shutdown. This final push occurred under significant pressure, as the project's completion represented the studio's last major endeavor before disbandment. The closure impacted around 100 employees, with Microsoft providing options for relocation to other internal studios or severance packages to support their transitions. Studio founder Tony Goodman declined an offer from Microsoft to repurchase the operation, opting instead to form new ventures with key team members, including the launch of Robot Entertainment. Ensemble marked its end with official farewell communications, including a poignant internal statement titled "Ensemble Says Goodbye," which expressed gratitude to fans and pride in the studio's legacy while bidding adieu to its 14-year run. Events such as team gatherings underscored the bittersweet atmosphere, as staff reflected on their contributions before dispersing to new opportunities.

Games

Age of Empires series

The Age of Empires series, developed by Ensemble Studios from 1997 to 2007, established a landmark in real-time strategy gaming through its blend of historical simulation and competitive gameplay. Core mechanics revolve around resource gathering—such as food, wood, gold, and stone—to construct bases, train military units, and advance civilizations through distinct technological ages, progressing from prehistoric eras to imperial periods. Campaigns narrate historical events with branching narratives, while skirmish and multiplayer modes emphasize strategic depth, including unit formations, economic management, and tactical combat. Innovations like non-cheating AI opponents and randomly generated maps enhanced replayability, allowing players to explore diverse scenarios across ancient civilizations. The inaugural title, (1997), introduced the franchise's foundational systems, focusing on ancient history with 12 civilizations and four ages (Mesolithic to Iron Age). Development, led by designers like Brian Sullivan and Rick Goodman, faced challenges in condensing millennia-spanning history into accessible , opting for a "Hollywood history" approach that prioritized entertainment over strict accuracy—such as priests converting enemy units with a memorable "wololo" chant. Multiplayer support via Microsoft's Zone.com service was a key innovation, enabling online battles that balanced for shorter sessions around one hour. The game achieved commercial success, selling over 3 million copies by 2000 and earning acclaim for its ambitious scope. Age of Empires II: The Age of Kings (1999) refined the formula with a medieval setting, introducing 13 civilizations, unique units for each (e.g., the Japanese ), and features like market trading for resource conversion and automated building queues. Ensemble Studios addressed feedback from the first game by pruning an initially overloaded design, improving , and enhancing multiplayer with hotkeys and commands to support competitive play on Zone.com. Balancing historical authenticity with fun remained a core challenge, as developers incorporated elements like castle sieges while simplifying tech trees for broader appeal. The expansion The Conquerors (2000) added four new civilizations, including the and Mayans, along with networking improvements and new wonders for victory conditions. became the series' cornerstone, selling over 2 million copies in its first three months and contributing to the franchise's lifetime sales exceeding 20 million units across all titles. It received multiple Game of the Year awards and topped sales charts globally. Shifting to the colonial era, Age of Empires III (2005) innovated with a "home city" mechanic, where players customized a persistent European base to ship resources, units, and cards to battlefields, adding a meta-layer to strategy. The game featured 8 civilizations, advanced 3D graphics with dynamic effects like rolling cannonballs, and a greater emphasis on tactical combat over macro-economy. Development hurdles included refining the home city system, which some critics noted felt more like a menu than an integrated feature, and adapting to a less popular historical timeframe involving Native American and colonial conflicts. Expansions expanded this scope: The WarChiefs (2006) introduced Native American factions like the and , with "war chief" aura abilities for units, enhancing asymmetric gameplay; The Asian Dynasties (2007), co-developed with , added Eastern civilizations such as the Chinese, Japanese, and Indians, incorporating unique mechanics like rice paddies and elephant units. Age of Empires III sold over 2 million copies, maintaining the series' momentum despite evolving RTS trends. As a series-adjacent spin-off, Age of Mythology (2002) diverged into mythology while retaining core RTS elements, featuring Greek, Egyptian, and Norse pantheons with god-specific powers, hero units, and mythical creatures. Ensemble Studios innovated with a dynamic soundtrack that shifted based on gameplay and 3D environments to revitalize the formula amid genre fatigue. The expansion The Titans (2003) introduced the Atlantean civilization and new wonders. It sold 1 million units in four months, broadening the franchise's appeal through fantasy integration. Overall, the Age of Empires series generated over $1 billion in revenue, solidifying Ensemble Studios' reputation for historically inspired strategy games that balanced education, innovation, and entertainment.

Other titles

In addition to the core Age of Empires franchise, Ensemble Studios ventured into mythological themes with , released in October 2002 for Windows. This spin-off introduced god-specific powers, mythical units like minotaurs and Valkyries, and a campaign blending historical and fantastical narratives across Greek, Egyptian, and Norse pantheons, marking a deliberate shift from the series' historical realism to foster creative gameplay diversity. Development spanned two years, involving extensive playtesting to balance new mechanics such as favor resources for divine abilities, and it was accompanied by the The Titans expansion in 2003, which added an Atlantean civilization. The title achieved commercial success, selling over 1 million units worldwide within five months of launch. Ensemble Studios expanded its portfolio through licensed collaborations, notably Star Wars: Galactic Battlegrounds in 2001, a game built on the from and developed in partnership with LucasArts. The project adapted Star Wars lore into RTS format with six factions, including and Trade Federation units, and featured campaigns retelling events from The Phantom Menace. Its expansion, Clone Campaigns, followed in 2002, introducing Clone Wars-era content. This effort demonstrated Ensemble's ability to repurpose core technology for genre diversification beyond original IP. The studio's last major release, in 2009 for , represented a bold console adaptation of RTS mechanics, developed exclusively under Game Studios with narrative guidance from to align with the Halo universe. Featuring a top-down, third-person camera for intuitive controller navigation and a single-player campaign centered on Captain Cutter and the UNSC Spirit of Fire during the events of Halo: Combat Evolved, it emphasized cinematic storytelling over micromanagement complexity. Reception highlighted its engaging lore integration and co-op modes but critiqued the simplified controls for lacking depth, resulting in an aggregate score of 82 on . Earlier in its history, Ensemble explored spin-off concepts around 1998, including expansions like that tested Roman-era evolutions, alongside internal prototypes for unannounced titles, though these remained experimental and unreleased. Minor contributions included support for Microsoft's casual gaming initiatives and toolsets that influenced broader ecosystem products, underscoring the studio's role in internal innovation.

Technology

Genie Engine

The Genie Engine was developed in-house by Ensemble Studios starting in 1996 as the foundational technology for their titles, for the debut game, , released the following year. Designed as a 2D sprite-based engine, it emphasized efficiency for handling complex simulations on hardware of the era, such as processors with limited RAM, targeting a consistent 15 frames per second even during intense gameplay scenarios. At its core, the engine employed a single-threaded game loop architecture, rendering sprites in 256 colors across expansive tile-based worlds that supported randomly generated maps populated with thousands of environmental objects like trees and animals. Key features included sophisticated algorithms integrated into the unit AI system, which allocated approximately 30% of processing power to navigate units around obstacles and formations, enabling large-scale battles with up to 250 actively moving units without significant performance degradation. Terrain rendering utilized a system for efficient drawing, with mechanics obscuring unexplored areas to optimize rendering time, which could vary based on scrolling or combat density; rendering overall was prioritized at approximately 30% of the CPU budget. The engine evolved iteratively for subsequent titles, with Age of Empires II introducing enhancements like refined for improved and dynamic shadow effects to enhance visual fidelity during unit interactions and environmental changes. The powered the and series. Later games such as and used the successor Bang! Engine, a 3D engine that introduced full 3D models and environmental interactions for more immersive battlefields, along with console optimizations including controller-friendly . Technically, the engine leveraged APIs for graphics acceleration, particularly for 2D rendering, and featured a modular structure that facilitated by separating simulation logic from rendering and input handling. Early versions faced limitations in multiplayer synchronization, where subtle discrepancies in simulation states—such as minor variations in resource foraging or unit alignments—could lead to out-of-sync errors across clients, exacerbated by the topology and reliance on identical seeding. These issues, often propagating from initial frame differences, were addressed through iterative patches that refined validation, command queuing (executing actions two turns ahead to buffer latency), and tools like extensive message traces, ultimately stabilizing support for up to eight players over 28.8 kbps modems.

Development innovations

Ensemble Studios pioneered an philosophy that emphasized frequent internal testing and structured documentation to refine mechanics, particularly in balancing economic systems and dynamics. Under the leadership of founder , the studio implemented a rigorous process involving the creation of detailed design documents to outline core mechanics and iterate on features like and unit interactions. This approach allowed for targeted adjustments, ensuring economic progression felt rewarding while remained tactically deep without overwhelming complexity. Complementing this, Ensemble conducted regular playtests, sometimes weekly or even daily, involving developers from both the studio and , which drove and concept refinement throughout development cycles. A key innovation in user engagement was the integration of custom tools for , most notably the Scenario Editor, which was developed as a core component from the outset of the series. This tool enabled players to design custom maps, , and campaigns using the game's assets, fostering a vibrant community of creators and extending the longevity of titles like and its sequels. By prioritizing the editor's accessibility and depth, Ensemble not only empowered but also used it internally to prototype mission structures and balance tests efficiently. In , Ensemble advanced unit decision-making through the adoption of script-based, expert-system architectures, particularly evident in , where the previous AI was entirely rebuilt to handle complex behaviors more realistically. This system allowed units to respond dynamically to environmental cues and player actions in campaigns, reducing reliance on heavy manual scripting while enhancing tactical depth—such as coordinated attacks and adaptive formations—without compromising performance. The result was more immersive narrative experiences, where AI opponents felt responsive and challenging across diverse historical scenarios. The studio cultivated a collaborative environment that encouraged as a cross-team practice, with developers sharing prototypes and expansions through internal feedback loops that mirrored community contributions. External beta programs further shaped releases, with player input directly influencing balance tweaks and feature additions, blurring lines between studio and community creativity. As projects evolved, Ensemble adapted its pipelines for emerging platforms, notably transitioning to full for III, which introduced detailed environmental interactions and unit animations built on a new engine foundation. For console development in , the team innovated a radial "circle menu" interface tailored to the , streamlining unit selection and command issuance to make viable without a keyboard or , marking a significant step in .

Legacy

Industry influence

Ensemble Studios significantly contributed to the (RTS) genre by popularizing the historical subgenre through the series, which blended strategic gameplay with educational narratives drawn from antiquity and the . Released in 1997, introduced a historical framework to RTS mechanics, emphasizing civilization progression across eras while incorporating real historical figures, events, and technologies in its campaigns, thereby merging entertainment with subtle historical instruction. This approach influenced subsequent titles, such as (2003), which expanded on the historical progression model by integrating territorial conquest and age advancement inspired by ' structure. The series' focus on historically themed campaigns helped establish the subgenre as a staple in PC gaming, encouraging developers to explore narrative-driven strategy beyond fantasy or sci-fi settings. The studio pioneered standardized multiplayer features in RTS games via integration with Microsoft Zone, an early online platform that facilitated matchmaking, ranked play, and community events for titles from 1997 onward. This service enabled seamless online battles, fostering a persistent player base and laying groundwork for competitive strategy gaming by supporting up to eight-player matches and clan-based tournaments. Microsoft Zone's infrastructure contributed to esports precursors, including the 2001 Microsoft-sponsored $100,000 tournament for and appearances in the World Cyber Games (2000–2002), which helped normalize online RTS competition and influenced the evolution of dedicated platforms in the genre. Although Zone shut down in 2006, its legacy persisted through community migrations to third-party services, sustaining multiplayer engagement for over two decades. Age of Empires II: The Age of Kings (1999) received multiple honors from the Academy of Interactive Arts & Sciences (AIAS), including Computer Game of the Year, Computer Strategy Game of the Year, and Outstanding Achievement in Character or Story Development at the 3rd Annual Interactive Achievement Awards in 2000, recognizing its innovative blend of historical storytelling and strategic depth. These accolades, along with its expansion The Conquerors (2000) winning PC Strategy at the 4th Annual awards, underscored the game's role in elevating RTS to mainstream status by demonstrating commercial and critical viability for narrative-rich, historically grounded titles. Such recognition helped solidify the genre's legitimacy, inspiring broader industry adoption of complex campaign structures and multiplayer balance. The franchise's economic success, driven by expansions and sequels, established a template for long-term PC gaming franchises, with alone topping global holiday sales charts in 1999 and contributing to the series' overall revenue exceeding $1 billion by 2018. Expansions like The Rise of Rome (1998) and The Conquerors extended core gameplay with new civilizations and mechanics, boosting replayability and sales without requiring full sequels, a model that encouraged iterative content updates in strategy gaming. This approach demonstrated the viability of evergreen PC titles supported by DLC and remasters, influencing franchise strategies for titles like StarCraft and . Ensemble Studios' work fostered a enduring cultural legacy through vibrant fan communities, extensive modding scenes, and applications in . Dedicated forums and platforms like AoEZone and Liquipedia have sustained global player engagement, with Age of Empires II: Definitive Edition (2019) maintaining strong player engagement, with concurrent Steam peaks exceeding 30,000 as of 2025, supported by community-driven tournaments and content creation. communities have produced thousands of custom scenarios, units, and campaigns, extending the games' lifespan and democratizing within the RTS space. Educationally, the series has been integrated into classrooms for teaching , , and ; for instance, Age of Empires II illustrates microeconomic concepts like and trade, while Age of Empires IV (2021) content enables students to earn college credit through interactive historical modules. These uses highlight the franchise's role in blending gaming with learning, influencing pedagogical approaches to in curricula. The franchise's legacy continues through World's Edge, which developed Age of Empires IV (2021) and its expansions, and announced a mobile version in 2024, further extending the series' reach.

Successor studios and personnel

Following the closure of Ensemble Studios in January 2009, numerous alumni established new ventures, carrying forward expertise in and related genres. , co-founder of Ensemble, led the formation of in February 2009 in , assembling a team of 45 former Ensemble employees to develop action-strategy titles. departed in 2010 to found PeopleFun in 2012, focusing on casual mobile games like Word Stacks. The studio's series, launched in 2011, blended mechanics with direct combat and , echoing RTS elements like base-building and horde management from Ensemble's work. Another early offshoot was Windstorm Studios, founded in March 2009 by senior programmer Dusty Monk, a long-time Ensemble veteran responsible for networking and multiplayer features in titles like . Operating initially as a small outfit, it focused on ambitious online multiplayer projects, including an unannounced MMO-style game scaled back to single-player after initial development challenges. The studio ceased operations around 2012 amid funding issues. Preceding the closure by over a decade, Rick Goodman departed Ensemble in 1998 to co-found Stainless Steel Studios in Cambridge, Massachusetts, where he led development of Empire Earth, a real-time strategy game spanning 500,000 years of history with epic-scale battles and civilization progression mechanics. The studio released the title in 2001 before closing in 2004. Graeme Devine, who served as creative director on at Ensemble, transitioned to Apple in 2009 to lead iOS gaming initiatives before founding GRL Games in 2010, targeting innovative mobile titles with narrative-driven experiences. Key personnel pursued diverse paths, with Brian Sullivan, a co-founder and lead designer on early titles, left in 2000 to establish , which developed the action RPG before shuttering in 2008. Dozens of Ensemble's approximately 100 dispersed across the industry, contributing to teams at studios like on Halo projects, Blizzard Entertainment on strategy and multiplayer features, and ongoing Xbox development efforts.

References

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