Sandy Petersen, one of the most respected level designers in gaming history, just dropped a massive allegation that sheds light on one of the industry’s greatest mysteries: why Microsoft killed Ensemble Studios in 2009. According to Petersen, the legendary RTS studio and its in-development Halo MMO codenamed “Titan” were sacrificed by Xbox boss Don Mattrick to protect a personal stock bonus worth millions. If true, this represents one of the most egregious acts of corporate negligence in gaming history.
The Titan That Never Was
In 2004, Ensemble Studios began development on what would have been the most ambitious gaming project of the 2000s: a massive multiplayer online game set in the Halo universe tens of thousands of years before the events of the main series. This ancient version of the Halo galaxy featured a proto-Covenant and human-like Forerunners in an alliance versus horde faction setup reminiscent of World of Warcraft.
Petersen led the universe-building for Titan, crafting the lore and setting for this primordial Halo world. By 2007, the project was in an advanced stage of development with polished artwork and in-game models already complete. Microsoft and Ensemble’s internal estimates suggested Titan would generate a minimum of 1.1 billion dollars in revenue. For context, the entire Halo franchise had only generated around five billion dollars cumulatively across its first 20 years and 81 million copies sold. Titan had the potential to be a revenue goldmine.
The Stock Bonus That Cost Everyone
Then came Don Mattrick’s promotion to Xbox boss in July 2007. According to Petersen, this is where things fell apart. Mattrick’s compensation package included a stock bonus based specifically on Microsoft’s gaming revenue over a three-year period. Here’s the problem: Titan would have taken three and a half years to complete properly.
Petersen alleges that Mattrick did the math and realized Titan wouldn’t contribute to his bonus window. By shutting down Ensemble Studios entirely, Mattrick could eliminate the expensive payroll obligations and stop investing in a project that wouldn’t pay off before his bonus vested. The consequence was catastrophic: Ensemble Studios, a company that had never released a game that sold fewer than three million copies, was completely dismantled in 2009.
“It was all brought to naught when Don Mattrick realized that his stock bonus was based on the income MS had from games in three years,” Petersen explained in his recent X posts. “He didn’t have to pay for our expensive studio for three years and he didn’t care about Titan. All he lost was a game studio who never sold less than three million copies of everything we made.”

A Pattern of Short-Term Thinking
Petersen’s allegations paint a picture of a leader prioritizing personal wealth over strategic company interests. And this assessment aligns perfectly with Mattrick’s track record at Xbox. Before his position at Microsoft, Mattrick worked as an executive at EA, where he reportedly served as a “hatchet man” cutting costs and studios to boost short-term profits. That same philosophy apparently followed him to Xbox.
During Mattrick’s tenure as Xbox boss, the company invested heavily in the Kinect motion controller, dashboard redesigns, and attempts to turn Xbox into a media center. These initiatives, while potentially valuable long-term, were largely viewed as attempts to replicate the Nintendo Wii phenomenon rather than serving Xbox’s core gaming audience. The culmination was the infamous Xbox One launch with its always-online requirement and emphasis on entertainment over gaming.
Former Ensemble technology director Dave Pottinger expressed frustration at the time, saying: “They have a plan. We’re not in it the way that we used to be. They’re making the choice that they need to make to be profitable and make the right choice for the shareholders. It’s hard to look at the stuff Ensemble’s done and equate those two things.”
The Cost to Xbox and Gaming
Ensemble Studios wasn’t some mediocre developer desperate for relevance. The studio had created the Age of Empires franchise, which defined the real-time strategy genre for an entire generation. They were legendary for consistency and quality. Killing them for short-term financial management made absolutely no strategic sense for Microsoft’s long-term gaming ambitions.
What makes this even more frustrating is the context of when this happened. In 2009, the industry was shifting toward online multiplayer experiences. A World of Warcraft-style Halo MMO would have positioned Xbox and Halo as dominant forces in the lucrative MMO market for the next decade. Instead, that opportunity was destroyed so one executive could hit his bonus targets on a predetermined calendar.
The irony is painful: Mattrick’s strategies during his Xbox tenure ultimately weakened Microsoft’s position in the console market for years. By the time the Xbox One launched in 2013, Sony’s PlayStation 4 had captured consumer confidence. Xbox spent the entire generation trying to recover from that launch disaster. All those short-term profits Mattrick secured never translated into long-term industry leadership.
Is This Definitively True
It’s important to note that Petersen doesn’t claim to have concrete documentary evidence of Mattrick’s motivations. His allegation is based on the timing of events and financial incentives, combined with insider knowledge from someone who was actually at Ensemble during the closure. Petersen has recounted this story multiple times, including in a detailed YouTube interview with Bored With Nelly in 2024, adding credibility through consistency.
What we do know for certain is that Ensemble Studios was shut down in 2009, Titan was cancelled, and Mattrick was promoting these initiatives during this exact period. Whether the specific bonus structure was the sole factor is open to debate, but the pattern of corporate behavior Petersen describes has unfortunately played out many times in Silicon Valley.
The Lost Halo Universe
Leaked screenshots and artwork from Titan have surfaced over the years, showing a visually impressive game with fascinating lore concepts. The primordial Halo universe Petersen envisioned had potential for years of storytelling and worldbuilding. Instead, that entire timeline and narrative vision was abandoned.
For Halo fans, Titan represents the ultimate what-if scenario. What if one of gaming’s greatest franchises had an MMO equivalent during the golden age of MMORPGs? What if Bungie and 343 Industries had partnered with Ensemble to create something revolutionary? Instead, players got Halo Online, a free-to-play game that was ultimately cancelled, and years of waiting for any multiplayer Halo experience beyond the mainline titles.
Frequently Asked Questions
Who is Sandy Petersen?
Sandy Petersen is a legendary video game designer best known for creating the majority of levels in the original DOOM and DOOM II. He later worked at Ensemble Studios during the 2000s, where he led universe-building for the Halo MMO project Titan before the studio was shut down in 2009.
What was Halo Titan?
Titan was Ensemble Studios’ in-development Halo MMO set tens of thousands of years in the past, before the Halos were activated. It featured human-like Forerunners and a proto-Covenant in a World of Warcraft-style alliance versus horde setup, with an estimated revenue potential of 1.1 billion dollars.
Who is Don Mattrick?
Don Mattrick was the head of Xbox from 2007 to 2013, following stints as an executive at EA. He oversaw initiatives like Kinect and the Xbox One’s initial always-online media center strategy. His tenure is widely considered problematic for Xbox’s long-term competitiveness.
Why was Ensemble Studios shut down?
Microsoft officially cited strategic reasons, but according to Petersen, the decision was motivated by Mattrick’s stock bonus structure, which was based on three-year revenue targets. Since Titan would have taken three and a half years to complete, Mattrick eliminated the studio to avoid the payroll obligations and protect his bonus.
How much revenue did Halo Titan estimate it would generate?
Microsoft and Ensemble estimated Titan would generate a minimum of 1.1 billion dollars in revenue, though internal projections may have been higher. This made the decision to cancel it even more baffling from a business strategy perspective.
Did Ensemble Studios make successful games before Titan?
Yes. Ensemble Studios created the Age of Empires franchise, which defined the real-time strategy genre. According to Petersen, every game Ensemble released sold at least three million copies, making them one of the most consistently successful studios in the industry.
Is there evidence to support Petersen’s allegations?
While Petersen doesn’t claim to have concrete documentary evidence of Mattrick’s motivations, the timing of events, the financial incentive structure, and Petersen’s firsthand knowledge as an Ensemble insider lend credibility to the allegation. Petersen has consistently recounted this story across multiple interviews.
What happened to the people at Ensemble Studios?
When Ensemble shut down in 2009, hundreds of developers lost their jobs. Some joined other studios, while others left the industry entirely. The closure scattered one of gaming’s most talented teams across the world, representing an incalculable loss to the industry.
Conclusion
Sandy Petersen’s allegation about Don Mattrick deliberately killing Ensemble Studios and Halo Titan represents a cautionary tale about corporate greed and short-term thinking destroying long-term value. Whether or not the specific bonus structure was the sole motivator, the outcome is undeniable: a legendary studio was destroyed, a billion-dollar game was cancelled, and Xbox’s strategic position was weakened for years to come. Gaming history might have looked very different if Mattrick had prioritized long-term success over personal financial gain. Instead, we’re left with leaked screenshots and nostalgic what-ifs, mourning a Halo universe that never got to see the light of day.