Ex-Marathon Director Sues Bungie and Sony For $200M, Alleges Firing Was To Avoid Paying Nearly $50 Million
Ex-Marathon Director Sues Bungie and Sony For $200M, Alleges Firing Was To Avoid Paying Nearly $50 Million
Transaction ID 75205164
Case No. 2024-1285-
IN THE COURT OF CHANCERY OF THE STATE OF DELAWARE
CHRISTOPHER BARRETT,
Plaintiff,
SONY INTERACTIVE
ENTERTAINMENT LLC and BUNGIE,
INC.,
Defendants.
VERIFIED COMPLAINT
(“Sony”) and Bungie, Inc. (“Bungie”, and together with Sony, the “Defendants”).
PRELIMINARY STATEMENT
Barrett, who was, until recently, one of the most respected artists in the video game
publicly, insinuating they had “investigated” Barrett and “found” he had engaged in
sexual misconduct. Defendants did not care that none of it was true; they had blatant
motivations for their brazen scheme: (i) to avoid paying Barrett the nearly $50
million he is owed under his employment agreement, and (ii) to shift blame for and
deflect attention away from their massive business failures. And to achieve those
and levels for the game Myth, for free, as a fan, at night, after working his day job
in New York. Bungie, the maker of Myth, recruited Barrett and for the next twenty-
five years, Bungie and Barrett had a remarkable ride. Barrett drove the artistic
including Halo and Destiny (the latter of which has been nominated for Best
Ongoing Game at the 2024 Game Awards), acquired a valuable equity interest in
Bungie, and became the driving force and lead designer for Bungie's most important
3. That ride ended abruptly in 2024 when Sony, which had acquired
Bungie for $3.6 Billion in 2022, acting in concert with Bungie, removed Barrett from
his position in charge of developing Marathon and then baselessly fired him,
allegedly for “Cause”, following a supposed investigation. Defendants’ acts were all
part of a premeditated scheme to terminate Barrett, avoid paying him the tens of
millions of dollars he was owed, and make him a scapegoat for Defendants’ business
• Barrett was told he was under “investigation” out of the blue while he
was on a mental health sabbatical. Without further information, Barrett
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was told to appear for an “interview” with a member of the Sony legal
department.
• Barrett was not advised to bring counsel to that interview, despite being
a “target”.
• Less than three weeks after this interview, Barrett was notified via
Microsoft Teams that he had engaged in unspecified “gross misconduct”
and would be terminated for “Cause”. Defendants refused to explain
further and told him that nothing he could say would make a difference,
despite never giving him a chance to engage with the allegations in the
first place.
• No one ever told Barrett who had made the decision to fire him or even
what conduct he was being fired for. Instead, through Sony’s counsel,
Defendants vaguely claimed violation of Bungie’s harassment policy.
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But that was no basis for a “Cause” determination: violation of policy
is not included as “Cause” under the relevant agreements and Barrett
has not violated the policy.
for his stock in Bungie. They then completed the Machiavellian trifecta by providing
wildly misleading statements to Bloomberg designed to: (i) deflect blame for Sony’s
poorly performing $3.6 Billion acquisition of Bungie and delays in video game
production by casting shade on Barrett for his role on Marathon and (ii) shift blame
for their own public #MeToo problems by falsely insinuating that the accusations of
severe misconduct had been directed at Barrett, when they had not.
public statements for publication in Bloomberg (and ultimately other media outlets)
widely disseminated and would create a false impression that Barrett had engaged
in sexual misconduct. Defendants did not care if the public was misled. Indeed, that
was the point. Barrett’s high standing within the company and the industry made
him the perfect scapegoat to conceal Defendants’ significant cultural problems and
business failures.
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7. By informing the press that Barrett had been fired based on “findings”
as to the nature of Barrett's conduct and cultivated the perception that Barrett must
amply reflected in the public online chatter on multiple social media platforms, all
termination and the misleading press statements. For example, the following
8. However, the reality is that Barrett did not engage in any conduct that
could be the basis for a finding of “Cause” or the type of conduct that the public was
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• did not have or solicit any improper sexual relationships with his
colleagues;
• was not arrested or charged with any crime and had not (and has not)
been sued civilly by anyone.
defined in the Retention Agreements (defined below). And there could not have
been any credible allegation he did because Barrett had a spotless twenty-five year
• Bungie’s struggles should not have been a surprise. Before the Sony
acquisition, Bungie was in a difficult financial position. Destiny, the
video game franchise responsible for the majority of Bungie’s
revenues, was not performing as well as Bungie had hoped. Yet, Bungie
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was able to strike a deal with Sony that enabled Bungie management to
retain certain control post-acquisition. When Bungie thereafter
underdelivered, with Marathon delayed and Bungie's senior leadership
in disarray, and with Sony looking to hold Bungie leadership
accountable, Bungie offered Barrett (who had always been on the
creative side, and never active in business management) as a sacrifice.
irreparably harmed Barrett financially, physically, and emotionally. He has been the
subject of harassment and public ridicule, has lost friends and professional
opportunities, and has seen relationships with family strained. His lifelong dream of
launching his own video game company (once within reach for a respected designer
of multiple legendary games) has been crushed. All in the name of advancing
owed for stock he earned through twenty-five years of hard work, to recover for the
compensated for the falsehoods knowingly and maliciously spread about him by the
Defendants.
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PARTIES
12. Plaintiff Christopher Barrett lived and worked for Bungie in the State
of Washington for over two decades until September 2023, when he, with Bungie’s
entertainment businesses. Among other things, Sony is responsible for the industry-
consoles and developing (through affiliated game studios) video games. Through a
July 2022 merger, Sony became the sole owner and parent company of Bungie.
decades, Bungie developed leading game franchises, including Halo, Destiny, and
Myth. Bungie was founded in 1991 and grew to around 1,000 employees by the time
15. Sony and Bungie are household names among video game enthusiasts
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JURISDICTION AND VENUE
16. This Court has subject matter jurisdiction under 10 Del. C. § 341 and 6
Del. C. § 2708. This Court also has subject matter jurisdiction under 8 Del. C. § 111
Sony’s acquisition of Bungie for approximately $3.6 Billion and the merger
17. Personal jurisdiction over Sony and Bungie is proper because the Re-
Sony and Bungie, and signed by Sony, “expressly consent[ed] to the personal and
exclusive jurisdiction and venue of the Court of Chancery” for any lawsuit arising
FACTUAL ALLEGATIONS
18. Barrett has been passionate about art and video games since his
childhood. Barrett’s father introduced him and his brother to the first generation of
video games in the mid-1980s, which sparked a lifelong interest in games and game
design.
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A. Barrett Joins Bungie
20. Barrett attended college at the Pratt Institute in New York, where he
studied art. After graduating, Barrett hoped to find a job with a video game design
studio but he was unable to and instead worked for a design firm.
21. Outside of his full-time job, and during his free time, Barrett designed
“modifications” (known as “mods”) for a popular video game, Myth: The Fallen
Lords, released by Bungie in 1997. Myth was a real-time tactical combat game,
which featured a player-versus-player mode where rival players could raise armies
to battle for control over the virtual map. An avid fan of the game, Barrett designed
numerous mods in the form of Myth levels and maps, which he made available to
22. As a result of his mods, Barrett gained an online following and caught
the eye of Bungie. Bungie invited Barrett to come for a job interview. At the time,
Bungie was a twenty-five person startup operating out of a small office in Chicago
across the street from the Mr. Beef sandwich shop, and its office was filled with cots
23. As part of the interview, Barrett was asked to create a visual website
design for Myth II: Soulblighter. Barrett's design concept impressed Bungie, which
offered him a job with an annual salary of approximately $20,000. Barrett turned
this down as it was substantially less than what he was making at the time. Bungie
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immediately offered to double the salary to $40,000, which only led Barrett to
believe Bungie had attempted to take advantage of him with its initial offer.
24. Barrett declined again, but Bungie nonetheless used the concept he had
25. During his interview, Barrett also met the game director for Myth II,
who asked for Barrett’s help creating maps for the soon to be released game. At the
time, Bungie had not yet created any of the multiplayer maps, which were crucial to
the multi-player mode, and were one of the main differentiating factors that made
the original Myth game a success. Barrett was excited to contribute to the sequel of
a game he loved and agreed to create maps and environmental art for Myth II’s
game. The multiplayer mode, to which Barrett meaningfully contributed, was one of
27. Bungie again offered Barrett a job in 1999. After Bungie executives,
including Jason Jones (Bungie’s current Chief Vision Officer), provided Barrett a
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sneak peek at a game in development called Halo (as well as a better salary), Barrett
agreed to join.
Bungie in November 1999. It was a dream job for Barrett: working all hours on video
games he loved for one of the hottest startup companies in the industry.
29. Barrett immediately realized that Bungie's work culture was different
than what he had experienced previously and more akin to a college frat house than
employees worked all hours making first-person shooter video games. It had limited,
if any, human resources. Employees, including senior leadership, did not observe
frequently and openly referred to things as “gay”. Sexual “mom” jokes and racist
jokes were commonplace. Nudity was not prohibited — Bungie personnel engaged
in “moonings” in the office, where employees would pull their pants down and
display their buttocks (a practice that continued to some degree over the years).
31. Barrett was told that even Bungie’s name was a reference to “death by
bunga bunga”, the punchline of an old, highly off-color joke. Whether this was
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actually true (Barrett never learned for sure), it is an indication of the culture at
32. That culture did not stop at the office. It was reflected in Bungie’s
games. Myth II had a game mode called “Choke the Chicken” — a colloquial phrase
buttocks. And, of course, many of Bungie's games featured highly stylized graphics
with depictions of strong and “hot” female and male characters. For example,
Cortana, a central character in Halo (pictured below), has been ranked as one of the
1
See, e.g., Top 50 Hottest Female Video Game Characters of All Time, HubPages (Apr. 17, 2024),
https://discover.hubpages.com/games-hobbies/hottest-female-video-game-characters (not drawn
by Barrett, who did not work on the Halo characters).
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33. While Barrett's demeanor was very different than the frat-like elements
of Bungie’s culture, he loved making video games, loved and was passionate about
the games that Bungie made, and sought to be to be professional and collegial with
his colleagues.
34. Less than a year after Barrett joined, Bungie was acquired by Microsoft,
which was looking for games for the Xbox videogame console it was launching.
Bungie’s entire operation, including Barrett, was moved to Seattle where Microsoft
35. Though Bungie became a part of the much larger Microsoft, Bungie
never adopted Microsoft’s corporate-techie culture, but rather maintained its own
culture and its own office space and was subject to limited oversight from Microsoft,
36. Halo, which became one of the most legendary video game franchises
of all-time, was a first-person shooter game in which the player controlled a super-
soldier in humanity’s struggle against an alien race and progressed through the story
on their own.
37. Barrett's role was to create art, design game levels, and develop
environments, such as landscape and weather, for the first Halo game: Combat
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Evolved. With limited support or oversight, Barrett worked tirelessly — often
working until 2AM and spending countless nights in the studio sleeping underneath
his desk — to create some of Halo’s most popular single-player levels, including the
famed “Assault on the Control Room”2 (shown below) and multiplayer levels.
defining game — for its storytelling, map, and level design, multiplayer features,
and gameplay. It sold more than six million copies and has been credited with putting
39. In recognition for his contributions, Barrett was featured in the credits
2
See, e.g., Daniel Morris, 10 best Halo campaign missions of all time, Destructoid (Nov. 14,
2024), https://www.destructoid.com/10-best-halo-campaign-missions-of-all-time/ (ranking
“Assault on the Control Room” as one of the top Halo missions of all time).
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40. Barrett was then asked to join the Halo 2 team, where Bungie was
behind schedule. Barrett was promoted to the Lead Environment Artist and designed
many of the single player levels, as well as certain multiplayer maps (example shown
below). To keep the game on schedule, Barrett again worked extremely long hours,
41. Halo 2 was released in 2004 and was praised for its single-player story
mode and its revolutionary online multiplayer mode, where players could play over
the internet. Halo 2 was the best-selling game for the Xbox, with over eight million
copies sold. Barrett’s contributions as “Lead Environment Artist” were noted in the
game’s credits.
42. The period leading up to the release of Halo 2 was grueling for many
Bungie employees, who often had to “crunch” to meet production deadlines. Shortly
after the release of Halo 2, Jason Jones took a sabbatical — the first of several that
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43. Almost immediately after the launch of Halo 2, Bungie started working
on the development of Halo 3. Barrett was again promoted. In that role, Barrett was
instrumental in building the world in which Halo 3 took place (example shown
below).
44. Halo 3 launched in September 2007, and sold more than 14 million
copies. In recognition of Barrett’s contributions “on the most anticipated game title
45. Despite Halo's success, Bungie was never a cultural fit with Microsoft.
Around August 2007, Barrett became aware that a group of seven Bungie employees
While Barrett had never been a part of Bungie management, Barrett was invited to
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join the group and did so. However, in keeping with his role as a creative, Barrett
did not participate in the business negotiations with Microsoft. The group eventually
independent developer.
46. Barrett’s employment with the new Bungie began on October 1, 2007,
and Barrett was to receive “founder shares” equivalent to approximately 2.5% of the
newly spun off Bungie. On December 31, 2010, Barrett signed an employment
agreement with Bungie and was granted 336,375 shares of Series B-2 Preferred
Stock and 48,000 shares of Common Stock. All these shares were to vest over the
following decade, would automatically vest upon a change of control, and any
unvested shares would be forfeited if Barrett left Bungie voluntarily (which provided
needed to develop a new flagship game franchise, which can cost several hundred
48. Bungie made Barrett responsible for the creative and art design for
Bungie’s next franchise, later named Destiny (example shown below). Barrett was
3
It is not entirely clear why these shares were granted at this time, but this does not have bearing
on Barrett's claims.
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referred to as the “Co-Creator” of Destiny (alongside Jason Jones) in external pitch
materials.
shooter game. Unlike Halo, Destiny involved fully customizable characters which
players could design. The “live service” component was critical: because “live
service” games continually add new content, they engage players longer, and
character enhancements) or the sale of “expansion packs”. There were few “live
service” games at the time Barrett began working on Destiny and none in the first-
50. Barrett began work with a small team. Unlike his prior experiences,
where he had focused on level and environment design, Barrett created the entire
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creative and artistic side of Destiny, including the characters, weapons, world and
setting, logo, and branding. Eventually, the Destiny franchise became Bungie’s top
priority and Barrett’s small Destiny team increased to several hundred employees.
51. Destiny was released in September 2014 and was a hit. At the time, it
was the largest video game franchise launch ever, reportedly achieving over $500
Million in sales in its first week. Barrett was praised by Bungie’s then-president,
Harold Ryan, who wrote in a July 17, 2013, letter that Barrett was “kicking ass to
52. After the Destiny launch, Barrett took a sabbatical. While on sabbatical,
Barrett was removed (against his wishes) from his role on Destiny’s first major
Barrett was asked to develop another Destiny expansion, which he did in record time
53. Bungie leadership next reached out to Barrett for help in getting Destiny
2 (pictured below) ready to ship. Barrett again poured himself into his work. Destiny
trailed off, with high player attrition rates. Barrett was then asked to become the
Destiny 2 Game Director and to lead the “live” team. In short order, Barrett oversaw
the development of three expansions: Curse of Osiris, Warmind, and Forsaken, each
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54. Destiny 2’s sales increased, and Barrett’s contributions were
$240,000.
55. By this time in 2019, Barrett had been working on the Destiny franchise
for over a decade, and he wanted to “incubate” a franchise of his own — to create a
new franchise from scratch. That incubation became Bungie's next big development
project, Marathon — a “live service” “extraction” shooter where players are pitted
against each other with the objective of accumulating the most resources. Barrett
began work on Marathon in 2019, and other Bungie employees were thereafter
56. As of early 2021, the primary games upon which Bungie was relying
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F. Sony Explores an Acquisition of Bungie; the IGN #MeToo Article
business) expressed an interest in acquiring Bungie. Among other reasons, Sony was
looking to fill a gap in its product lineup for online “live service” games through
58. By this time, all of Barrett's founder’s shares had vested, and he had
unvested. In addition, Barrett was on Bungie's Board, having been elected by the
to play only a creative role, and, while he was kept informed along with the rest of
the Board, he was not intimately involved with the negotiations with Sony.
59. In December 2021, while discussions with Sony were ongoing, IGN, a
media outlet known for reporting on the video game industry, dropped a feature-
length bombshell #MeToo article on Bungie, entitled The Battle for Bungie’s Soul:
Inside the Studio’s Struggle for a Better Work Culture (the “IGN Article”) (Ex. 1).
That article described a “toxic work culture” at Bungie. It detailed accounts from
current and former Bungie employees who described “overt sexism, boys’ club
4
Rebekah Valentine, The Battle for Bungie’s Soul: Inside the Studio’s Struggle for a Better Work
Culture, IGN (Dec. 10, 2021), https://www.ign.com/articles/bungie-report-battle-soul-work-
culture-harassment-crunch (Ex. 1).
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60. The IGN Article alleged improper behavior by Bungie managers and
senior management, including one who yelled at a female employee “so aggressively
that she was brought to tears”; a manager who was a “sexist nightmare”, threw items,
producer who “routinely ma[de] sexist comments and openly talk[ed] about his love
61. The IGN Article also described a manager who was “observed by a
number of sources repeatedly harassing his female direct reports with sexual
comments and unwanted hugs, while simultaneously belittling them and shutting
them down in meetings”. The IGN Article recounted numerous additional instances
62. The IGN Article also reported that Bungie’s Human Resources and
“multiple individuals with long histories at Bungie that seemed to be able to get
away with anything”. For example, a “top-level company leader” who “rose to the
“dismissive of those who brought up the company’s toxic culture”, wearing a “shirt
that advertised ‘free lap rides’”, and excessively drinking at company events. And
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another who engaged in “multiple instances of sexist and racist remarks”, as well as
management men at Bungie hav[e] ‘code names’ for the women at the studio they
f[ind] attractive, which they [] openly use at the studio without the women knowing.
Some of these names were references to their physical form, hair color, or outright
derogatory terms”.
63. According to the IGN Article, numerous reports had been made to
Bungie Human Resources about those issues (and others), but Bungie had taken
limited action. While some of the allegedly offending employees eventually left
Bungie or were terminated, according to the IGN Article, it was only after long
some of them “left on publicly positive terms, celebrated with fond farewell letters”.
employees for raising issues with Human Resources. For example, multiple sources
described situations where they approached Human Resources about taking time off
“to deal with either personal or familial health issues, only to return and seemingly
65. Bungie attempted to combat the assertions in the IGN Article through
a statement from its CEO, Pete Parsons, who said Bungie had undertaken several
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66. None of the allegations in the IGN Article were directed at Barrett.
67. Barrett simply is not a frat-boy type, and while he certainly told the
occasional joke and went out for beers with co-workers, he went about his business
creating art and worlds and building videogames. However, the allegations in the
IGN Article were not shocking to him. The culture that Barrett observed upon
joining Bungie was alive-and-well, including from senior managers and executives.
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• A female office administrator shared explicit stories about her sexual
exploits;
68. While the IGN Article created a stir online, and led to various meetings
and town-halls at Bungie, it did not derail the talks with Sony, and it did not result
Bungie. Key issues included: (1) the joint management structure for the post-
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acquisition entity; (2) compensation for Bungie's equity holders, most of whom were
reap the benefits of his twenty-five years at Bungie and become wealthy. He earned
a salary of approximately $300,000 (plus bonus), in contrast to the over $75 Million
71. Because Bungies' equity was primarily held by its employees, like
Barrett, Sony was explicit that it would not acquire Bungie unless a significant
Agreements), under which they would be paid in part for their vested equity upon
closing, with the remainder paid as retention bonuses over four years. SGC, Sony’s
(presented February 2, 2022, just days after Sony entered into the definitive
agreement with Bungie), that “[a]pproximately one-third of the 3.6 billion U.S.
retention incentives”.5
5
Sony Group Corporation, Q3 FY2021 Consolidated Financial Results (Feb. 2, 2022),
https://www.sony.com/en/SonyInfo/IR/library/presen/er/pdf/21q3_sonyspeech.pdf; see also Sony
Group Corporation, FY2022 Form 20-F (Jun. 20, 2023), at F-112.
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72. Barrett signed a letter agreement on January 25, 2022 (“Re-Vest
Agreement”), which provided the schedule under which Sony would pay Barrett for
(2) the remainder (the “Deferred Amounts”) paid in three equal tranches
of $14,251,680 (for a total of $42,755,040) on the second, third, and fourth
anniversary of Closing.
made. In the event of voluntary resignation or termination for Cause, the payments
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Your receipt of any [Deferred Amount] payable on any
Deferred Date is subject to your continued employment
with Bungie, [Sony], or a subsidiary thereof or any
Approved Parent Business (together, the “SIE Group”)
through such Deferred Date, except in the case of your
death, Disability, termination without “Cause” or
Constructive Dismissal (an “Involuntary Termination”)
....
constituted “Cause”. This is no doubt because Bungie leadership did not want to put
their multi-billion dollar equity payout at risk unless a high standard of “Cause” was
applied, and did not want their payouts to be at risk from a subjectively applied
76. The “Cause” provision, rather, was directed at substantial and clear
misconduct and provided in whole that ‘“Cause’ means the occurrence of any of the
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(iii) your engagement in dishonesty, misrepresentation, illegal
conduct, gross negligence, or gross misconduct related to your
employment duties to Bungie or that causes material impact on
the business of Bungie;
(iv) your misappropriation of a material asset of Bungie or [Sony], or
your embezzlement, or fraud related to your employment with
Bungie;
(v) your conviction of or plea of guilty or nolo contendere to a crime
(A) that constitutes a felony, or (B) that constitutes a misdemeanor
involving moral turpitude, if such misdemeanor occurs in
connection with your work for Bungie, otherwise materially and
irreparably impairs your ability to perform services for Bungie, or
results in significant reputational or financial harm to Bungie;
(vi) your knowing and unauthorized use or disclosure of Company
Confidential Information (as defined in the Confidentiality
Agreement);
(vii) your use of alcohol and/or illegal drugs that significantly
interferes with your performance of your obligations to Bungie
and results in material harm to the business of Bungie;
(viii) your breach of any material obligation under the Services
Agreement, the Confidentiality Agreement, or any other
agreement between you and Bungie; or
(ix) your engagement in conduct that brings Bungie into substantial
public disgrace or disrepute.
termination for Cause under (i) or (viii) above, Bungie or Sony must provide written
constitute Cause” under those clauses. (Id.; Premium Bonus Agreement, at 5.)
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to your duties, authorities, or responsibilities in effect immediately prior to such
reduction; provided that such a reduction that would not give rise to a determination
78. The Re-Vest Agreement further provided that “in order for your
acts or omissions constituting the grounds for ‘Constructive Dismissal’ within thirty
(30) days of the initial existence of the grounds . . . followed by a cure period of
forty-five (45) days . . . , (B) such grounds must not have been cured . . . , and (C)
you must terminate your employment within thirty (30) days following the end of
79. The Re-Vest Agreement is governed by Delaware law and states “[y]ou
hereby expressly consent to the personal and exclusive jurisdiction and venue of the
80. On January 25, 2022, Barrett signed two other pre-closing agreements
with Defendants: a “Premium Bonus Agreement” and the Bungie, Inc. Continuing
Employee Unvested Payment Plan Agreement (“Unvested Payment Plan”) (both are
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81. The Premium Bonus Agreement provided Barrett would receive an
82. The Unvested Payment Plan provided Barrett would receive cash
payments for his unvested Bungie RSUs on a vesting schedule to be set forth in the
Bungie, Inc. Continuing Employee Unvested Payment Plan. The stated purpose of
the Unvested Payment Plan was to assure that Sony “will have the continued
dedication of [Barrett] and to provide [Barrett] with enhanced financial security and
83. Like the Re-Vest Agreement, the payments due under the Premium
4(a).) However, Barrett would receive the payments upon a termination without
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84. Barrett also signed the 2022 EA that governed his post-merger
employment relationship with Bungie and Sony, and which referenced the Re-Vest
Agreement in its recitals Although Barrett later moved to Florida, at the time he
85. On January 31, 2022, Sony and Bungie announced the acquisition for
86. An important part of the deal was the joint management structure for
Agreement, at 2), intended to ensure that, in certain respects, “Bungie will remain as
creative control over Bungie’s games and control of compensation for Bungie’s
88. The BMC had authority over termination of employees with Re-Vest
agreements but only if the termination was without “Cause” or would give rise to a
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Leadership Team (“BLT”) retained authority over the decision whether to terminate
an employee with a Re-Vest agreement for “Cause”, however, approval of the BMC
(after request by the BLT) was needed to waive any forfeiture associated with such
89. Sony also retained control over certain personnel matters, including
removal of Bungie’s CEO (which the BMC could effectuate without approval of the
Bungie Board) and the right to “control the investigation, defense and settlement” of
target budgets, Sony would be permitted to terminate the Governing Principles and
91. On July 15, 2022, the acquisition closed, and Sony acquired Bungie.
which provided calculations for the amounts to be paid under the Retention
Agreements. The 2022 Equity Report stated “[n]ow that the transaction with Sony
has officially closed, you are eligible to receive consideration for your equity
interests in Bungie” and provided a summary of the payments and timing. (Ex. 2
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93. Per the report, Defendants were to pay Barrett $36,811,044 in 2022
(which was paid), $1,883,057 in 2023 (which was paid), and $45,579,627 from
2024-2026 as follows:
(1) three payments of $941,529 each for unvested RSUs in May and
November 2024, and May 2025; and
95. Barrett was initially happy with the Sony transaction. It monetized
96. Barrett hoped that the acquisition by Sony would bring enhanced
highlighted in the IGN Article. However, little changed. As he had throughout his
tenure, Barrett nonetheless sought to have a positive impact on Bungie’s culture and
97. Barrett organized social events, including happy hours and trips to local
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99. Not surprisingly, on some occasions, attendees at those social events
discussed intimate details about their personal and romantic lives. For example, a
female co-worker who Barrett had known for years, and had socialized with on
numerous occasions, once told Barrett and another Bungie employee that she got
breast implants because her boyfriend wanted her to have larger breasts (including
graphic details about her surgery). As another example, at other gatherings, another
female co-worker (who Barrett has known for many years and has discussed various
professional and personal topics with) told Barrett she wanted to have sex with one
of their co-workers.
DnD is a fantasy “tabletop” role-playing game, popular with many video game
enthusiasts. Players gather, either in-person or over Zoom, play fictional characters,
and work to complete “campaigns”. A “Dungeon Master” serves as the referee and
story-teller. The Bungie DnD group included Barrett, Scott Taylor, Chris Sides, and
Andi Baker. Elsa Burrow was the Dungeon Master. The group met numerous times
over several years, both in person (at least once at Barrett’s home and once at
101. Barrett enjoyed participating in the Bungie DnD group. Though the
who was married, did not reciprocate. No one ever expressed concern to Barrett —
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or as far as Barrett is aware, anyone else — about the conduct of any participant at
102. While Bungie employees had historically worked in the office, that
changed with Covid. Beginning in early 2022, most Bungie employees rarely visited
the office and increasingly turned to texting and videoconferencing for professional
personal and professional topics and, on many occasions, people sought out his
and its financial performance. For example, in 2022, SGC announced that “[t]hrough
close collaboration between Bungie and the PlayStation Studios, [it] aim[ed] to
launch more than 10 live service games by the fiscal year ending March 31, 2026”.6
But in November 2023, SGC revised that projection downwards, announcing that
6
Sony Group Corporation, Q3 FY2021 Consolidated Financial Results (Feb. 2, 2022), at 11,
https://www.sony.com/en/SonyInfo/IR/library/presen/er/pdf/21q3_sonyspeech.pdf.
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“an ongoing review has indicated that some of the titles do not meet the expectations
of gamers at present” and Sony planned to release just six live service games by
106. Bungie reportedly missed its revenue projections for 2023 by over 45
percent, sparking cost cutting initiatives, including a mass layoff in October 2023. 8
On an earnings call, SGC’s President Hiroki Totoki explained that it had directed
functions”.9 The layoffs included Bungie’s General Counsel, and upon information
and belief, Sony moved many Bungie legal functions, including those relating to
human resources and employment, over to Sony. While Bungie retained some
107. By December 2023, it was reported that Bungie management had told
employees that Sony might seek even greater control, and Bungie was instituting
7
Sony Group Corporation, Transcript of FY2023.Q2 Earning Announcement Q&A (Nov. 9,
2023), at 2, https://www.sony.com/en/SonyInfo/IR/library/presen/er/pdf/23q2_qa.pdf.
8
Jason Schreier, Sony’s Bungie Game Unit Cut 8% of Staff After ‘Destiny’ Play Wilted, Bloomberg
(Oct. 31, 2023), https://www.bloomberg.com/news/articles/2023-10-31/sony-s-bungie-game-
unit-cut-jobs-as-destiny-2-popularity-waned?sref=CUpXQy6u.
9
Sony Group Corporation, Transcript of FY2023.Q2 Earning Announcement Q&A (Nov. 9,
2023), at 2, https://www.sony.com/en/SonyInfo/IR/library/presen/er/pdf/23q2_qa.pdf.
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holiday bonuses, in a “scramble by studio leadership to avoid a total Sony
takeover”.10
and were over budget. Marathon had been repeatedly delayed and had (and still has)
Bungie’s leadership in an investor call, stating he “felt that there was room for
improvement from a business perspective with regard to areas such as the use of
110. Sony’s concerns were likely exacerbated by its own financial issues.
Sony’s parent faced declining profits in 202312 and its video gaming segment,
February 2024, SGC lost $10 Billion in market capitalization after it announced a
10
Rebekah Valentine, Bungie Devs Say Atmosphere is ‘Soul-Crushing’ Amid Layoffs, Cuts, and
Fear of Total Sony Takeover, IGN (Dec. 6, 2023), https://www.ign.com/articles/bungie-devs-say-
atmosphere-is-soul-crushing-amid-layoffs-cuts-and-fear-of-total-sony-takeover.
11
Sony Group Corporation, Transcript of FY2023.Q3 Earning Announcement Q&A (Feb. 14,
2024), at 2, https://www.sony.com/en/SonyInfo/IR/library/presen/er/pdf/23q3_qa.pdf
12
Ryan Browne, Sony reports 7% drop in annual profit as PlayStation 5 sales miss trimmed target,
CNBC (May 14, 2024), https://www.cnbc.com/2024/05/14/sony-q4-and-full-year-2023-
earnings.html.
13
Arjun Kharpal, Sony plunged $10 billion after its PS5 sales cut. But a bigger issues is its near
decard low games margin, CNBC (Feb. 18, 2024), https://www.cnbc.com/2024/02/19/sony-
gaming-margin-questioned-after-ps5-sales-cut-sparks-stock-plunge.html.
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111. On February 27, 2024, Sony’s then-President & CEO Jim Ryan
announced that Sony would be cutting its “overall headcount globally by about 8%
or about 900 people”. In addition to the layoffs, Sony shuttered its London game
studio entirely.14
112. As discussed below, weeks later, Defendants fired Barrett for purported
was “running in the red” and announced that Bungie would be “deepening [its]
integration with [Sony], working to integrate 155” Bungie roles into Sony. In
addition, Bungie would be cutting 220 jobs, approximately 17 percent of the studio’s
113. Barrett was the Game Director for Marathon at the time of the Sony
acquisition and continued in that role. In May 2023, Bungie publicly announced
Marathon with Barrett as the public face of the game, 16 releasing a video
14
Sony Interactive Entertainment, Difficult News About Our Workforce (Feb. 27, 2024),
https://sonyinteractive.com/en/news/blog/difficult-news-about-our-workforce/.
15
Pete Parsons, The New Path for Bungie (Jul. 31, 2024), https://www.bungie.net/7/en/News/arti
cle/newpath.
16
Bungie Unveils PlayStation Showcase Surprises, Bungie Website (May 23, 2023), https://ww
w.bungie.net/7/en/News/article/slrecap.
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114. In August 2023, Barrett moved to Florida, with the knowledge of
Human Resources and his manager. As nearly everyone at Bungie, including Barrett,
was working remotely, this did not result in any material changes to Barrett’s work
on Marathon.
and cost overruns. Defendants had already brought in another experienced game
designer, Joe Ziegler, to work with Barrett on Marathon. Defendants now decided
to promote Ziegler, change Barrett's role, and cast blame on Barrett for the delays in
game development.
Bungie leadership, Barrett was informed that Bungie was changing his
Marathon and becoming “Franchise Game Director”. In Barrett's new role, there
role for the Marathon franchise and continue to have input in the creative direction
the team for the Marathon game then being developed. The new Marathon
leadership team, in moves that would later be criticized by the gaming community,
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117. By informing Barrett that his compensation would remain unchanged,
that he would retain a long-term strategic role in Marathon, and that he would
effectively be moved upstairs with the title of “Franchise Game Director”, Sony
appears to have aimed to not trigger Barrett's Constructive Dismissal clause while
removing Barrett from creative control over Marathon (which was behind schedule).
Barrett’s manager, Jonny Ebbert (Bungie Chief Creative Officer), verbally berated
and belittled Barrett and his work and accomplishments, often in group settings,
commenting among other things, that Barrett was “not as good as he thinks he is”
119. The change in role, combined with the abuse from his manager, caused
Barrett mental anguish and created a difficult work environment. In Fall 2023,
Barrett discussed the mental toll with Clara Evans, a Bungie Human Resources
representative. Barrett asked about taking a mental health leave. In addition, Barrett
had been (and continued) seeing a doctor in Washington and was diagnosed with
anxiety.
120. In October 2023, it was reported in the press that Marathon was delayed
amidst Bungie's first round of mass layoffs, with no official release window for the
game.
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121. Barrett continued to meet with Evans over Microsoft Teams on a near
weekly basis until the end of 2023, raising with Evans his continued mistreatment
by Ebbert, the change in his role, and the mental duress he was under. To Barrett's
knowledge, Bungie did not take any steps to discipline Ebbert at that time or to
122. In December 2023, Barrett told Evans that he would like to formally
take mental health leave. Evans provided him with the necessary paperwork,
suggested that Barrett obtain a formal recommendation from a doctor, and arranged
for a call between Barrett and the Human Resources representative responsible for
handing the paperwork. Barrett agreed to complete the paperwork and provide a
123. Barrett believed Bungie would facilitate his leave, given its leave
policies, his long tenure at Bungie, and the flexibility Bungie had shown in granting
other team members leave. Among others, a very senior executive had been on leave
for most of 2023 for alcohol rehabilitation, and another senior executive was
leadership criticized Barrett and retaliated against him by removing him from
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Marathon entirely, materially reducing his already modified duties, authorities, and
125. In January 2024, before Barrett completed the leave paperwork, Ebbert
ambushed Barrett with a surprise Microsoft Teams video meeting, without providing
any advance context. Also on the call were Parsons, Holly Barbacovi (Bungie Head
told Barrett that it was a “terrible time” and “wrong” for him to take time off for his
mental health.
126. Rather than grant the medical leave requested, Barrett was informed
by Ebberts that he was being removed entirely from any role with Marathon (the
game the Barrett had personally incubated and for which he had been Franchise
Game Director).
127. Ebbert told Barrett that Bungie had “struggled” to find something for
Barrett to work on, and that they were assigning Barrett to work on Destiny 2 as a
humiliated, and faced intolerable working conditions, from which he (or any
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128. Ebbert further told Barrett he would be granted a 30-day sabbatical.
Barrett, who had been ambushed by the call, and just been Constructively Dismissed,
129. Moments after the call, Barrett received an email from Ebbert
confirming that Barrett would be removed from the Marathon development team,
and that he was on his “last chance”. It is unclear what Bungie meant by “last
chance”, given that Barrett had just been Constructively Dismissed and no longer
130. Under the terms of the Retention Agreements, Barrett had 30 days to
period would be considered as running during his sabbatical (or starting after the
investigation.
invitation to a Microsoft Teams meeting, scheduled for that same day, with Parsons,
Barbacovi, and Ebbert. On that call, Barrett was informed he was under
investigation. Without further discussion, he was also informed that his Bungie
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132. Barrett was shocked. In his twenty-five years at Bungie, Barrett had
never received a Human Resources complaint about his conduct, and never once had
anyone from Bungie management provided any warning that he had conducted
himself improperly. The most anyone had ever told Barrett was that they would
rather not discuss a topic or have a conversation, which he had always respected.
“target” of an investigation, but that she was a “neutral” factfinder and that no
determination had been made. Barrett was not advised to bring counsel to the
interview.
134. Shum conducted a two-hour interview in which she asked Barrett about
text messages and other communications between Barrett and unidentified (to
Barrett) Bungie employees. Shum asked Barrett whether he had ever asked for a
colleague's phone number; had ever asked a colleague to Facetime; had ever invited
appearance; had ever offered to purchase a gift for a co-worker; and whether he had
ever asked co-workers to play games with him (apparently, a real shocker at a games
company).
135. Shum asked Barrett questions about unspecified texts and demanded he
provide context, but failed to show Barrett any of the communications, identify any
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of the recipients or senders, or even disclose when the communications took place
— thereby rendering Sony's supposed “investigation” into these texts pointless, and
explained he had personal relationships with many people at Bungie; that he was in
frequent contact with many of his co-workers, both male and female, in professional
and personal capacities; that following the COVID-19 pandemic and his subsequent
move to Florida, many more of those interactions were through text messages or
137. Shum did not ask Barrett whether he had ever engaged in inappropriate
advances or discriminated against a female colleague on the basis of her sex. Shum
did not ask those questions because Barrett did not engage in and has not been
138. Nor did Shum question Barrett about inappropriate messages he had
leadership about their sex lives and women. That was apparently outside the scope
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139. Shum concluded the “interview” by cautioning Barrett to maintain the
confidentiality of the interview. Among other reasons, Shum told Barrett that
particularly because it was important that anyone interviewed in connection with the
investigation have a “fresh slate” and not be “tainted” by hearing a one-sided version
of events.
not provide updates, and informed Barrett that Parsons wanted to speak with him but
141. On March 25, 2024, Barbacovi and Parsons called Barrett on Microsoft
Teams and told him that five women had reported they were “uncomfortable” about
communications with Barrett, and that Barrett had therefore engaged in “gross
misconduct” and would be terminated for “Cause”. Barbacovi and Parsons neither
identified the women nor the specific communications at issue. Having never been
given any opportunity to actually engage substantively with the allegations, Barrett
asked if there was anything he could say or do. In response, Parsons (who has had
significant conduct issues while at Bungie) told Barrett it would not make a
difference.
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142. Barrett received an email from Human Resources after that call with
143. Barrett was not informed who made or participated in the decision to
terminate him for purported “Cause”. Under the Governing Principles, the decision
to terminate Barrett for Cause was not a BMC Reserved Matter and could have been
made by Bungie alone. However, on information and belief, based on Sony’s control
over Bungie, including its legal and HR function, and Sony’s involvement in the
investigation, it is more than likely that Sony was involved in the decision.
144. Through Sony counsel, Barrett was informed that Defendants’ “Cause”
Free Workplace” policy (the “Policy”) (Ex. 3). This is no justification at all, as
violation of policy is not included as “Cause” under the heavily negotiated Retention
Agreements; and Barrett did not, in any event, violate the Policy.
145. Defendants have not explained which provisions of the Policy had been
supposedly violated or how that conduct could ever constitute “gross misconduct
146. The Policy’s Introduction notes that Bungie’s games “may, and often
will, contain content that may be offensive to some, including content of a sexual,
graphic, or violent nature” and that “employees and vendors who work with Bungie
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must be comfortable working with this content if it is part of their job duties” (though
and that creates a working environment that a reasonable person would consider
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• Leering or gestures that create an intimidating, hostile or
offensive environment.
Id., at 2.
149. When Shum “interviewed” Barrett, she did not even ask Barrett
Bungie’s Policy — much less constitute gross misconduct — because there was
none.
150. Further, the Policy provides that any employee who “believes they are
being harassed, or who observes harassing behavior, should first attempt to discuss
the concern with the other individual involved”. (Id., at 3.) No such effort was made
here.
151. At no point during his twenty-five year career at Bungie had anyone
told Shum, to the extent anyone (male or female) ever expressed concerns about their
152. The Policy further provides that “[c]orrective action, when appropriate,
will be designed to correct inappropriate behavior”. (Id., at 3.) And that corrective
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action could “include, but is not limited to, reassignment, transfer, reprimand,
153. Because Defendants terminated Barrett for “Cause”, they refused to pay
154. Four months later, in July, Pete Parsons announced a mass layoff of
Chris Barrett, one of the top executives at one of the video game
industry’s leading studios, was fired this spring after he was accused by
several female employees of inappropriate behavior, according to
people familiar with the matter.
* * *
17
Jason Schreier, Top Director at Bungie Was Fired After Misconduct Investigation, Bloomberg
(Aug. 28, 2024), https://www.bloomberg.com/news/articles/2024-08-28/-marathon-video-game-
director-barrett-was-ousted-over-inappropriate-behavior (Ex. 4).
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The investigation found that Barrett called lower-level female
employees attractive, asked them to play truth-or-dare and made
references to his wealth and power within the studio, suggesting that he
could help advance their careers, according to two people familiar with
the case.
156. Upon information and belief, the “people familiar with the matter” and
“people familiar with the case” were employees of Sony and/or Bungie or agents
acting at their direction. While the Bloomberg Article does not identify the sources,
the detailed information about the investigation would have been known only to
158. Sony’s statement omitted material facts, and when read in the context
of the Bloomberg article, created the misleading impression that Sony had performed
18
In contrast, when a Sony executive was accused of and was under investigation by law
enforcement for allegedly propositioning and attempting to meet a minor for sex, Sony simply
stated to the press “We are aware of the situation and the employee in question has been
terminated from employment.” (Oscar Gonzalez, Former Sony Playstation exec under investigati
on after appearing in pedo sting video, CNET (Dec. 9, 2021), https://www.cnet.com/tech/gamin
g/former-sony-playstation-exec-under-investigation-after-appearing-in-pedo-sting-video/).
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acted upon those findings. Sony did not need to make this statement. It could have
said “no comment” or that “Sony does not discuss personnel matters”. Having
159. Sony knew what it was doing, and did so in order to cast Barrett as a
scapegoat for its and Bungie's #MeToo issues, with the intent and knowledge that
wanted the world to believe that Barrett was the last vestige of the issues identified
in the IGN Article and that he had been dealt with. Indeed, Sony too had scandals
senior leaders from Sony support studio XDev, brought in to help lead Firesprite
[Sony’s video game developer], have since been accused of sexual discrimination”
160. Thus, Sony’s statement falsely placed Barrett’s conduct squarely within
the realm of #MeToo offenders and likened his behavior to that of those who
committed sexual misconduct. Indeed, that is exactly the conclusion the Bloomberg
Article stated:
19
Ed Nightingale, Sony studio Firesprite has been shedding talent amidst accusations of toxic
culture, staff say, EuroGamer (Feb. 29, 2024), https://www.eurogamer.net/sony-studio-firesprite-
has-been-shedding-talent-amidst-accusations-of-toxic-culture-staff-say.
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In 2021, the gaming site IGN reported that Bungie employees said their
human resources department was unwilling to respond to complaints
about misbehavior at
the studio. In the Barrett case, Bungie and Sony took action to remove
one of the studio’s most tenured employees following the complaints
— a sign that the video game industry may be evolving.
161. That is especially so because by the time of the Bloomberg Article, the
#MeToo movement had made its way to the gaming industry, and the industry was
Article goes on to frame Barrett’s conduct within the context of those accusations,
against Riot Games, Ubisoft Entertainment SA, and Activision Blizzard (where
who wrote the article about Barrett, reported on allegations of misogynist and hostile
workplace culture against women at Ubisoft, including, among other things, senior
also covered a lawsuit against Activision Blizzard alleging that female employees
20
Jason Schreier, Ubisoft Family Accused of Mishandling Sexual Misconduct Claims,
Bloomberg (July 21, 2020), https://www.bloomberg.com/news/articles/2020-07-21/ubisoft-
sexual-misconduct-scandal-harassment-sexism-and-abuse.
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groping and kissing.21 The Bloomberg Article included hyperlinks to those same
163. Defendants of course knew that Barrett did not engage in sexual
misconduct, and that his conduct was nothing like the conduct alleged against Riot,
were disseminated on the worldwide web and well beyond the Bloomberg Article.
Bloomberg Article on X (the social media platform formerly known as Twitter). This
post garnered 1.4 million views, with over 1,400 reposts by viewers (screenshot of
post below),22 not including the engagement the 1,097 reposts received.
21
Jason Schreier, Blizzard Turned Game Developers Into RockStars. Misbehavior Followed,
Bloomberg (August 6, 2021), https://www.bloomberg.com/news/features/2021-08-06/activision-
blizzard-atvi-news-culture-of-misbehavior-festered-before-lawsuit.
22
Jason Schreier, X (Aug. 28, 2024), https://x.com/jasonschreier/status/1828840809590075742.
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166. Major media outlets similarly reported the story, repeating Sony’s
statement. On August 28, 2024, IGN published an article announcing that Barrett
was “was fired after an internal misconduct investigation at Bungie”, and repeated
Sony’s statement. 23
23
Kat Bailey, Marathon Director Was Fired Following Misconduct Investigation at Bungie
– Report, IGN (Aug. 28, 2024), https://www.ign.com/articles/marathon-director-was-fired-
following-misconduct-investigation-at-bungie-report (“IGN Article”).
Sony’s statement was also published in numerous other gaming media outlets, including
GamesIndustry.biz (https://www.gamesindustry.biz/report-bungie-dismissed-ex-marathon-
57 of 82
167. The following day, Forbes published an article entitled: “Bungie’s Ex-
Defendants’ statements to mean that Barrett was indeed terminated by Sony for
sexual misconduct:
Barrett was fired by Bungie this past spring after being accused by at
least eight female employees of inappropriate behavior which
reportedly included calling the women attractive, being flirtatious,
asking to hang out, suggesting they play Truth or Dare, all the while
being in a position of power as a top level director at the studio,
something he made reference to while suggesting he could help their
careers . . . .
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168. Similarly, DualShocker published an article titled: “Top Bungie
Executive Reportedly Sacked For Abusing Female Coworkers”.25 The article reads:
with Sony’s statement, to mean Barrett had engaged in and was terminated for sexual
25
Stefan Stevanovic, Top Bungie Executive Reportedly Sacked For Abusing Female Coworkers,
DualShockers (Aug. 29, 2024), https://www.dualshockers.com/bungie-executive-abusing-
female- coworkers/#:~:text=Christopher%20Barrett%20was%20accused%20of,connected%20to
%20the%20game's%20delays.
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170. The Bloomberg Article was also disseminated and shared on Reddit, an
online social media platform with considerable influence in the gaming industry,
where viewers similarly speculated and/or concluded that Barrett abused and
26
https://www.reddit.com/r/Games/comments/1f3fk5f/top_director_at_bungie_was_fired_after_
misconduct/.
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171. It was no coincidence that multiple news outlets and the general public
reached the same conclusion: that Barrett had been fired for sexual misconduct, that
the conduct must have been severe to warrant firing someone as prominent as
Barrett, and that Defendants’ firing of Barrett signaled an “evolution” from the “old”
public perception.
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channel and the front page of the Marathon website any reference to the Barrett
ViDoc on Marathon.
October 28, Bungie published a YouTube video “update” on Marathon, this time
featuring Barrett’s replacement. With the update came another flurry of media
coverage that referred to Barrett’s termination and the Bloomberg Article. The
Bungie’s Marathon update, published that Barrett was fired from Bungie following
an “internal misconduct investigation” where “at least eight women came forward
saying Barrett behaved inappropriately toward them” and cited to the earlier articles
174. Beyond this, Barrett continues to be the subject of public vitriol. Since
the Bloomberg Article and to date, Barrett has received numerous comments and
messages, directly and indirectly, publicly and privately, on his social media
27
Ryan Dinsdale, Bungie Shooter Marathon Is 'On Track' But Too Early in Development to Show,
IGN (Oct. 29, 2024), https://www.ign.com/articles/bungie-shooter-marathon-is-on-track-but-too-
early-in-development-to-show (hyperlinking to the August 28, 2024 IGN article); see also
https://game8.co/articles/latest/marathon-bungies-extraction-shooter-claimed-to-be-on-track-
after-yearlong-radio-silence (referencing to the Bloomberg Article).
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accounts, accusing him of being a “sex pest”, “predator”, and pervert, among other
175. The harm to Barrett is severe and ongoing. Beyond the loss of his job
at Bungie, and the over $45 Million that he has not been paid, Barrett has suffered
enormous economic and reputational damage. He has also suffered physical injuries
and physical sickness, including PTSD and anxiety, along with emotional distress,
and pain and suffering resulting from the physical injuries and physical sickness.
This is the direct result of Defendants' campaign to cancel Barrett. Among other
and would have been able to raise money to start his own videogame company, an
and job opportunities, and friends; he has trouble sleeping and suffers extreme bouts
of anxiety and depression requiring medication; and his relationships with family
COUNT I
BREACH OF CONTRACT
(Against Defendants)
177. On January 25, 2022, Barrett and Defendants entered into the Retention
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approximately $3.6 Billion. All three Retention Agreements — the Re-Vest
Agreement, the Premium Bonus Agreement, and the Unvested Payment Plan — are
valid and enforceable contracts, and provide for Delaware law to govern. The Re-
Vest Agreement and Premium Bonus Agreement provide for claims to be heard in
the Delaware Court of Chancery, while the Unvested Payment Plan Agreement is
cash payment upon closing and fixed cash retention bonuses in consideration for his
equity in the legacy Bungie entity, provided that he work through contractually
defined dates.
179. The Re-Vest Agreement provided that Barrett would receive an upfront
payment and three equal Deferred Amounts paid on the “two (2)-year, three (3)-
year, and four (4)-year anniversaries of the date of the Closing”. (Re-Vest
Agreement, at 1-2, 7.) Similarly, the Premium Bonus Agreement and Unvested
Payment Plan provided that Barrett would be entitled to receive retention bonuses in
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provided that Barrett would be entitled to all remaining payments. (Re-Vest
181. Barrett fully performed his obligations under the Retention Agreements
by providing services to the Defendants up until the date of his wrongful termination
In reality, there was no “Cause”, and Barrett is entitled to payments under the
(a) $14,251,680 in each of July 2024, July 2025, and July 2026 in
consideration of the Re-Vesting of his Bungie shares (and the Premium
Bonus); and
(b) $941,529 in each of May 2024, November 2024, and May 2025 in
consideration of his RSUs.
required payments beginning in May 2024 and by telling Barrett they will not make
184. Through Sony counsel, Defendants have claimed that they had “Cause”
to fire Barrett for “gross misconduct” based on alleged violation of the Policy. But
provide that a violation of policy is “Cause” (nor did Barrett violate the Policy).
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185. Rather, the Retention Agreements’ substantially similar “Cause”
definitions provide that “Cause” means that, “after the Closing”, Barrett engaged in
alleged conduct, sending non-sexual text messages to consenting adults, was simply
not “related to [his] employment duties to Bungie or that cause[d] material impact
187. As a direct result of Defendants’ breach Barrett has suffered and will
paid between 2024 and 2026 under the Retention Agreements, plus interest.
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COUNT II
CONSTRUCTIVE DISMISSAL
(Against Defendants)
§ 2(b), § 6(e).)
such reduction; provided that such a reduction that would not give rise to a
at § 6(c)(i).)
192. Barrett fully performed his obligations under the Retention Agreements
by providing services to the Defendants up until the date of his wrongful termination
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193. In January 2024, Bungie informed Barrett in a video conference and in
writing that he was being removed from his position as Franchise Game Director for
Marathon and from Marathon entirely and that Bungie may not have a role at all for
from any role on Marathon was a material reduction in his duties, authorities, and
running either from the day he learned of his removal from Marathon or from the
informing Barrett he was under investigation prior to the end of the notice period.
Thus, Barrett is excused from complying with the notice provisions to the extent
(a) $14,251,680 in each of July 2024, July 2025, and July 2026 in
consideration of his vested shares and the premium bonus; and
(b) $941.529 in each of May 2024, November 2024, and May 2025 in
consideration of his RSUs.
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197. The Defendants have already missed multiple payments and have told
Barrett they do not intend to pay remainder. By refusing to pay the amounts due to
and Barrett is entitled to the above amounts, which total $45,579,627 to be paid
between 2024 and 2026 under the Retention Agreements, plus interest.
COUNT III
DEFAMATION PER SE
(Against Defendants)
199. In or around August 2024, Defendants (or their agents) authored and
published various statements about Barrett to Bloomberg with the specific intention,
and with the foreseeable consequence, that Bloomberg would publish the statements
200. At that time, as Defendants were aware, Barrett lived in Florida where
the statements were disseminated and where the harm to Barrett occurred.
Bloomberg that were intended to, and in fact did, falsely state, imply, and convey
including sexual harassment and gender discrimination and that he had been fired as
a result.
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202. The defamatory statements and publications related to this count are
those false and defamatory statements about Barrett to its global audience in an
article entitled: Top Director at Bungie Was Fired After Misconduct Investigation.
and statements of and concerning Barrett, and were understood by persons who read
or heard them to be statements of fact of and concerning Barrett (see examples set
206. These statements were made by the Defendants (or their agent) without
privilege.
reckless disregard for their truth or falsity, and improper motives. In the alternative,
208. Based on the nature of the statements, the substantial danger of injury
(a) they tend to (and did) expose Barrett to public contempt, ridicule,
disgrace, and aversion by falsely tarring him a sexual abuser;
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(b) they tend to accuse Barrett of illegal or criminal conduct — that
he engaged in sexual misconduct, and that he harassed and
discriminated against women in the workplace; and
(c) they tend to harm and have harmed Barrett in his business and/or
profession in the gaming industry.
210. Because those statements about Barrett are defamatory per se, Barrett
statements by the Defendants, Barrett has in fact suffered and continues to suffer
damages, including inter alia, injury to his reputation and his ability to carry on his
PTSD and anxiety, and emotional distress including emotional suffering resulting
appropriate.
COUNT IV
DEFAMATION BY IMPLICATION
(Against Defendants)
214. In or around August 2024, the Defendants (or their agents) authored
and published various defamatory statements about Barrett to Bloomberg with the
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specific intention, and with the foreseeable consequence, that Bloomberg would
215. At that time, as Defendants were aware, Barrett lived in Florida where
the statements were disseminated and where the harm to Barrett occurred.
216. The defamatory statements and publications related to this count are
and statements of and concerning Barrett, and were understood by persons who read
or heard them to be statements of fact of and concerning Barrett (see examples set
220. The statements by Defendants (or their agent) concerning Barrett were
defamatory by implication because, even if they were true, the manner in which
Defendants (or their agents) presented them to Bloomberg for publication created a
false impression that Defendants had conducted a full investigation, had made
findings that Barrett had engaged in and was fired for sexual misconduct, and that
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Barrett had been fired as a result. Members of the public reasonably understood the
fact that there was not a thorough investigation, and that Barrett never engaged in
222. These statements were made by Defendants (or their agents) without
privilege.
their recipients, tend to (i) expose Barrett to public contempt, ridicule, disgrace, and
sexual misconduct, and that he harassed and discriminated against women in the
workplace — and (iii) harm (and have harmed) Barrett in his business and/or
malice and/or a reckless disregard for their truth or falsity, and improper motives. In
Defendants, Barrett has suffered and continues to suffer damages, including inter
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alia, injury to his reputation and his ability to carry on his profession,
embarrassment, humiliation, and physical harm and injury, including PTSD and
anxiety, and emotional distress including emotional suffering resulting from the
appropriate.
COUNT V
VIOLATION OF RCWA 49.52.050
(Against Defendants)
228. Washington’s Wage Rebate Act (“WRA”) was enacted “to protect the
Development, Inc., 181 Wash.2d 734, 742 (2014) (en banc). It is to be “liberally
229. The WRA prohibits “[a]ny employer or officer, vice principal or agent
of any employer” from “[w]illfully and with intent to deprive the employee of any
part of his or her wages,” “pay[ing] any employee a lower wage than the wage such
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employer is obligated to pay such employee by any statute, ordinance, or contract”.
RWCA 49.52.050.
230. Employers, including joint employers and entities that are vice-
principals or agents of an employer, who violate the WRA are subject civil liability
“for twice the amount of wages unlawfully rebated or withheld by way of exemplary
damages” and “costs of suit and a reasonable sum for attorney’s fees”. RWCA
49.52.070.
231. On January 25, 2022, Barrett signed the 2022 EA setting forth his
date, Barrett was a resident of the State of Washington and had been working for
sole corporate office at all relevant times was in the state of Washington.
resident when he signed the Retention Agreements and continued to live there until
well into 2023, (ii) he performed services in Washington under the 2022 EA and was
a “Washington based” employee, (iii) the 2022 EA’s choice of law provision applies
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234. The payments due under the Retention Agreements were wages that
Sony agreed to pay to Barrett. Each agreement is explicit that the payments are tied
to Barrett’s continued employment and the amounts were due to Barrett by reason
of employment. As stated in the Unvested Payment Plan, the purpose of the retention
payments was “to assure that [Sony] will have the continued dedication of [Barrett]
and to provide [Barrett] with enhanced financial security and incentive and
Payment Plan, at 1.) Similarly, payments under the Re-Vest Agreement and
235. Upon information and belief, following the acquisition, Sony took over
236. Defendants did not pay Barrett the amounts owed under the Retention
“investigation” that provided the supposed basis for the “Cause” determination,
237. Defendants have already failed to pay over $15 Million due to Barrett
under the Retention Agreements in May 2024 and July 2024. Further, Defendants
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have informed Barrett that they will not pay any of the remaining $30 Million owed
liable for exemplary damages in the amount of $45,579,627, plus interest, costs of
COUNT VI
FMLA INTERFERENCE
(Against Defendants)
240. Bungie and Sony each have, at all relevant times, employed more than
the July 2022 acquisition, Barrett worked for Bungie until his March 2024
termination. Barrett worked more than 1,250 annual hours for Bungie each year
following the July 2022 acquisition, including the twelve-month period ending
September 2023.
242. In Fall 2023, following the change of his role to Franchise Game
Director, and due to abusive conduct by his supervisor, Barrett approached Bungie
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Human Resources and informed them that he was suffering from work-induced
243. Throughout the Fall of 2023, Barrett spoke on numerous occasions with
Bungie Human Resources about those issues, and in December 2023, Barrett
244. Rather than granting Barrett’s leave to which he was entitled under the
Family Medical Leave Act, 29 U.S.C. § 2601 (“FMLA”), Barrett’s direct supervisor,
the Head of Bungie Human Resources, and Bungie's CEO called Barrett, and
informed him it was a “terrible time” and wrong of him to be requesting leave, and
removed him from his role as Franchise Game Director of Marathon and from any
role with Marathon. Barrett was told he could take a 30-day sabbatical (which is not
246. That conduct would deter a reasonable employee from exercising their
rights under the FMLA. Barrett himself was deterred from taking FMLA leave as a
247. Barrett suffered damages as a result, including loss of wages and back
pay. Further, Defendants’ refusal to grant Barrett’s FMLA leave, further damaged
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248. Barrett is entitled to the equitable remedy of reinstatement to his role as
COUNT VII
FMLA RETALIATION
(Against Defendants)
250. Bungie and Sony each have, at all relevant times, employed more than
the July 2022 acquisition, Barrett worked for Bungie until his March 2024
termination. Barrett worked more than 1,250 annual hours for Bungie each year
following the July 2022 acquisition, including the twelve-month period ending
September 2023.
when he requested protected leave from Bungie in order to treat his work-induced
FMLA leave. Following Barrett’s request to Bungie for medical leave, Barrett’s
direct supervisor, the Head of Human Resources, and Bungie’s CEO told Barrett
that it was a “terrible time” and wrong for him to take leave and stripped him of his
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responsibilities. They instead told him he could take a 30-day sabbatical (which was
not the FMLA leave he had requested). While on sabbatical, Defendants placed
253. The timing of the retaliatory conduct, coming shortly after Barrett
from taking leave, combined with Barrett’s decades-long spotless track record at
Bungie had long tolerated conduct worse than Barrett’s supposed misconduct.
retaliating against employees for requesting leave, as described in the IGN Article.
misconduct (shortly after Barrett requested FMLA leave) and Sony’s sham
Franchise Game Director, along with damages, including liquidated damages, and
attorney’s fees.
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PRAYER FOR RELIEF
259. Barrett respectfully requests a judgment awarding him not less than
$200 Million in damages, and the equitable remedy of reinstatement, as set forth
below:
(e) damages for violation of the FMLA, including back pay and
improperly forfeited wages under the Retention Agreements,
plus liquidated damages and attorney’s fees, and
(f) any other equitable and monetary relief as may be just and
appropriate.
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By: /s Michele D. Allen
Michele D. Allen (#4359)
LAW OFFICES OF MICHELE D.
ALLEN, LLC
d/b/a ALLEN & ASSOCIATES
4250 Lancaster Pike, Suite 230
Wilmington, Delaware 19805
Telephone: (302) 234-8600
[email protected]
and