Artist Antireal announced on December 2, 2025, that the Marathon art theft controversy has been resolved with Bungie and Sony Interactive Entertainment to their satisfaction, ending a seven-month saga that began when the artist discovered their 2017 poster designs had been lifted without permission and used as environmental textures in Marathon’s alpha playtest. Bungie confirmed in May 2025 that a former artist had included unauthorized assets in a texture sheet that made it into the game, sparking a public relations crisis for the already troubled extraction shooter reboot. Art Director Joseph Cross issued a haunted-looking livestream apology acknowledging there was “absolutely no excuse for this oversight,” while Game Director Joe Ziegler emphasized that only a small set of decal assets were plagiarized and the majority of Marathon’s art is original. This marks the fourth time in four years Bungie has faced art theft accusations, following similar incidents with Destiny 2 Nerf guns, cutscenes, and trailers between 2021-2024.
What Actually Happened
On May 15, 2025, digital artist Antireal posted a Twitter thread with side-by-side comparisons showing Marathon alpha playtest screenshots next to their original poster artwork created in 2017. The evidence was damning – iconic graphic design elements including geometric symbols, distinctive typography, specific color palettes, and abstract patterns had been directly lifted from Antireal’s work and applied as environmental decals throughout Marathon’s world.
The theft wasn’t subtle. These weren’t vague inspirational similarities or convergent design thinking. Marathon’s environmental textures contained exact reproductions of Antireal’s specific iconography placed on walls, crates, and building facades. Anyone familiar with Antireal’s work could immediately recognize their distinctive design language throughout the game’s alpha build.
Antireal emphasized in their initial thread that Bungie wasn’t obligated to hire them when creating a game drawing from similar aesthetic influences. But there’s a massive difference between being inspired by someone’s design language and literally copy-pasting their work into your commercial product without permission, payment, or attribution. The latter is theft, plain and simple.
Bungie’s Response – Blaming a Former Artist
Within 24 hours of Antireal’s accusations going public, Bungie issued a statement confirming the unauthorized use and deflecting blame onto a former employee. The company claimed they “immediately investigated” the concern and “confirmed that a former Bungie artist included these in a texture sheet that was ultimately used in-game.” This framing positioned the theft as the action of one rogue individual rather than a systemic failure of oversight and quality control.

Bungie’s statement continued: “This issue was unknown by our existing art team, and we are still reviewing how this oversight occurred. We take matters like this very seriously. We have reached out to Antireal to discuss this issue and are committed to do right by the artist.” The acknowledgment was necessary damage control, but it raised uncomfortable questions. How does stolen art make it through multiple review stages into an alpha playtest without anyone noticing? Where was the art direction oversight? Why weren’t texture sources documented and verified?
The “former artist” framing suggests this person no longer works at Bungie, but it’s unclear whether they left before or after the theft was discovered. Did Bungie fire them once the plagiarism came to light? Did they quit before anyone knew? Were they a contractor whose relationship naturally ended? Bungie hasn’t provided specifics, which leaves open the possibility that the person faced no consequences if they’d already departed.
The Uncomfortable Livestream
On May 19, 2025, Marathon Art Director Joseph Cross and Game Director Joe Ziegler held a developer livestream to directly address the controversy. PC Gamer described Cross as looking “haunted” and “clearly exhausted,” noting he appeared “miserable throughout.” This wasn’t a polished corporate PR exercise – it was uncomfortable viewing that made clear the scandal had taken a serious personal toll on Bungie’s staff.
Cross delivered another prepared apology: “There’s absolutely no excuse for this oversight. We’ve reached out to ANTIREAL, the artist in question, and followed up to ensure that we do right by this artist.” He emphasized that the plagiarized content represented “a very small set of assets” – specifically decals placed on buildings and crates – and that “the majority of the assets in that capacity are original, created internally by our internal artists.”
This distinction mattered because some online discourse had spiraled into accusations that Marathon’s entire art style was plagiarized from Antireal. Cross and Ziegler pushed back against this characterization, clarifying that while specific iconography had definitely been stolen, the broader visual direction was legitimately original work by Bungie’s art team. They also expressed willingness to work with Antireal going forward: “We would love to work with Antireal if that’s an opportunity that presents itself: that’s part of what we sort of reached out to communicate.”
The Seven-Month Wait
Between Bungie’s May apology and Antireal’s December resolution announcement, seven months passed with no public updates. This silence likely indicates that behind-the-scenes negotiations involved lawyers, non-disclosure agreements, and settlement terms that both parties agreed not to discuss publicly. Antireal’s December 2 statement is notably brief and formal: “The Marathon art issue has been resolved with Bungie and Sony Interactive Entertainment to my satisfaction.”
The inclusion of “Sony Interactive Entertainment” alongside Bungie suggests Sony – which acquired Bungie in 2022 for $3.6 billion – was directly involved in settlement negotiations. This makes sense given Sony’s deep pockets and vested interest in protecting Marathon’s reputation as a major first-party live-service investment. Whatever financial compensation Antireal received almost certainly came from Sony’s corporate budget rather than Bungie’s limited resources.
The phrase “to my satisfaction” is doing a lot of work in that sentence. It’s the language of someone who signed an NDA but wants to communicate that they got what they wanted without violating confidentiality terms. PC Gamer speculated that resolution likely involved “boardrooms, lawyers, and a fat paycheck,” which seems like a reasonable guess given the circumstances. Antireal presumably received financial compensation substantial enough to justify accepting the settlement and moving on rather than pursuing further legal action or public advocacy.
Bungie’s Pattern of Art Theft
What makes this Marathon situation particularly frustrating is that it represents the fourth time in four years Bungie has faced art theft accusations. This isn’t an isolated mistake – it’s a pattern suggesting systemic problems with the studio’s art asset acquisition and verification processes.
The previous incidents include:
– 2024: Fan art ended up on an official Destiny 2 Nerf gun without permission or compensation to the original artist
– 2023: An artist’s work was used in a Destiny 2 cutscene without authorization, forcing Bungie to compensate them after public exposure
– 2021: Bungie admitted fanart of Xivu Arath was “accidentally used” in a Witch Queen expansion trailer
Each time, Bungie apologized, blamed internal oversight failures, and promised to do better. Each time, it happened again. The Marathon situation would be more forgivable if it were truly unprecedented, but when you’re on incident number four in four years, “we take matters like this very seriously” rings hollow. If the company genuinely took these matters seriously, they would have implemented stricter verification protocols after incident one, two, or three that prevented incident four from ever occurring.
Reddit discussions show community frustration with this pattern. One commenter noted the repeated cycle: “They do this, apologize, promise to fix their processes, then it happens again. How many times does this need to occur before actual systemic changes happen?” The fact that Marathon’s theft involved a “former artist” suggests that person might not have even been properly trained on asset sourcing requirements or that no meaningful verification systems existed to catch unauthorized material before it shipped.
The Broader Context of Marathon’s Troubles
The art theft scandal is just one entry in Marathon’s growing list of controversies and setbacks since the game’s 2023 reveal. The extraction shooter has faced skepticism from fans nostalgic for Bungie’s original 1994 Marathon who question why the reboot abandoned the series’ single-player narrative focus for live-service multiplayer. Internal reports suggest the project has experienced development difficulties, scope changes, and uncertainty about market positioning in an increasingly crowded extraction shooter genre competing against Escape from Tarkov, Hunt: Showdown, and upcoming titles.
Bungie’s broader corporate situation adds pressure. The studio laid off roughly 220 employees in 2024 as part of Sony’s broader restructuring efforts and concerns about Marathon’s commercial viability. The extraction shooter genre requires massive ongoing investment in content updates, anti-cheat systems, and server infrastructure – exactly the kind of long-term commitment that struggling studios can’t sustain if the game doesn’t immediately find an audience.
The art theft scandal damaged Marathon’s already fragile reputation before launch. When your first major public controversy involves stealing from independent artists, that sets a terrible precedent. Players wondering whether to trust Bungie with another live-service commitment after Destiny 2’s ups and downs now have additional reasons for skepticism.
What This Means for Antireal
From Antireal’s perspective, the resolution presumably includes financial compensation, possibly an agreement to officially license their work for continued use in Marathon, and potentially future collaboration opportunities. Cross and Ziegler’s livestream mention of wanting to work with Antireal suggests Bungie might have offered a consulting or contractor role as part of the settlement.
The publicity also raised Antireal’s profile significantly. Before this controversy, they were a respected independent designer known within certain communities. Now they’ve been featured in major gaming outlets like PC Gamer, IGN, and GameSpot. This kind of exposure could lead to legitimate opportunities with other studios who want to hire the artist Bungie illegally borrowed from. Whether that exposure was worth the stress and violation of having your work stolen is another question entirely.
FAQs
What was stolen from Antireal?
Environmental texture decals including geometric symbols, typography, color palettes, and abstract patterns from Antireal’s 2017 poster designs were used without permission in Marathon’s alpha playtest.
How did Bungie respond?
Bungie confirmed a former artist included unauthorized assets in a texture sheet that made it into the game. Art Director Joseph Cross apologized in a livestream, and the company committed to compensating Antireal.
Has the issue been resolved?
Yes. On December 2, 2025, Antireal announced the matter was resolved with Bungie and Sony Interactive Entertainment to their satisfaction. Specific settlement terms weren’t disclosed.
Was all of Marathon’s art stolen?
No. Bungie emphasized that only specific decals were plagiarized while the majority of Marathon’s art is original work by their internal team. Some online discourse exaggerated the theft’s scope.
Is this the first time Bungie has done this?
No. This is the fourth art theft incident since 2021, including unauthorized fan art on Destiny 2 Nerf guns (2024), cutscene artwork (2023), and trailer assets (2021).
What compensation did Antireal receive?
Not publicly disclosed, but likely financial settlement and possibly licensing agreements or collaboration opportunities. The resolution involved lawyers and Sony corporate resources.
Who was the former artist responsible?
Bungie hasn’t identified the individual publicly. It’s unclear whether they left before or after the theft was discovered, or if they faced consequences.
When does Marathon release?
No official release date announced. The game was revealed in 2023 and has experienced development difficulties, layoffs, and ongoing controversies.
Will Marathon still use Antireal’s designs?
Unknown. The settlement might include licensing agreements allowing continued use with proper compensation, or Bungie might replace the assets entirely.
Conclusion
The Marathon art theft resolution marks the end of a seven-month controversy that damaged Bungie’s reputation and highlighted systemic failures in the studio’s asset verification processes. While Antireal’s satisfaction with the settlement suggests they received fair compensation from Sony and Bungie, the fact that this represents the fourth such incident in four years shows the studio hasn’t learned from previous mistakes. Joseph Cross’s haunted-looking livestream apology revealed the personal toll these scandals take on developers, but sympathy only extends so far when the same problems keep recurring. For Marathon – already struggling with skeptical audiences, development troubles, and existential questions about its live-service extraction shooter premise – the art theft scandal added another black mark to a project that desperately needs wins. Whether the game can overcome its rocky pre-launch period and find success remains uncertain, but starting your public presence by stealing from independent artists is never a good foundation for building community trust.