Developer interview: Behind the scenes of MachineGames' Indiana Jones & The Great Circle
With attention to detail that only true fans could bring, the developers aim to deliver an adventure worthy of Indiana Jones’ name.
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Ezekiel Virant, lead game designer at MachineGames. PHOTO: HWZ
When MachineGames, best known for its over-the-top shooters such as the Wolfenstein and Quake series, took on the task of developing Indiana Jones & The Great Circle, there was a sense of both excitement and uncertainty. Excitement, because it was a beloved franchise that everyone at the studio seemed to cherish. Uncertainty, because this wasn't just another action-packed shooter like Wolfenstein. It was an adventure at its core – filled with exploration, puzzles, and all the classic elements that made Indiana Jones Hollywood’s most iconic archeologist-cum-treasure hunter today.
I had the chance to play the game on PC (read about it here) for a few hours at publisher Bethesda's office in Sydney, Australia. After which I also had the chance to chat with Ezekiel Virant, the lead game designer at MachineGames, about the journey of bringing Indiana Jones to pixel life in a game. And let me tell you, his enthusiasm is infectious right off the bat. "If someone asked me, 'Do you want to make an Indiana Jones game?' I wouldn’t hesitate for a second," Ezekiel shared with a grin. "It just sounds so cool. This has been our approach all along: this is an amazing opportunity, and we know the character so well."
IMAGE: MACHINEGAMES
This infectious enthusiasm has driven the team through a complex development process, one that required the creation of entirely new systems to support the adventure-driven focus of the game. Unlike MachineGames' previous titles, which relied heavily on shooting mechanics, Indiana Jones & The Great Circle delves into different gameplay mechanics – from melee combat to the classic whip-wielding moments that are so iconic to Indiana Jones. "We know we're great at creating fast-paced shooters, but here we wanted to expand that experience to include more exploration and different ways of interacting with the game world," Ezekiel explained.
The whip for instance, an escapable part of Indiana Jones' persona, was particularly challenging to bring to life. Ezekiel elaborated, "The whip has definitely been one of the biggest challenges, but also one of the most rewarding. We started with a simple animated version and then moved to a more advanced model that involved a lot of physics – it’s actually made up of hundreds of 'bones' to create realistic movement." The result? A combination of key-framed animations and physics-based simulations that ensures players can experience the whip in all its glory – from swinging, disarming enemies to solving puzzles, all while making the motion feel natural.
The game is set between Raiders of the Lost Ark and The Last Crusade, two of the most beloved films in the franchise (let’s pretend the latest two movies did not exist). This timeline provided a rich backdrop for storytelling, allowing the MachineGames developers to explore what happens between these two cinematic milestones. "Setting the game between Raiders and The Last Crusade felt natural. Those two films have such an influential look and feel, and placing our story between them allows us to draw from the best of both worlds," Ezekiel said.
IMAGE: MACHINEGAMES
MachineGames didn't take this journey alone. The collaboration with Lucasfilm Games ensured that the world of Indiana Jones was faithfully recreated. "Lucasfilm Games has been an amazing partner from the start," Ezekiel noted. "They provided us with footage, behind-the-scenes material, and lots of advice on how to make things feel more authentically Indiana Jones. They’ve always offered feedback to make sure the gameplay and the character’s portrayal stayed true to the original films."
But it wasn’t just about getting the aesthetic details right. Designing a game based on Indiana Jones also meant balancing combat and exploration in a way that felt true to the character. Ezekiel stressed the importance of making Indy feel "grounded and authentic." Unlike a typical shooter where players might be expected to go in guns blazing, The Great Circle offers a wider variety of approaches. "We’ve worked hard to keep Indy grounded and authentic," he said. "Players can pull out a gun, but they can also use it as a melee weapon. It’s all about giving players choices that feel true to the character, rather than forcing them into constant shootouts."
This focus on variety extends to the game's design of traps and puzzles – a key element of any Indiana Jones adventure. Ezekiel emphasised that the development team drew from their favourite moments from the films. "Everyone working on this game has their own favourite elements from Indiana Jones, whether it’s the spike traps, the spiders, or the whip. It’s been great to collaborate and have those iconic moments inspire the gameplay," he said. The game world is filled with environmental storytelling, hidden chambers, and puzzles that reward exploration. "Exploration is key," Ezekiel said. "We wanted players to feel like they’re an archaeologist, like Indy himself."
IMAGE: MACHINEGAMES
One of the interesting challenges was making the game accessible not only to long-time fans of the series but also to a younger audience who might not be as familiar with the films. Ezekiel pointed out that throughout development, they’ve noticed younger players becoming fans. "Many of us on the team have kids, and they’ve become fans after watching the movies with us. The charm of Indiana Jones is quite timeless. He’s not a superhero, you know. He’s flawed, makes mistakes, and gets into slapstick situations. That makes him relatable, even for younger players," Ezekiel shared.
Ultimately, Indiana Jones & The Great Circle is about capturing the spirit of adventure that has always defined the franchise. Whether it’s through solving puzzles, exploring ancient ruins, or swinging across chasms with his whip, Ezekiel and the team at MachineGames have crafted a love letter to fans old and new. "We’ve put a lot of effort into making sure the gameplay captures that authentic Indiana Jones feel," Ezekiel noted. "It’s been so gratifying to see the positive response from fans – whether they’re lifelong followers of the series or discovering Indy for the first time."
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