Jason Jones, the co-creator of both Destiny and Halo who departed Bungie amid Sony’s layoffs earlier this year, has announced a new transmedia studio called Stone Kite alongside its first project, a comic series titled One Zero One. The Los Angeles-based venture is a partnership with Margaret Stohl, a longtime Bungie veteran author who serves as the studio’s CEO, marking Jones’ first major creative undertaking since leaving the company he co-founded in 1991.
The announcement arrives at a pivotal moment for both figures. Jones was reportedly let go during the widespread studio layoffs enacted by Sony earlier this year, and his departure coincided with Bungie officially ending support for Destiny 2 before announcing last week that it is not finished yet. Now Jones is stepping into uncharted territory, shifting from game design to narrative-driven storytelling across multiple mediums.
A Studio Built on Creative Collaboration
Stone Kite distinguishes itself with an unconventional approach to world-building. Rather than launching a story in one medium and adapting it outward afterward, the studio intends to bring together creators from different disciplines from the very beginning. Stohl explained that this model is designed to break down what she called “old media silos” and create worlds meant to endure across generations.
“I’ve spent my career creating books, games, comics, film and television, and I’ve seen how often the medium that tells the first story ends up defining everything that comes after it,” Stohl said. “Stone Kite is about breaking down those old media silos. Instead of starting in one medium and adapting outward, we bring the best global creators from different disciplines into the room from day one to shape the world together.”
Margaret Stohl, Stone Kite CEO
Stohl emphasized that the studio plans to build communities around its projects and actively listen to audiences. She said the goal is creating worlds that people can explore for decades in whatever ways they prefer, noting that her team deliberately avoids defaulting to traditional industry practices.
A Lifelong Dream Realized
For Jones, the new venture fulfills a personal ambition he has harbored for years. Despite his success as a game designer, he said he always wanted to write, recalling childhood trips to used bookstores where he would fill a backpack with science fiction paperbacks.

“I’ve spent my whole life making games, but I’ve always wanted to write,” Jones said. “Margie was the first person to believe I could write a book of his own, the first person to read it, and the one person I trusted to help me develop it into epic entertainment that leaves the world a better place.”
Jason Jones, Stone Kite co-founder
Jones’ departure from Bungie has generated considerable attention given his stature in the industry. He is regarded as a visionary game designer who rarely gives interviews; his career-spanning conversation with IGN in 2013 was notably his first interview in over a decade at that time, and he has spoken publicly only sparingly since.
The One Zero One Series
The studio’s debut project, One Zero One, is a four-part limited comic series exploring an impending conflict between humans and a rogue army of AI-driven robots. Part 1 is now available in digital form on the Stone Kite website, where fans can also preorder physical copies.
The announcement has drawn interest from both longtime followers of Jones’ game design work and readers eager to see his narrative ambitions take shape. As transmedia projects continue to gain momentum across entertainment, Stone Kite’s collaborative model represents an experiment in how stories might be constructed when creators from different fields work together from the outset.
Looking Ahead
With One Zero One Part 1 already available digitally and additional installments expected as the four-part series unfolds, Stone Kite has signaled its intention to expand beyond comics in future projects. The studio’s founding principles suggest that upcoming ventures will continue emphasizing cross-disciplinary collaboration and community engagement as it works to build worlds audiences can explore for years to come.

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