Indiana Jones has a certain allure, one that goes beyond the obvious components like stories, the iconic hero, or the remarkable music. It’s also in the cinematic techniques, the detailed choreography, and the unique tone that make the series truly timeless. This magic is what fans adore, and replicating such a feeling in a video game poses quite the challenge.
MachineGames, the minds behind Indiana Jones and the Great Circle, faced the task of creating a game that wasn’t just modern and exciting but also captured the enchantment of the films. It was all about striking the right balance—designing a game that’s compelling on its own terms while still feeling genuinely like it’s part of the Indiana Jones universe.
As I chatted with various developers from MachineGames, their strategies were fascinating. They seamlessly blended contemporary game design with classic filmmaking methods, all to hit that elusive sweet spot they’ve been aiming for.
One of the standout examples of their creative process lies in a particular scene that might seem trivial at first glance.
Remember that unforgettable scene in ‘Raiders of the Lost Ark’? Where the crowd disperses to reveal Indy facing off with a nuisance wielding a sword? Our hero just draws his revolver and ends it in a single shot rather than a drawn-out duel. Cinematic gold, right? Translating a scene like that into a game sounds like it would never work—it’s basically the lead-up to a boss battle that would typically demand complex attack patterns and flashy moves. Yet, they turned this seemingly impossible task into a solution filled with humor.
Creative Director Axel Torvenius shares, “That scene epitomizes the humor intrinsic to the classic Indy movies—it’s priceless! We’ve drawn from this to infuse our combat with variety, engagement, and the all-important touch of Indy humor.”
MachineGames’ approach, from the soundtrack to the story, reveals their dedication to capturing the film’s spirit. They’ve gone to great lengths, blending cinematic authenticity with gameplay innovation. This is just the beginning, as you’ll soon discover.
Their commitment even extends to the visual details. “We wanted to capture the ’80s cinema look right from the start,” Torvenius explains. “We weren’t trying to reinvent Indiana Jones’ style. It was essential to keep that essence reminiscent of ‘Raiders of the Lost Ark.’”
Surprisingly, their efforts run far deeper than you might think. They analyzed those early films for everything—from tone and writing to the color palettes and film stocks used. Which sounds were recorded? How were stunts performed? Translating all this into a modern video game was an ambitious task requiring meticulous detail and a new medium.
Torvenius reveals some of their intriguing processes, such as reflecting film set rules in the game’s locations. Unlike movies where angles are controlled, video games allow players to look anywhere. So the team emphasized key viewpoints, enhancing these specific spots to craft the perfect scene.
Cutscenes, which offer more control, offered further opportunities: “We had a Director of Photography on set while filming in the motion capture studio,” Torvenius adds. “Kyle Klütz, with his expertise and heavy camera dolly, helped us achieve pan movements, camera compositions, framing—everything to evoke the feel of early Indiana Jones films.”
Sound, too, was crucial. From John Williams’ legendary score to those unmistakable sound effects, they set out to nail that Indiana Jones soundscape.
Audio Director Pete Ward explains, “The first step was pinpointing the core elements of Indiana Jones’ sound that captured that cinematic feel.” They watched all the films, pinpointing details like Indy’s voice, the cracking whip, gunshots, and even the punches. It wasn’t about using old sound effects either; their goal was to recreate them authentically, sometimes using techniques from over four decades ago.
Ward’s team even went on unexpected adventures to capture that nostalgic vibe: “We recorded hundreds of hours of sound using props like the whip and fedora,” Ward recounts. “We used techniques like hitting leather jackets with bats, practical effects, and even input from the original sound designers.”
The goal was a soundtrack reminiscent of the ’80s, engaging yet standing out from typical modern games.
The soundtrack also presented an exciting challenge. They brought composer Gordy Haab on board. Known for his work with Star Wars games, Gordy was perfect for weaving John Williams’ essence into a new creation.
Ward adds, “Gordy was a joy to work with—he truly captured our style and tone, blending new themes within the Indiana Jones universe while embedding elements of Williams’ iconic tracks. We also layered our music story with our own compositions, integrating them seamlessly.”
Unexpectedly, some session musicians from the original recordings even contributed to the new soundtrack. Ward shares, “It was a magical moment when they shared their experiences with us!”
Crafting a new adventure meant more than anything—it had to fit squarely between ‘Raiders of the Lost Ark’ and ‘The Last Crusade.’ For Lead Narrative Designer Tommy Tordsson Björk, there was a different kind of research involved.
“Indiana Jones has an expansive lore filled with movies, comics, and games,” Björk says. “We immersed ourselves in it to create connections in the story. Collaborating with Lucasfilm Games was invaluable in this process.”
Their research embraced the 1930s, mimicking an “Indy matinée adventure” that felt both authentic and true to the world created. The game’s dialogue, environments, even details like the spelling of “Gizeh,” show the dedication to this era.
MachineGames has a rich history working with established franchises, like The Chronicles of Riddick and The Darkness, which informed their approach to this new challenge.
Björk explains, “Our aim is always to capture the essence of what makes the original great, pushing new boundaries without revisiting old tales.” Indy’s character deeply influenced both story and gameplay, emphasizing the importance of character-driven experiences.
Turning a movie series into an interactive game required transformation—players direct their version of Indy, drifting from static cinema.
Their process often returned to filmmaking roots. Performance was a cornerstone, and motion capture played a massive role. Torvenius states, “This is the most motion capture and stunts we’ve ever done. We even shot numerous scenes with high ceilings for dynamic stunts.”
He praises the talented stunt crew and highlights collaboration across departments. His comments hint at the collective effort behind the animations and audio, ensuring every moment feels true to the Indiana Jones spirit.
Even minor aspects like a punch required scrutiny. “Combat needed to be exhilarating yet approachable, offering a cinematic experience with impactful sound and intricate animations,” Torvenius details. These thoughtful choices permeate the entire game.
Puzzles, set designs, and even using everyday items as weapons or distractions evoke the movies’ light-hearted spirit. Humor is woven into every layer, from settings to voice-overs, enriching the gameplay with the Indy-style wit fans know and love.
And we circle back to the swordsman scene. While traditional game theory might suggest it wouldn’t work, MachineGames has done their homework. You can fully expect the sentiment, charm, and humor that made Indiana Jones a beloved classic to translate beautifully in Indiana Jones and the Great Circle’s world.
Mark your calendars for December 9 when Indiana Jones and the Great Circle lands on Xbox Series X|S, Windows PC (with Game Pass), and Steam. Eager players can explore early access in Premium and Collector’s Editions starting December 6.