News, Updates and Whatnot

Award-Winning Game Developer Alex Seropian Joins Bound Advisory Board

alexander_seropianWe are extremely pleased to welcome Alex Seropian.

Alexander Seropian is the founder and CEO of Industrial Toys, a studio focused on building mobile games for core gamers.  Alex began his career in  games in 1991 as the founder of Bungie Studios. Under his guidance, Bungie created some of the most celebrated game franchises in the industry, including Marathon, Myth, Oni, and the blockbuster Halo series. Building on the success of Bungie, he founded Wideload Games, an independent game developer that produced award-winning titles such as Stubbs the Zombie and Guilty Party. In 2009, Wideload was acquired by Disney Interactive Media Group and Alex became Senior Vice President and General Manager of Core Video Games for The Walt Disney Company where he built interactive franchises for major brands such as Mickey Mouse, Pixar, and Marvel.

Alex shares our love for great stories as well as our passion for new formats. Case in point is Midnight Rises, the tie-in graphic novel app from sci-fi writer John Scalzi and artist Mike Choi which details the events leading up to the Midnight Star mobile game.  The graphic novel contains extra story content and elements that serve as the “geek-apedia” for fans who want to dive deeper into the game’s lore.There are numerous parallels between the worlds Alex has created ─ from Halo to Midnight Star ─ and the types of stories that we hope to tell here at Bound.

We are honored to have Alex’s counsel. Be sure to follow him on Twitter and check out his great work over Industrial Toys!

Oh, and sign up to request access to our Beta at

Reading on Mobile: All Your Prose Are Belong to Us

Check out our CEO Matthew Hannus’ recent post on Medium…

“I love a well-told story. In particular, I love a good book. A book, or better yet prose fiction, is not just entertainment but a collection of life lessons and a cheat sheet on how to be human. As John LeFevre, author and @GSElevator creator put it, reading “allows you to borrow someone else’s brain.” (btw — I have no idea if it’s his quote) But if I love books so much why do I find myself unable to find time for them, yet I’m seemingly able to play countless hours of meaningless mobile games? This got me thinking about the current state of prose fiction consumption on mobile and I wanted to share a few thoughts.”

Read the full post on Medium >>>>>>

Master Storyteller Chris Avellone Joins Bound as Creative Advisor!

Over the next couple of months, we’ll introduce you to some of the talented people who have been supporting Bound as advisors and collaborators. We’re really excited to have the support of some of the most talented creatives in the interactive entertainment industry today. They share our vision of what we believe we can do as a company here at Bound, and we look forward to them bringing their own unique perspectives to creating prose fiction for the modern mobile user.

We are excited to introduce one such person, Chris Avellone! Chris was one of our earliest supporters and we are thrilled to have him on board. If you like Chris’s stuff, you are going to like Bound.

Chris began his career at Black Isle Studios, working on Planescape: Torment, Fallout 2, the Icewind Dale series, Dark Alliance, Knights of the Old Republic II, Neverwinter Nights 2, Mask of the Betrayer, Alpha Protocol, Fallout: New Vegas + DLC: Dead Money, Old World Blues, Lonesome Road, and South Park. His more recent work includes inXile’s Wasteland 2, FTL: Advanced Edition, Pillars of Eternity, and is currently working on inXile’s Torment: Tides of Numenera and with Larian Studios on Divinity: Original Sin II.

Chris was kind enough to share some thoughts on Bound:

“For me, the promise of breaking prose traditions and incorporating additional lore elements (interactive dungeon/city maps, and evolving intel sheets on major cast of characters, for example) made me feel as if Bound is able to bring together a small one or two person team to design an interactive prose “game” of sorts. The more you explore the story and learn more about the lands and characters, the deeper the lore becomes.

The model of prose on most handheld devices is based largely on mimicking traditional paper works, and it feels like only a small part of what a mobile platform can do. What intrigued me about Bound was it allows you to do something more with the story you’re trying to tell and molding the prose to match the technology you’re reading it on. Speaking as someone who usually has a bunch of lore surrounding the story (and sometimes maps), the opportunity to share that naturally with a community of readers is intriguing. So when Matt explained Bound to me, I told him it was a brilliant idea and long overdue.”

We hope we can live up to that!

Give Chris a follow on twitter and check out some of his work!

Oh, and sign up to request access to our Beta at

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