MachineGames Reveals the Origins of Indiana Jones and the Great Circle and the Challenges of Open-Level Design

by Salal Awan

In a recent NoClip documentary, the developers at MachineGames discussed the creative process behind Indiana Jones and the Great Circle, offering a rare look into how the idea originated and the technical challenges they faced during production. The discussion shed light on the collaboration between Todd Howard, known for his long-standing interest in the Indiana Jones franchise, and the MachineGames team, who were tasked with translating the cinematic hero’s adventures into an immersive interactive experience.

The idea for the project began in the simplest way possible. According to the developers, Todd Howard called Jerk Gustafsson directly and asked if he would be willing to develop an Indiana Jones game. Howard, a lifelong fan of the series, had envisioned such a project for over a decade, particularly centered around the concept of the Great Circle. During a conversation at QuakeCon, he mentioned that MachineGames seemed like the ideal studio to handle the property. Within a week, Gustafsson prepared a high-level PowerPoint concept outlining the premise. Once Howard reviewed it, he approved the proposal almost immediately. It was never intended for Bethesda Game Studios, Maryland, to develop, as the studio’s design style differed significantly from the narrative-driven experiences typical of MachineGames.

Axel Torvenius, one of the creative leads, explained that many team members shared Howard’s admiration for Indiana Jones, describing the opportunity as a dream come true. He analyzed the original films to identify the core elements that defined the character and story structure. From there, the team crafted an “art bible” that would guide the overall tone and direction of the project. Their goal was not only to recreate the familiar spirit of Indiana Jones but also to deliver a compelling story supported by strong gameplay and cutting-edge technology.

MachineGames emphasized that every project begins with a narrative. The developers gathered in their meeting room, armed with whiteboards and Post-it notes, to map out key story beats and structure. Once they completed the initial draft, they presented it to Lucasfilm. The reaction was overwhelmingly positive, and the studio received full support without any major revisions. Todd Howard remained closely involved in shaping the broader story framework, including the central concept of the Great Circle—a series of mystical locations forming a perfect ring across the world. The team explored various settings that would provide diverse visual styles, maintain pacing, and enhance player engagement.

However, creating an authentic Indiana Jones adventure was not the only major challenge. MachineGames had to transition from its traditional linear level design, seen in the Wolfenstein series, to a more open-level approach. This design philosophy was inspired partly by Metro Exodus, which balanced linear storytelling with player freedom. Gustafsson highlighted how this new direction allowed players to engage with side activities and exploration without compromising the studio’s strong narrative focus. It was a delicate balance between freedom and structure—allowing for optional puzzles and side quests while preserving the cinematic quality the team is known for.

Developing diverse, large-scale environments was another demanding aspect of production. Each major level, whether set in snow-covered mountains, harsh deserts, or dense jungles, required entirely different systems and visual designs. These areas were not short experiences but fully realized environments that expanded the game’s scope dramatically. Among the team’s guiding themes during development was the notion of “obsession.” This concept was symbolized through the iconic golden idol scene, reimagined as a dream sequence representing Indiana Jones’s internal struggle—a theme that would continue to drive his character throughout the story.

Despite the complexity of these challenges, the developers described the process as both difficult and deeply rewarding. Lucasfilm’s involvement ensured the integrity of the Indiana Jones character, while MachineGames’ dedication to narrative and design gave the game its distinct identity. The exploration of “obsession” became central to both gameplay and storytelling, shaping not only the adventure but also the evolution of Indiana Jones himself.

With Indiana Jones and the Great Circle, MachineGames appears to have struck a balance between honoring the legacy of a beloved franchise and expanding its gameplay philosophy in new and ambitious ways. The project stands as a collaboration rooted in passion, respect for source material, and a willingness to evolve creatively.

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