Episode Transcript
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at IMA bit.com. Hey, I'm Adam Orth, welcome
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to The Game Maker's Notebook. Today
1:35
I'm speaking with Jens Anderson and
1:37
Axel Torvinius of Machine Games about
1:39
developing Indiana Jones and the Great
1:42
Circle. In this episode, we
1:44
discussed the controversial choice to
1:46
make a first-person Indiana Jones
1:48
game and how it proved to be
1:50
the absolute right decision. Why they recreated
1:52
the iconic opening scene from Raiders of
1:55
the Lost Ark and how important it
1:57
was to anchor the game experience and
1:59
Troy Bay is now
2:01
legendary, award-winning, and Harrison
2:04
Ford approved performance as
2:06
Indiana Jones. Hope you enjoy
2:08
the episode. Welcome to the
2:10
Game Maker's Notebook, a podcast
2:12
featuring a series of in-depth
2:15
one-on-one conversations between game
2:17
makers providing a thoughtful,
2:20
intimate perspective on the
2:22
business and craft of
2:25
interactive entertainment. The Game
2:27
Maker's Notebook is presented
2:30
by the Academy of
2:32
Interactive Arts and Sciences,
2:35
a member-driven organization dedicated
2:37
to the recognition
2:39
and advancement of
2:42
interactive entertainment. Jens
2:44
and Axel, welcome to the
2:46
Game Maker's Notebook. Thank you.
2:48
It's good to see you guys
2:50
today. You are here at Dice.
2:53
We're recording this on February
2:55
12th. When this episode comes
2:57
out, you will either be Game
3:00
of the Year or somebody else
3:02
will be. And it's great to
3:04
have you guys here. I can
3:06
say this because podcast will
3:09
be coming out later, but I
3:11
did vote for this game for
3:13
Game of the Year. Nice to
3:16
hear. Love the game. Love
3:18
machine games. Love Yens. I've
3:20
worked with Yens before. At
3:23
Lucas. So we have a lot
3:25
of... Indiana Jones common
3:27
DNA in us and this game
3:29
is what every Indiana
3:32
Jones fan wants and I
3:34
don't need to keep telling
3:36
you that because you
3:38
already know that because
3:40
everyone has said that
3:42
it's universally adored in
3:45
that respect and I want
3:47
to talk about all that today
3:49
I want to talk about what
3:52
it was like making it
3:54
all of the challenges of
3:56
perfectly sticking the landing of
3:58
an Indiana Jones. game that
4:00
in my opinion stands
4:03
next to things
4:05
like alien isolation,
4:08
Riddick, in terms of
4:11
truly nailing an IP
4:13
for a video game. It's
4:15
one of the greats
4:17
in my opinion. Kind
4:20
of words. Yeah, thank
4:22
you. Well, it's, you know,
4:24
I'm not the first person
4:27
to say this to you. gentlemen.
4:30
So what I usually like to
4:32
do in these episodes is
4:34
usually I'm only interviewing
4:37
one person but we have two
4:39
here today. So I would just love
4:41
to get a quick intro from
4:44
both you guys what you do
4:46
for our listeners I already
4:48
know. And a little bit about
4:50
you know your journey in game
4:52
development and ultimately
4:54
to Indiana Jones
4:56
and the Great Circle. I
4:58
can start. Yes, please. So first off,
5:01
thank you so much for having us
5:03
here today. It's super cool to be
5:05
part of this episode, so much appreciated.
5:07
And I'm actually too envious, I'm
5:10
creative director at Machine Games, and
5:12
I've been working as creative director
5:14
on Indiana Jones and the Great
5:17
Circle. So my journey into game
5:19
industry actually began back in 2006
5:21
as a concept artist I started
5:24
as a company called Starberries work
5:26
there for a number of years
5:28
number of games I worked a
5:31
tiny bit with Jensbeck then also
5:33
actually and then moved over to
5:36
machine games around 2010-11 something like
5:38
that being art director and all
5:40
the Wolfenstein titles and then
5:43
into the position of creative director
5:45
now in this in this
5:47
last adventure that we
5:49
had, machine games with
5:52
Indiana Jones. Awesome. And
5:54
I've been working on
5:57
games forever. Yes, you
5:59
have. was part of
6:01
founding Starbrees back in the days.
6:03
So that's sort of where I
6:06
grew up. That's where my original
6:08
game development family
6:11
were, which is why machine games
6:13
is so cool because they are
6:15
still, that's still that family.
6:18
Talk about DNA. Yeah,
6:20
exactly. So Starbrees with
6:22
Chronicles Loretic and the
6:25
Darkness, spent 10
6:27
years-ish-ish-ish-ish-ish there. Then
6:30
I decided to do
6:32
different things. Did some
6:34
homebrew, yeah. Before
6:37
the Indy, before Indy
6:39
was Indy, did some
6:41
stuff. And then I
6:43
spent a couple of
6:45
years at Lucas Arts
6:48
in San Francisco
6:50
with you, among others.
6:52
And then I set out
6:54
to do Indy for real.
6:56
So I did for real.
6:58
10 years, did colors a
7:01
painting game, did yoke side
7:03
and express an open
7:05
world pinball game. And while
7:08
I was doing that, I
7:10
helped out machine games. So
7:12
machine games was basically
7:15
the original team
7:17
from Starbrees, we formed
7:19
into a new studio.
7:21
So helped out a little
7:24
bit on the Wolfenstein
7:26
games. And then the
7:29
Indian Airlines project
7:31
came along and that was
7:33
too good to not jump in
7:35
head first. It all actually
7:38
worked out in the end.
7:40
Yeah, so I was the sign
7:42
director on that project.
7:44
So first of all, I'm a
7:46
huge fan of machine
7:48
games. I cannot tell you
7:51
how many hours I've put
7:53
into all the design games.
7:55
you know, when I heard that you
7:57
guys were going to be doing...
8:00
Indiana Jones makes
8:02
perfect sense to me,
8:04
right? I don't think we
8:07
have to go over the well,
8:09
trodden first person
8:12
versus third person
8:14
thing, but it is
8:16
important to touch on
8:18
because, again, the
8:20
DNA, this keeps coming
8:23
up, but it wouldn't
8:25
make sense for you guys
8:28
to make a third person, Indiana
8:30
Jones game. And, you know, for
8:32
people listening, was there ever
8:35
even a consideration? No. Good,
8:37
no, it wasn't. And I mean,
8:39
it gladdens me to hear that
8:41
you think that we were a
8:43
perfect fit to do this game
8:45
based on the previous portfolio that
8:48
we made with the other Wolfenstein
8:50
titles, because we obviously saw some
8:52
comments in the beginning, you know,
8:54
what is, you know. What's this,
8:57
you know, machine games making in
8:59
Ellen Jones? So, I mean, in
9:01
the end it turned out all
9:03
good. But the, no, there was
9:05
never, we didn't even
9:07
consider this doing anything
9:09
else than first person
9:12
for numerous reasons. Yeah. So,
9:14
I mean, one of the
9:16
biggest reasons is... we believe strongly
9:18
that the game, this is what's best
9:20
for the game, this is the way
9:22
to experience this type of game in
9:24
our mind, the type of adventure game
9:26
that we wanted to do. And then there
9:28
are other things that comes into it, of
9:31
course, as what we're good at and what
9:33
we have a long, long experience in
9:35
doing, what type of game mechanics and
9:37
what type of perspectives, you know, down
9:39
to the systemic stuff of how the
9:42
player moves around and traversed the first-person
9:44
animations and all of that. But it
9:46
was never really a really hard decision
9:48
for us. No. No. We talked about
9:50
it, of course, a lot. Because we knew
9:53
there would be an expectation that people
9:55
think that modern adventure games should be
9:57
in third person. So we were very...
10:00
much aware of the
10:02
expectations. And the challenge
10:04
to convince everyone that
10:06
this was right for
10:08
the game. You don't
10:10
have to convince
10:12
anyone who's played any
10:15
machine games games. It's
10:17
more of like the general
10:19
audience who want what they
10:21
want and sometimes don't
10:24
actually know what they want
10:27
until they get it. How
10:29
did you tackle that? Like what
10:31
was the first kind of path
10:33
you took to saying This is how
10:35
we're going to convince people
10:37
that this is it's a first person
10:39
game and it needs to be and
10:41
this is the right thing to do? That
10:43
kind of speaks to Like when we
10:46
start the first time we show
10:48
the game like And that was like
10:50
that was a year ago now when we
10:52
show the game for the first time
10:54
I have to say that I
10:56
don't want to get off track
10:58
on this topic and this question,
11:00
but this game felt like
11:03
it was announced and then
11:05
it was out. It felt
11:07
so fast. I know it wasn't
11:10
like that. And I think
11:12
that that also says a
11:14
lot about the way you guys
11:16
make games. It felt very
11:19
fast. And it was
11:21
like, oh, I'm hearing about
11:23
Indiana Jones and now
11:25
I'm playing it. I would
11:28
have expected it to take a
11:30
much longer time until I realized
11:32
who was making it. Yeah. Now,
11:34
you know, we announced it a
11:36
year out and, you know, that's kind
11:39
of the answer to your question.
11:41
We knew from the get-go that
11:43
the first thing we need to
11:45
show about this game would be
11:47
to show that this is a
11:49
first-person game and why we think
11:51
that's the way to go. with this
11:54
game. We knew that that would
11:56
be the topic or conversation. So
11:58
that whole announcement... we did
12:00
there was very much focused
12:02
on the first person question
12:05
and that's exactly what happened
12:07
as well when we showed
12:09
it that was the question
12:12
that people asked and I
12:14
remember being very very happy
12:16
with how that played out because
12:19
for every person who said
12:21
like why is this first person
12:23
you know should be third person
12:25
there was a person on the other
12:27
side in that common thread or
12:30
whatever saying like no this is
12:32
machine games it needs to be
12:34
first person so they kind of had
12:36
gone through the exercise that was
12:38
so natural for us that we knew
12:41
what we wanted to make with this
12:43
game and and saw that it has
12:45
to be a first person game because
12:48
of our heritage and and what
12:50
we want to do with it. But I
12:52
think it also comes down a lot
12:54
to I mean it's... For us at least,
12:56
I feel that it very often comes
12:58
back and comes down to us trusting
13:01
the process, believing in the mission
13:03
that we have and believing in
13:05
the decisions that we're taking and
13:07
stick to them and execute on
13:10
them. And we would never of
13:12
course sway around due to a common
13:14
field somewhere saying like this should
13:16
be third person. Okay, let's change
13:18
everything. also knew that when people
13:20
will get their hands on this, which
13:22
is also another big beat, at least
13:24
in my mind, when we started to
13:26
see the hands on in terms of
13:29
me and people actually start playing and
13:31
testing it, those type of comments also start
13:33
to just like avalanche in terms of
13:35
like, no, no, no, no, now I've tried
13:37
it, it makes perfect sense. I was, you
13:39
know, skeptical or I thought that it could
13:42
be weird, but then when people have actually
13:44
tried it, it's like, no, no, it makes
13:46
perfect sense. So that of course, you know.
13:48
kind of not justified
13:50
but it was good to
13:52
say that the mission that
13:55
we believed in and that
13:57
we knew for us was was
13:59
true. to be true for more
14:01
than just the deaths. So
14:04
what was the first kind
14:06
of mechanic you guys tried
14:08
in first person to, I
14:10
shouldn't say to prove it
14:12
to yourselves, but you knew
14:14
you had to prove it
14:16
to others. Like what was
14:18
the thing that you guys
14:20
did, or maybe not the
14:22
first thing, but the first
14:24
thing where you were like,
14:26
this is gonna solve this
14:29
problem. I think it's. There's
14:31
different aspects of this that
14:33
we can talk to. I
14:35
think that one thing that
14:37
very quickly we of course
14:39
identified was the things that
14:41
we do not feel we
14:43
need to prove like shooting
14:45
a gun in first person.
14:47
That's like we know we
14:49
can do that. I figured
14:51
that out. Yeah, so let's
14:54
put that aside. Let's do
14:56
not even think about that
14:58
for the moment. What other
15:00
core components of this character
15:02
will actually emphasize the sensation
15:04
of adventure. Puzzles, the whip.
15:06
you know, traversing the environment,
15:08
the platforming aspect. So I
15:10
think depending on the different
15:12
levels of difficulty in terms
15:14
of developing those vastly different
15:16
components in the game, kind
15:19
of staggered up in terms
15:21
of when in production we
15:23
start looking at them. Yeah.
15:25
So in many ways it
15:27
was a tricky. game to
15:29
make in that sense because
15:31
like it all came back
15:33
to always came back to
15:35
like we want you to
15:37
feel as indianneons we want
15:39
you to be indianneons and
15:41
you know that doesn't come
15:44
for free that needs to
15:46
lead into every mechanic of
15:48
the game and you know
15:50
that was also the the
15:52
strongest arm argument against like
15:54
the question like you're making
15:56
a first-bossing game we are
15:58
not gonna see in the
16:00
audience. How are you gonna
16:02
present the character? So, you
16:04
know, work. on every, across
16:06
the board, every mechanic, on
16:09
every situation, on everything, to
16:11
build that up. That was
16:13
kind of the thing that
16:15
we knew and we needed
16:17
to do, but it took
16:19
the whole length of the
16:21
project to really, to really
16:23
pull that off. So it
16:25
was a constant, not struggle,
16:27
but something we had to
16:29
keep, push, push, push, push,
16:32
constantly throughout. But I think
16:34
there was also a moment
16:36
in time in the production
16:38
cycle, you and I often
16:40
talk about this, where things
16:42
just started to fall into
16:44
place. Like, how do we
16:46
see the blend in between
16:48
the first person, second to
16:50
second minute to minute gameplay?
16:52
How do that actually transforms
16:54
and translates into the going
16:57
out to third person in
16:59
traversals? Mixing that up with,
17:01
you know, getting the right
17:03
amount of cutscenes in which...
17:05
of course also shows you
17:07
in your full glory with
17:09
hats and jacket and face
17:11
and all. And when we
17:13
actually start seeing a fully
17:15
playable sequence of the game
17:17
where all these components were
17:19
fairly correctly implemented, I think
17:22
that's a moment when we
17:24
also started to feel that,
17:26
okay, this will actually become
17:28
really, really cool. But that
17:30
all of that stuff is
17:32
so hard because it's so
17:34
hard because I can't say
17:36
a day when it happened.
17:38
I can. You can. Yeah,
17:40
or for me, when that
17:42
happened, what was actually the...
17:44
No, I can't. No, I
17:47
don't know. We had a
17:49
vertical slice video, or when
17:51
we had an album. Like
17:53
when you put something together,
17:55
like this build of the
17:57
game. that's playable and you
17:59
also cut together a video
18:01
to show it to executives
18:03
and whatever. You know shows
18:05
the game as it's meant
18:07
to be rather than what
18:09
it is yes a lot
18:12
of the times And and
18:14
that in some ways resets
18:16
your own view of what
18:18
you're making because now it's
18:20
you can evaluate that snippet
18:22
that slice of what you're
18:24
doing and and This game
18:26
is a sum of so
18:28
many different parts like global
18:30
trotting adventure, but you know
18:32
all the mechanics all the
18:34
different gameplay styles of puzzles
18:37
and fighting hand-to-hand and shooting
18:39
and everything so how does
18:41
that feel like that's that's
18:43
something that you can't answer
18:45
before you build it and
18:47
that's a question that you
18:49
need to the whole team
18:51
needs to understand that to
18:53
be able to finish to
18:55
build the finished product and
18:57
that takes a lot of
19:00
time time To get all
19:02
those features to a level
19:04
of of completion where where
19:06
you can feel it And
19:08
and that was came in
19:10
late like a year before
19:12
we shipped this when we
19:14
started seeing. Oh, this is
19:16
the game we're making Yeah,
19:18
I I think that so
19:20
I'm just looking at my
19:22
notes I want to go
19:25
back a second because it's
19:27
relevant to where you're talking
19:29
to where you're talking about
19:31
New Order, Oh Blood, McClosus,
19:33
Young Blood, Cyber Pilot, loved
19:35
it. What do you guys
19:37
see in the Great Circle
19:39
from those games? So many,
19:41
many things. And I think
19:43
I would even refine that
19:45
question to say, like, what
19:47
were the things? from those
19:50
games and what you guys
19:52
do so well, excuse me,
19:54
that you knew had to
19:56
be in this game. There's
19:58
one thing. that I often
20:00
called out and I said
20:02
it many times before I
20:04
quickly mention it again but
20:06
it all comes down to philosophy
20:09
and just how we operate as
20:11
deaths we usually or at least
20:13
in my mind and you know we
20:15
we do have something that I usually
20:18
refer to as like our three
20:20
core pillars of machine games. This
20:22
is what I want to know.
20:24
Yeah so. One of them is
20:27
obviously art and that internalize everything
20:29
within animation, audio and art,
20:31
everything that is in my
20:33
jurisdiction at the moment. Then, of
20:36
course, we have gameplay, trying to
20:38
push the envelope constantly, but
20:40
also try to push the experience
20:43
throughout the campaign so that you
20:45
get the sensation that you are
20:47
encountering new combat systems or, you
20:49
know, get new toys to plays
20:51
with or... wow this environment looks
20:53
like that and due to that
20:55
context I can now do these type
20:57
of things and then the the
21:00
one that everything starts with with
21:02
which is the narrative and then
21:04
we have kind of that you
21:06
know wholly or unholy trinity whatever
21:08
you refer to his bind together
21:10
by the tech and enabling
21:12
all of those three to to work together
21:14
and shine as much as they can
21:16
and any good developer game
21:19
studio game studio has those
21:21
guiding principles. So for listening
21:23
in your studio, you don't
21:25
have some kind of guiding pillars
21:27
that go from game to game, you should
21:29
probably do that. It's very
21:32
important. It is because I do
21:34
think that what we've been trying
21:36
to do for many, many years
21:38
and many, many games is that
21:40
you constantly also need to try
21:42
to respect those pillars in relation
21:44
to each other through our production.
21:46
Because me coming from, you know.
21:48
primarily an art focus from the
21:51
beginning, one could of course imagine that I
21:53
would only care about art, you know, make
21:55
the game as pretty as possible, but who
21:57
would play that game? Exactly. And I
21:59
think... You know, from my perspective,
22:01
coming from more of a design
22:04
perspective, I want to build on
22:06
what you're saying, because the narrative,
22:08
I think, you know, I don't know
22:10
how it works in different studios, but
22:13
at machine games, everything starts
22:15
with a script, with a narrative, like
22:17
in the first couple of months of
22:20
the project, we have more or
22:22
less locked down what the, you know, the whole
22:24
story. all the characters all
22:26
the important moments that's where
22:28
the mechanics come from and
22:30
the systems and that's the thing
22:33
like you that's that that's where
22:35
you start yeah and then again what
22:37
I think might be different that machine
22:39
games is that there is an enormous
22:42
respect to to staying true
22:44
to that like obviously we change
22:46
stuff we you know we remove
22:48
stuff we add stuff but the
22:50
story needs to be prioritized all
22:52
the way down to you know
22:55
micro gameplay interactions, they need to
22:57
support the story coming
22:59
across. Pointless without
23:01
it. Yeah, yeah. So when I work on
23:03
a game or I'm at a studio,
23:06
whether it's someplace in working
23:08
or in the past has
23:10
been my own studio, I am
23:12
absolutely psychotic about
23:14
respecting the pillars of
23:17
either the project or the
23:19
studio or the studio or
23:21
both. Ideally, you have game
23:23
pillars that feed into the
23:25
studio pillars and that's the
23:28
virtuous cycle that everyone kind
23:30
of strives for. Are you guys
23:32
at machine so cognizant
23:34
of the pillars at all times
23:36
that if something's happening that
23:38
it's not supporting those
23:41
it's out it doesn't belong because
23:43
that's I truly believe that that's
23:45
how I operate. I'm curious if
23:48
you guys do that because there
23:50
are in my opinion only
23:52
a small handful of game
23:54
development studios
23:57
where you can see the video.
24:00
of the entire company in every
24:02
game and sticks true to that.
24:04
You guys are one of those
24:06
studios. Thank you. To answer it,
24:08
you know, at least from my
24:10
point of view, is that there's
24:13
also a subset of rules when
24:15
making a game like this that
24:17
can't, the IP comes with its
24:19
own pillars also. Yes. And then
24:21
you need to start, you know,
24:24
chiming, pairing those up with the
24:26
existing pillars that we are working
24:28
from. you know, from
24:30
a game-down point of view. So
24:33
one thing that I was kind
24:35
of trying to iterate quite early
24:37
on in the project was what
24:39
would India do? You know, what
24:41
would India do? Because that could
24:43
inform a lot, right? Because for
24:46
us, it summarized a lot of
24:48
the things to make this feel
24:50
and look and behave like a,
24:52
you know, adventure game from the
24:54
80s. or, you know, since the
24:56
raiders in the Lost Ark and
24:59
the Movies is from the 80s,
25:01
or made in the 80s, but
25:03
set in the 30s, but in
25:05
production, 2024. And that comes with
25:07
a whole subset of things that
25:09
you need to look at and
25:12
think about and try to... counterbalance
25:15
and when you specifically when you're
25:17
saying like you know how how
25:19
strict can you be about the
25:21
core pillars of the studio is
25:23
if this is breaking this then
25:25
it's out or it's breaking that
25:27
then it's out yes to some
25:29
extent we are very harsh on
25:32
you know as Jan says down
25:34
to the grit just detail even
25:36
if it's a small puzzle on
25:38
the side route somewhere in the
25:40
game happening that still need to
25:42
respect. the core that we set
25:44
out to do. Nothing is too
25:46
little to be neglected in the
25:49
most perfect perfect world. But sometimes
25:51
you could get conflict in terms
25:53
of is it better to stay
25:55
strict to do this principle that
25:57
we're following? Is that really strengthening
25:59
the experience? or of the character
26:01
or the IP or the brand.
26:03
And sometimes you have to do
26:05
some juggling there and bending the
26:08
rules like, nah, this is actually
26:10
maybe not what exactly what we
26:12
would do, but this makes the
26:14
experience feel more like this Indiana
26:16
Jones experience that we want to
26:18
do. And we have, there have
26:20
been examples throughout the production when
26:22
we have been having a lot
26:25
of discussion debate in terms of
26:27
how should we trigger that cut
26:29
scene or how should we interact
26:31
with this thing. And in the
26:33
end we always try to find
26:35
a nice common ground that at
26:37
least respects the quality of the
26:39
product because that's the end goal.
26:41
But having the guiding principles paired
26:44
up with the pillars and the
26:46
guiding principles that you get from
26:48
identifying the IP and the brand
26:50
that you're working with, then you
26:52
have a very very good framework.
26:54
Yeah, perfect triangle, right? Studio pillars,
26:56
game pillars, IP pillars. It's interesting
26:58
though I think with you know
27:01
with pillars the word pillars because
27:03
I don't think we have that
27:05
outlined anywhere for this like what
27:07
are the pillars like we have
27:09
various sets of you know one
27:11
you know PowerPoint slides that defines
27:13
it doesn't have to be like
27:15
a poster on the wall yeah
27:17
obviously it's what you're describing, it's
27:20
innate to the studio. But there
27:22
are some of them that are
27:24
unique to this project, of course,
27:26
but there are some that are
27:28
so ingrained, and this is what
27:30
you're talking about, so ingrained into
27:32
the studio, like player agency is
27:34
always a good thing, like one
27:37
of those that we... We're just
27:39
not going to get a machine
27:41
games game that doesn't have that.
27:43
Yeah, exactly. So we don't even
27:45
need to write it on the
27:47
wall. Right. Because... every time we
27:49
deviate from it, there's a horde
27:51
of people around the studio that
27:54
says, no, we can't do that.
27:56
Yes, slack is popping off. Yeah,
27:58
right, right. Okay, so I really
28:00
want to talk about navigating the
28:02
IP, but I do want to,
28:04
before we go to that, because
28:06
it's a big thing, I want
28:08
to close out the mechanics conversation.
28:10
So I have some notes for
28:13
first perspective. First person perspective. So
28:15
these are things that you have
28:17
delivered in the game and they're
28:19
also completely endemic to Indiana Jones.
28:21
First person, where I talked about
28:23
first person, people will still be
28:25
arguing about this choice for ever.
28:27
Actually, hold on a second. So
28:30
I was discussing with some
28:33
a few people here at
28:35
dice in advance of this
28:37
because I like to get
28:40
people's opinions talk about it
28:42
before I talk to folks
28:44
and I'm gonna I want
28:47
to talk about uncharted just
28:49
for a second and not
28:51
in the way that you
28:54
probably think I'm going to
28:56
bring it up but uncharted
28:59
is such a popular game
29:01
franchise and it's beloved because
29:03
you know it it kind
29:06
of took the place of
29:08
what we weren't getting and
29:10
and we got it and
29:13
it's a very extremely it's
29:15
ingrained in everyone's heads because
29:17
they've played these games and
29:20
I feel like when I
29:22
was playing this game I
29:25
was I thought a lot
29:27
about like the Because
29:30
I read a lot about
29:32
the perception of first and
29:34
third person. It's a huge
29:36
huge thing this game and
29:38
there's almost this like subconscious
29:40
I Don't even know if
29:42
bias is the right word,
29:44
but it's it's like you
29:46
can't help but Like compare
29:48
the two when you're playing
29:50
the game not because you
29:52
need to it's just You
29:54
know they live in the
29:56
same mental space Was that
29:58
something that you guys like
30:00
felt or struggled with or
30:02
completely ignored did you ever
30:04
did you ever think about
30:06
that at all making this
30:08
game thinking yes but carrying
30:10
no yeah no that's that's
30:12
a simple you know and
30:14
and partly it's thanks to
30:16
do that we chose such
30:18
a different path yeah so
30:20
there was there was no
30:22
chance we gonna really do
30:24
the same thing right so
30:26
so it didn't really impact
30:29
good. I mean the great
30:31
games we love them as
30:33
well. Fantastic. But it's very
30:35
very obvious when we started
30:37
very early on in the
30:39
project started to like dissect
30:41
analyze the IP the brand
30:43
the character as getting the
30:45
bullet pointless or what's what's
30:47
the identity here what's the
30:49
key things that we want
30:51
to hit and as soon
30:53
as you've identified those you
30:55
also get a huge amount
30:57
of things that the game
30:59
and the IP and the
31:01
brand is not. And then
31:03
there are a lot of
31:05
games or another reference point,
31:07
so it's like not interested.
31:09
Right. But, um. Good, good
31:11
answer. That's the answer I
31:13
was hoping for. Okay, the
31:15
mechanic package, first person, obviously
31:17
indie games have to have
31:19
incredible and diverse environments, but
31:21
puzzle solving, the way the
31:23
puzzles were integrated into the
31:25
world and the narrative, chef's
31:27
kiss. I thought the camera
31:30
was really well done. The
31:32
melee, the whip, the guns,
31:34
the stealth, and then those
31:36
are all things that you
31:38
expect from Indiana Jones and
31:40
they were absolutely well done.
31:42
A lot of them, right?
31:44
Yeah, it's a lot. And
31:46
then you go a little
31:48
bit deeper into the stamina
31:50
system and the adventure books
31:52
and the points. I mean,
31:54
there's a big list. It's
31:56
a big list of things
31:58
that I wrote down. Do
32:00
you feel, do you guys,
32:02
you specifically ends, but I
32:04
mean, it's a question for
32:06
both you, do you feel like
32:08
you guys achieved the fan
32:10
expectation of what
32:13
Indy is supposed to be
32:15
doing in a game
32:17
interactively? I think so. Looking
32:19
at what people are saying
32:21
about it, it feels like we,
32:24
we, we did that, we did
32:26
exactly that, you know, breaking
32:28
down what what you would
32:30
expect if you were in
32:32
the and finding alignment with what
32:34
do you want to do as
32:36
a player in these kind of
32:39
situations and doing all those
32:41
things that's that's how this feature
32:43
list was created more or less
32:45
yeah and then you know getting
32:48
each and every one of those
32:50
features to a level where we
32:52
felt that it feels like an
32:54
Indianian's mechanic and feels
32:57
fun and polished enough for
32:59
to fit together with the
33:01
whole with the whole package.
33:03
Yeah, super happy with with
33:05
the result of that, of
33:08
course. Yeah, it feels very
33:10
satisfying and systemic
33:13
and fun and exciting.
33:15
Like, even navigating
33:17
the menus was fun and
33:19
exciting. So I really think
33:22
you guys nailed that and
33:24
But I think it's a very
33:26
interesting point that you raise
33:28
because this is something that we
33:30
were working a lot with specifically
33:33
on design side of things in
33:35
relation to also, you know, making
33:38
sure that you constantly feel like
33:40
in Jana Jones because we
33:42
don't have the luxury of having
33:44
a reference point of a,
33:46
for example, in
33:49
Jenna Jones and The Lost Crusade
33:51
or Raiders of the Lost Ark
33:53
TV series that shows like, you
33:55
know, 500 episodes of what he's
33:57
doing when he's not hunting for
33:59
death. specific thing that he's obsessed
34:01
with. In the movies, he's basically
34:04
just following his golden path. Making
34:06
a game that is not supposed to be
34:08
just six hours or, you know, hunting down
34:10
a golden path and finding the thing,
34:13
but allow the player to explore a
34:15
very vast and open world, is that
34:17
in the, would in the, you know,
34:19
sidetracked from his golden path and doing
34:21
things on the side? And yes, from
34:24
a game playing point of view, and
34:26
to build a cool and fun, interesting
34:28
adventure game, we absolutely need to allow
34:30
the player to do that. We absolutely need
34:32
the character to go off the main
34:35
trail and do things on the other
34:37
side. And then... But it never felt
34:39
like that. It always felt like
34:41
appropriate and necessary in a fun
34:43
way. That's very nice. Yeah. And
34:45
cool that you feel that way
34:48
and that you say that. Because
34:50
that was the kind of the
34:52
mission that we had. Even when
34:54
you are in the outskirts of
34:56
the Giesemap and doing some weird
34:58
mystery or little side mission, you
35:01
should still feel like Indiana Jones
35:03
and you should still feel like
35:05
it feeds back into the main
35:07
storyline. Yes, and that's a good
35:09
point. I want to interrupt
35:11
you there because when you watch,
35:14
Raiders of Lost Ark, for the
35:16
first time or the thousands time,
35:18
what's... brilliant about
35:20
that character and the
35:22
story is that there's all
35:25
these things that are kind
35:27
of referenced that you
35:29
don't have any context
35:31
for, but you believe them
35:34
because they fit into the
35:36
ethos of who Indiana Jones
35:38
is and those those kind
35:40
of adventures. And it's
35:42
kind of, I really felt like
35:45
whether it was on purpose
35:47
that you guys. tapped into
35:49
those little offhand comments
35:51
that he's always making
35:53
referencing you know things in the
35:55
past and I felt that when I
35:58
was exploring I was kind of Filling
36:00
those things out a little bit
36:03
and you know Look India Jones
36:05
is super important to me. Reyes
36:07
a lost arc was like a
36:10
very Like watershed moment my life
36:12
was like a bonding thing with
36:15
my dad and it's like It's
36:17
not it's it's an important movie.
36:19
You know this we've talked about
36:22
this many times and like the
36:24
way that the game and the
36:26
mechanics Tapp into those like moments
36:29
again. I could just be making
36:31
this up in my head I
36:34
don't know if you guys were
36:36
doing this or not, but I
36:38
guess it doesn't matter because that's
36:41
what I felt when I played
36:43
the game and that's the important
36:45
part right I had an experience
36:48
that was genuine to Indiana Jones
36:50
or what I felt and was
36:53
that something that you guys like
36:55
Actually said no we got to
36:57
like feed these little seeds and
37:00
plant them all around and work
37:02
on that? Or am I just
37:04
making it up? Well, both, kind
37:07
of, like any time you're making
37:09
aim, you're kind of searching for,
37:12
you know, what is this experience?
37:14
We knew that, for example, exploration
37:16
needed to be a big part.
37:19
We wanted, like, from the start,
37:21
we set out to do these
37:24
kind of big sandbox style areas.
37:26
But... Honestly, we didn't have the
37:28
experience for what that meant. We
37:31
have never done areas this big
37:33
before at machine games or at
37:35
storeberries. So how do we build
37:38
those? How do we populate those?
37:40
How do we pace those? That
37:43
was stuff we needed to figure
37:45
out throughout the development. But of
37:47
course, like, we knew it needed
37:50
to feel like in the Indiana
37:52
Jones. Exactly what that means. That's
37:54
something you kind of need to
37:57
discover by testing stuff. Yeah. You
37:59
know, being underground for an hour.
38:02
and a half in the single
38:04
dungeon, is that Indiana Jones or
38:06
is that too much? Does that
38:09
become, you know, a London crawler
38:11
game? And throughout the development we
38:13
found a lot of stuff that
38:16
were, like these small mysteries are
38:18
one of my favorite design elements
38:21
in this game, you know, how
38:23
do we do those self-contained but
38:25
still feed into the fantasy of
38:28
being Indiana Jones? How do we
38:30
produce those? How do we introduce
38:33
those to the player in a
38:35
way where it's not icons on
38:37
a map for example, but something
38:40
that the player can discover on
38:42
their own? That feels more like
38:44
Indiana Jones. Yeah. So finding such
38:47
elements throughout the development that's probably
38:49
more correct than saying that we
38:52
knew exactly what we wanted to
38:54
do from the start. So every
38:56
game that I've ever worked on
38:59
as a designer or creative or
39:01
whatever. There's always that moment where
39:03
you like put something down on
39:06
paper and you're like this is
39:08
it Did did did the this
39:11
is it moment survive or or
39:13
did you? Were you clear on
39:15
that thing or did you try
39:18
to stop put things down on
39:20
paper? Yeah, well, you know, it
39:23
never works. Yeah, no, of course
39:25
like You have ideas You are
39:27
right about half the time. Yeah
39:30
And for half the time you
39:32
mess up, you implement stuff, that
39:34
doesn't work, you have to rework
39:37
it. There are features that require
39:39
countless iterations before they got close
39:42
to feeling right. And some of
39:44
them just dropped in our lap.
39:46
So it's that journey to discover
39:49
what you want to do. Yeah,
39:51
I mean, it must have been
39:53
scary for you guys to jump
39:56
into that. open exploration pond or
39:58
scary and interesting right yeah that's
40:01
why we are in this this
40:03
business because we want to go
40:05
on that journey there's this great
40:08
David Bowie quote I'm gonna I'm
40:10
gonna butcher it but he's like
40:12
in your career in your creativity
40:15
and whatever you're doing you want
40:17
to feel like you're in the
40:20
water but just not able to
40:22
touch the bottom just kind of
40:24
floating like I but I butchered
40:27
this quote so poorly it's But
40:29
you get what I'm saying. Yeah,
40:32
yeah. And, and, like, it seems
40:34
like, you know, from what you're
40:36
describing, like, maybe that's how you
40:39
guys were approaching this, because. That's
40:41
how you approach every game, right?
40:43
Yeah, yeah. You, you, you want
40:46
to push it as far as
40:48
you can without losing control. Yeah,
40:51
you don't want to feel, like,
40:53
it's, it's good to feel unsafe
40:55
and not confident, right, right? that's
40:58
where the magic kind of through
41:00
peer around that corner and finally
41:02
like figure it out. But I
41:05
think one just to like back
41:07
up to what you said in
41:10
the beginning of the question in
41:12
terms of you know those small
41:14
little nuggets of information or bits
41:17
and pieces of in the throwing
41:19
out comments on things because what's
41:21
interesting with that to me is
41:24
it gives layers and depth to
41:26
the world it suggests that this
41:29
is a rich world. And I
41:31
think that's what we've been trying
41:33
to pick up on and specific
41:36
going into the aspect of exploration
41:38
and doing a game that is
41:41
much more than just a linear
41:43
game and has more of an
41:45
open-ended solution type of setup. Really
41:48
expanding the fantasy of being Indiana
41:50
Jones, having a rich world where
41:52
you can do a lot of
41:55
different things. I think that's been
41:57
a really, really, Scary and interesting.
42:00
It's hard, right, because you have
42:02
a level of fidelity that you
42:04
need to achieve as a AAA
42:07
game. The art needs to be
42:09
top-notch. At the same time, you
42:11
want to, you know, interactivity was
42:14
a big pillar, if you will,
42:16
for this game. Like, how do
42:19
we make as much stuff in
42:21
the world as we can interact
42:23
with? So we can hide interactions,
42:26
like, you know, creating a mystery
42:28
around every corner was something I
42:30
try to... you know, say every
42:33
chance I got. And to do
42:35
that through interactivity, that's what makes
42:38
it interesting because it becomes a
42:40
player, it's the player that discovers
42:42
the mystery. And finding the balance,
42:45
how far can we push that
42:47
without completely tearing up our production
42:50
processes so we can make it
42:52
to this fidelity that we all
42:54
expect it to be. As an
42:57
Indiana Jones experience, it's the best
42:59
one. Thank you. You guys did
43:01
it. Podcast over. Okay, so now
43:04
I want to talk about a
43:06
couple things, like the challenges of
43:09
the IP. Missions to Mars, driverless
43:11
cars, AI chat bots, feels like
43:13
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Services. I want to talk
44:19
a little bit about Troy.
44:21
We have an episode coming up
44:24
with him so I won't go too far
44:26
into it but nice but okay so
44:28
first of all Remaking the
44:30
beginning of Raiders of the
44:32
Lost Ark was insane. And
44:34
let me tell you something. When
44:36
I, when I, when I, I stopped
44:39
looking at anything or reading
44:41
anything about this game after
44:44
the reveal. I knew you guys
44:46
would be fine, but you know, you
44:48
proved it to everyone and
44:50
then I stopped. I did not
44:52
know about this. Cool. The way
44:55
it was intended. Now. That
44:57
is an absolute bawler
45:00
move to remake the
45:02
beginning of Raiders the
45:05
Lost Ark. Let's get
45:07
into it because I
45:10
mean first of all
45:12
it's very satisfying and
45:14
also obviously perfectly
45:17
set up the
45:19
game. Except the tone.
45:21
Yeah, but like that's
45:24
like hallowed ground.
45:26
Most IP based games tend
45:28
not to do that stuff. It's
45:30
it's all about You know, we
45:32
want to make our own our own
45:34
mark which you you obviously did afterwards,
45:37
but like Talk to me about
45:39
doing that and The challenges in that
45:41
I mean, it's a super loaded thing
45:44
to do. It's it's a risk. Yeah,
45:46
it is huge risk of course
45:48
and huge investments Like when I
45:51
saw that mountain I was like
45:53
no way No way, they're not doing
45:55
this. This is like a cut scene
45:57
or something like there's no way Sorry
46:00
Yeah. I'm glad to hear you
46:02
like it. You know, I think
46:04
we're very happy in the
46:06
end how it turned out as
46:09
well, but there was a lot
46:11
of blood sweat and
46:13
tears involved in getting
46:16
it to the, you know, to
46:18
the stage that it is when
46:20
we ship the game. But
46:22
I do think that we
46:24
often, you know, tend to...
46:27
ourselves think from the perspective
46:29
of wouldn't it be cool if you
46:31
know and yeah it would be super cool
46:33
wouldn't it be super cool to play
46:35
that you know sopping the sand that
46:37
either you know solving the puzzles you
46:40
know doing the whole thing that the
46:42
trap stuff wouldn't that be cool would
46:44
it be insane and very difficult
46:46
yeah absolutely is this a crazy
46:48
challenge yes absolutely let's do it
46:51
anyway yeah so I think that's
46:53
kind of the the approach that
46:55
we very often have in terms
46:58
of we do not back down
47:00
from the challenge that we put
47:02
in front of us and sometimes
47:04
we beat ourselves for it in
47:06
the retrospect like why we do
47:08
why would we why did we
47:10
but this is one of those
47:12
times when it actually turned out
47:14
very satisfying in the end and
47:16
of course also you know during
47:18
the process of doing that we
47:20
have the best reference in the
47:22
world right yeah which also proves
47:24
then a bit challenging later on
47:27
because now we don't have the best
47:29
reference in the world. We do have
47:31
the best reference in the world in
47:33
that sense and context of
47:35
the movies, but not frame by
47:37
frame. And that of course also
47:39
proves to be extremely difficult because
47:42
how do you match that? And
47:44
I mean, I've seen plenty of
47:46
people doing comparison videos and whatnot
47:48
and obviously it is not.
47:50
you know, pixel perfect frame by
47:52
frame all the time. Yeah, but
47:54
that's that's what makes it so
47:57
cool. Like, for example, I've
47:59
never seen the right turn from
48:01
the pit into the temple
48:03
room, but I know that
48:06
exists. And seeing that was
48:08
like, it just felt like
48:10
I already knew that and
48:12
it was so cool seeing that
48:14
and also showing all that from
48:17
different camera angles, like
48:19
the scenes that you,
48:21
you know, that are ingrained in
48:23
our in our minds was
48:26
very smart, just a
48:28
very well done. take on that
48:30
and it is a take right you
48:32
are doing it but but it's it's
48:34
a take yes and I found that
48:36
really refreshing rather than we're gonna
48:38
recreate it frame by frame by
48:41
frame that's really nice and I
48:43
mean there are numerous numerous reasons
48:45
why sometimes it is not you
48:47
know frame by frame because we're
48:50
making a game yeah needs to sit
48:52
together in the in the level
48:54
in the map there are things
48:57
you know that we just possibly
48:59
can't make fun gameplay out of
49:01
that potentially exists. You
49:03
have a lot of artists and
49:06
level designers that
49:08
are extremely fatigued by
49:10
frame stepping that scene to
49:13
try to figure out like
49:15
how do these clips fit
49:17
together and you know yeah
49:19
that left turn corridor before
49:22
the pressure plate puzzle
49:24
for example like you have
49:27
like a corner of the screen
49:29
showing that that's probably how it
49:31
looks. I actually don't know for
49:33
sure if it's, if we can
49:36
say that it's 100% correct. But
49:38
yeah, they really work to try
49:40
to recreate it. But something that
49:43
I find interesting with that
49:45
whole scene is that it's,
49:47
it kind of started as a
49:49
design exercise for, you know, what
49:51
if we break down this scene?
49:53
into to gameplay moments what kind
49:56
of gameplay moments would would that
49:58
be so this was before we had some
50:00
of the core systems like the
50:03
interaction system in place. So by
50:05
going through that whole scene and
50:07
saying like, oh, and then you pick up
50:09
the golden idol, well, how does that
50:11
work? Like you switch it to the
50:14
sandbag. How does that work? How does
50:16
that work with the controller? Yeah,
50:18
we all know how it works
50:20
in our minds, but how does
50:22
it work on the control? So
50:24
going through that exercise was really
50:26
interesting because it also helped us
50:28
help us. what kind of interactions
50:30
would we want to be doing
50:32
as a player in the annuals
50:35
game? The flop side of this was
50:37
of course we did this super early and
50:39
you know recorded animations and
50:41
recorded like spent a huge amount
50:43
of work of getting a first
50:45
version of this in and then
50:47
of course you need to change
50:50
the mechanics down the line. So now
50:52
this you know whole opening scene needs
50:54
to be reworked with new mechanics and
50:56
and That's where it becomes
50:59
very a lot of you know,
51:01
we work and changes
51:03
and fixes going over
51:05
throughout the whole all development
51:08
to get it to to fit the
51:10
game that comes later Yeah,
51:12
and I mean when you as
51:15
as game makers we all
51:17
know how important those first
51:19
15 minutes are and You
51:21
know that could have that could
51:23
have gone the wrong way, you
51:25
know because it's such a
51:27
beloved piece of history in terms
51:30
of what it what how you know that
51:32
scene is definitely transcends
51:34
like pop culture and
51:36
it transcends Indiana Jones
51:39
it's like part of
51:41
history and then obviously
51:43
there's all the Indiana
51:45
Jones stuff so let's yeah I
51:47
mean it's also I mean It ties
51:50
back to your previous questions well
51:52
in terms of expanding the world
51:54
and the nuggets of like pieces
51:57
of information you have, you know,
51:59
we see four. first all, you know,
52:01
for example, dead in the
52:03
trap. So, okay, cool. We
52:05
can make an opportunity out
52:07
of that and actually find
52:09
his abandoned camp and tell
52:11
a little bit more backstory,
52:13
you know, expanding the, expanding
52:15
the experience. And I think that
52:18
has also been, you know, throughout
52:20
the entire work with this game,
52:22
a very interesting journey
52:24
to try to see around the corner
52:26
what's happening over there. this
52:29
beginning of the game really offered
52:31
some really cool solutions or you
52:33
know opportunities for that. And also
52:35
I just wanted to quickly throw
52:37
out there that you know specifically
52:39
working on this section of the
52:42
game the beginning of it we got
52:44
you know a very valuable help
52:46
from Lucas Film Games in terms
52:48
of the collaboration with them getting
52:50
access to their archives seeing you
52:53
know photos from sets concept art
52:55
that I've never seen from the
52:57
original. movie, you know, outlining
52:59
some components or design feature
53:02
that you could... Okay, now
53:04
we understand how this actually
53:07
connects in the movie because
53:09
it's impossible to understand just
53:12
looking at the screen. And
53:14
that was also very, very
53:16
helpful. Those are special days
53:18
when you get access to the
53:20
archives. Yes. Some of my favorite
53:23
memories ever. Very, very fun.
53:25
Okay, so the challenges of... of
53:27
this IP and any IP
53:29
are great. It's difficult
53:32
to, it's difficult making
53:34
any game of any
53:36
kind is difficult. We know
53:38
this making a great game
53:40
is difficult and then making
53:43
a great game of a beloved
53:45
IP is like what I said
53:48
earlier at beginning. There are
53:50
very few of those things.
53:52
This one is one of them.
53:54
We already know that. It
53:56
was a very unique and
53:59
ultimate. wise choice to pick
54:01
you guys to make this
54:03
game. It worked out for
54:05
everyone. But you know,
54:08
Jens and I have worked
54:10
on Star Wars and
54:12
maybe tried Indiana Jones
54:15
like here and there. We
54:17
know how how difficult that
54:19
is and how protective
54:22
IP holders are of
54:24
the IP, especially Lucas
54:27
film. talk about like
54:29
the challenges of that. They
54:31
are very when they're when
54:33
they're invested in in something
54:35
it's the collaboration is
54:38
awesome right seems like that was
54:40
the case here. Yeah I
54:42
mean we have from the
54:44
very very early days of
54:46
the project been in continuous
54:48
meetings with them and communication
54:51
and I think that I don't want
54:53
to say that we were lucky.
54:55
Okay, but it just happened to
54:57
be that our vision as fans
55:00
of the IP, the character, we
55:02
had our vision of what we
55:04
wanted to lift forward
55:06
and what we wanted to
55:09
portray, how we wanted to
55:11
portray Indiana Jones, because he
55:13
is a character that has
55:15
a, you know, a couple
55:17
of different personas throughout his
55:19
timeline, basically. So what we
55:21
chose was stay close to
55:24
Raiders of the Lost Ark
55:26
and what type of his character
55:28
traits are the ones that we
55:30
want to push forward and highlight
55:32
and which versions of him do we
55:34
want to not emphasize and move
55:36
forward with and when we presented
55:39
our vision or what we wanted
55:41
to do that aligned with Lucas
55:43
Film Games vision or what they
55:45
also felt, yes, this sits well with
55:47
us in terms of what type of
55:49
Indiana Jones we want to... to
55:51
make and portray. And I
55:54
think that's why I'm saying
55:56
like, you know, lucky if that's
55:58
such a thing, you know. we aligned
56:00
very early on and thanks
56:02
to us aligning very early
56:05
on I think the collaboration
56:07
with them has been very
56:09
very cool I think shout out
56:11
to Craig Derek yes
56:13
of course the wonderful
56:15
executive user Lucas some games
56:18
Craig Derek and you know
56:20
this is also this is not our
56:22
first license game we worked on so
56:24
so we kind of we know some
56:27
of the pitfalls to avoid
56:29
you know if there's anything
56:31
that I think helped us
56:33
here as well is again
56:35
going back to the process
56:37
we have like you know
56:39
starting having the the story
56:41
nailed down from the start
56:43
that allowed us to be agree
56:46
on all the big all the
56:48
important stuff you know within
56:50
months of starting development
56:53
of this game and and
56:55
you know once you have cracked
56:57
that the rest is easier, like
56:59
that's going to be the part
57:02
that they are most protective about,
57:04
like what is, how are we
57:06
portraying the characters, you know, what
57:09
is the story we want to
57:11
tell, with that done early, you know,
57:13
you can spend time talking
57:15
about details almost, and they
57:17
can fit in with their expertise
57:19
about everything in the Aneons and
57:22
the access they have to, to
57:24
everything, and we can work on...
57:26
and we can work on... just
57:29
trying to get the game to
57:31
live up to the story we have
57:33
presented to the story we've
57:35
written for the rest of
57:37
the development. So I mean there's
57:40
been invaluable sessions and you
57:42
know insights, things that we
57:44
couldn't possibly know about
57:47
how certain things are portrayed
57:49
within the franchise. So it's
57:51
been a really cool learning
57:53
experience. So it's been
57:55
a really cool learning
57:57
experience. and invaluable.
58:00
relationship with them throughout the
58:02
entirety and I mean sure
58:04
talking about them being protective
58:06
of their brands or the IP you
58:08
know with all rights but I we
58:10
haven't experienced that as being
58:12
like a you know a negative
58:14
aspect of development it's been a
58:17
very cool and interesting
58:19
collaboration with them and I
58:21
think that you know like I said
58:23
I think that we are aligned very
58:25
early on and then we continue to
58:27
have you know regular meetings throughout
58:29
I've been in meetings basically
58:31
on a weekly basis for
58:33
you know four years or
58:35
whatever with them and all
58:37
different representatives within machine games
58:40
have had meetings with representatives
58:42
of their departments as well
58:44
you know audio narrative
58:47
lower all of these things so
58:49
obviously great experience yes yeah cool
58:51
second Indiana Jones game
58:53
confirmed So one of
58:56
the amazing things about
58:58
Indiana Jones as
59:00
a character is that
59:03
he's so successful
59:05
because he's not and
59:08
He's beloved because We
59:10
can see all of
59:12
ourselves in Indiana
59:15
Jones because he's
59:17
not perfect. He fucks
59:19
up He's one of us
59:21
and That's a timeless
59:24
quality no matter no
59:26
matter where or when It's
59:29
set set in the 30s
59:31
still pertains to today. I
59:33
think the last thing
59:35
I want to talk about
59:37
of my enormous list
59:40
We're not going to
59:42
get to everything is
59:44
Troy Can't talk about
59:46
this game without talking
59:48
about that performance
59:51
Uncanny Eerie. Very
59:53
Amazing. Amazing.
59:56
What was that
59:58
like? I mean... It
1:00:00
seems like I've said in this
1:00:02
in this podcast so much was
1:00:04
hinging on this thing and
1:00:06
like a lot of things were
1:00:09
hinging on things to make this game
1:00:11
and certainly this this was
1:00:13
one of them yeah right like you
1:00:15
can't phone in Harrison Ford or
1:00:18
Indiana Jones just cannot and
1:00:20
if it's not believable the
1:00:22
game will not work it worked
1:00:25
extremely stressful, I would
1:00:27
say, from time to time.
1:00:29
It's been one of the
1:00:31
singular things, at least from
1:00:33
my point of view, being,
1:00:36
you know, creative director and,
1:00:38
you know, to the extent
1:00:40
responsible for, you
1:00:42
know, audio animation and art,
1:00:44
how things look, sound and
1:00:47
behave. So getting that right
1:00:49
was extremely stressful and, you
1:00:51
know, difficult. It wouldn't. it
1:00:54
wouldn't be it would be
1:00:56
a lie to say anything
1:00:58
else but if we didn't have
1:01:01
Troy I have a hard time
1:01:03
seeing this yeah there's real
1:01:05
no no real alternative no
1:01:08
there wasn't consider at this
1:01:10
point you know so it's
1:01:12
you can't really like underline
1:01:15
that enough choice contribution and
1:01:17
I I think I've said
1:01:20
before but I'll say it
1:01:22
again when when I heard the
1:01:24
first test lines from his
1:01:26
audition. I thought it was
1:01:28
the reference lines. So, and
1:01:30
I was like, oh yeah, cool, okay,
1:01:32
that's the reference lines of
1:01:35
Harrison Ford. It's like, no,
1:01:37
that was Troy. Are you kidding
1:01:40
me? You know, you can swear
1:01:42
on this podcast. Okay, cool. Yeah.
1:01:44
But yeah, that was surreal. And
1:01:47
then when we seen and
1:01:49
follow him throughout the entire...
1:01:51
production scene seeing him
1:01:53
in either it's just you know
1:01:55
in video sessions recordings or like
1:01:58
full motion capture or what not
1:02:00
and see the transformation
1:02:02
that he's doing when
1:02:05
he goes into character. So
1:02:07
yeah, real craftsmanship,
1:02:10
rare, I would say. Yeah, I, um,
1:02:12
I wasn't skeptical,
1:02:14
but I was like, I couldn't
1:02:16
really hear him doing
1:02:19
the voice until I heard
1:02:21
it. And it was wild.
1:02:23
Like, holy cow. And it's
1:02:25
not only the voice either. It's
1:02:27
the whole execution. Yeah. And I
1:02:29
think that's something that a
1:02:31
lot of people, you know, might
1:02:34
not fully understand. And I mean,
1:02:36
if you're game dev, then potentially
1:02:38
you can understand parts of it,
1:02:40
you know, of course, but to
1:02:43
many fans of the franchise or,
1:02:45
you know, people else playing the
1:02:47
game, it's sometimes hard to understand
1:02:49
and know, like everything that
1:02:52
goes on behind this. because
1:02:54
he as he says is
1:02:56
not only the voice but
1:02:58
it's so much more complex
1:03:00
than that yeah because we
1:03:02
have the the full performance
1:03:04
it's a full totally yeah
1:03:07
nuanced and ranged yes acting
1:03:09
performance yeah because his face
1:03:11
is driving the rig you
1:03:13
know so he's not only
1:03:16
making the voice it's also
1:03:18
mimicking and doing all the things
1:03:20
and doing all the things the
1:03:23
correct facial animations going on. Then
1:03:25
obviously sometimes we need to go
1:03:27
in and tweak that and make
1:03:30
sure that it gets, you know,
1:03:32
but he's doing that and then
1:03:34
also doing the, you know, mimicking the
1:03:37
body and body language and
1:03:39
at the same time doing acting,
1:03:41
you know, against someone else
1:03:44
and sometimes doing, you know,
1:03:46
very complicated scenes. And then
1:03:48
you get all of that
1:03:51
combined together. So that is
1:03:53
really like... full talent performance
1:03:55
of impressive range. Yeah,
1:03:58
I think like... There's
1:04:01
a bunch of different
1:04:03
ways it could have gone
1:04:05
like you know how like Troy
1:04:07
is obviously like
1:04:09
you know Basically our version
1:04:12
of whatever Harrison
1:04:14
Ford or whatever
1:04:16
great actor like you know
1:04:18
He's certainly been
1:04:20
having a moment for
1:04:22
quite some time and when
1:04:24
you I personally don't
1:04:27
like when games higher
1:04:29
famous actors to do,
1:04:31
you know, it pulls me
1:04:34
out every time. I
1:04:37
understand why it's done
1:04:39
and, you know, I'm probably
1:04:42
the minority. Like, I
1:04:44
think that would have
1:04:47
been upsetting to
1:04:49
me in this game to
1:04:51
have to listen to
1:04:53
an actor from maybe
1:04:56
film or TV. to
1:04:58
really kind of try to
1:05:01
embody Indiana Jones
1:05:03
in a way that I don't think
1:05:05
like I mean this performance
1:05:08
is totally nuts I mean
1:05:11
also famously now endorsed
1:05:13
by Harris and Ford
1:05:15
so yeah that was fun and
1:05:18
I mean the one of
1:05:20
the coolest things with with
1:05:22
Troy is that he's his
1:05:24
passion for this project and
1:05:26
his to the project has
1:05:29
just been you know through the roof he's
1:05:31
done so much more than he's been
1:05:33
asked to do just because he has
1:05:35
also you know had to have a great
1:05:37
passion for the for the character and
1:05:40
for the game so it has added
1:05:42
so much you know he's been
1:05:44
very very much into he's even
1:05:46
been participating in like block out
1:05:48
sessions before the mock-up sessions he
1:05:50
hasn't just showed up and then
1:05:53
delivering he's been really trying to
1:05:55
be part of the process. So
1:05:57
true a true collaborator in every
1:05:59
sense. Yes, and then of course
1:06:01
that wouldn't be possible if he
1:06:04
would have been an ass, but
1:06:06
he's an absolutely fantastic person to
1:06:08
be around and work with as
1:06:10
well. So has just been a
1:06:13
genuine, very nice experience, getting
1:06:15
to know a very humble, a nice person,
1:06:17
and then at the same time,
1:06:20
a very true professional in terms
1:06:22
of executing on his craft, you know,
1:06:24
through the roof in terms of
1:06:26
expectations that we had. So
1:06:29
you guys have, you've achieved
1:06:32
the goal, you did the
1:06:34
impossible. What are like, what are
1:06:36
both of your like personal
1:06:38
takeaways from this whole experience?
1:06:40
You know, like, where, where
1:06:42
does it, four or five
1:06:44
years? Yeah, where does it
1:06:46
sit with you guys right
1:06:49
now? Are you like, you know,
1:06:51
well, I'll, I'll let you answer
1:06:53
that, you know, because like, as
1:06:55
a creative, it's very
1:06:57
difficult to, consume the thing
1:06:59
that you made without looking at it and
1:07:01
saying, oh, that's not as good as it
1:07:04
could have been. And I'm not asking for
1:07:06
what you could have done better. I'm
1:07:08
just really more curious, like, you know,
1:07:10
you're kind of, you're at the end of
1:07:12
the run of this thing, basically, you
1:07:14
know, and whatever's next is next, we're
1:07:16
not going to get into that, but
1:07:19
like, you know, you've had this amazing
1:07:21
experience doing, again, the impossible.
1:07:23
Where is to say it with you guys?
1:07:25
I think at least for me
1:07:27
and I think that's true for
1:07:30
a lot of people in the
1:07:32
studio. This has been a
1:07:34
very very personal project.
1:07:36
A lot of us
1:07:38
have invested so much into
1:07:40
it. So coming out on the
1:07:43
other end, seeing that we kind
1:07:45
of our, the mission that we
1:07:47
had and what we believed in
1:07:49
paid off in terms of
1:07:51
fans loving it. So that's one
1:07:54
part of, you know, the closure
1:07:56
of this basically as, you
1:07:58
know, the sensation. of nice,
1:08:00
there it is, and it turned
1:08:03
out really nice. And then
1:08:05
there are so many small
1:08:07
stories throughout the production itself
1:08:09
that are, like, you
1:08:12
know, fond memories, but
1:08:14
without taking up too much
1:08:16
time talking about all the
1:08:19
good stuff that I remember,
1:08:21
but at least a few
1:08:23
of them is, for example,
1:08:25
when we, when I felt
1:08:27
and when we saw that
1:08:29
okay. likeness is on. Now we've
1:08:31
nailed it. We had a certain
1:08:33
scene that we were polishing the
1:08:36
hell out of to try to
1:08:38
nail the look and the
1:08:40
visual fidelity of the in-game
1:08:42
render with driven by choice
1:08:45
performance. And when we finally
1:08:47
saw, okay, there it is.
1:08:50
That was like, okay, then we
1:08:52
can do it. We can do
1:08:54
it. That's out of the question.
1:08:56
And another one for me.
1:08:58
on a personal level as
1:09:01
well was meeting and see
1:09:03
Tony Todd working with him
1:09:05
and seeing him acting
1:09:07
and performing and then
1:09:09
obviously extremely sad we all
1:09:11
are at machine games with
1:09:13
his with his passing and
1:09:15
that he's no longer with
1:09:17
us but having the chance
1:09:19
and opportunity to actually work
1:09:21
with him and seeing him
1:09:24
deliver the locus character that
1:09:26
was also extremely cool.
1:09:28
this immense feeling of
1:09:30
being grateful and and
1:09:33
thankful for for everything
1:09:35
that led up to to this
1:09:37
game coming out in in the shape
1:09:39
it did like as you know as
1:09:41
a game developer you get
1:09:43
tunnel vision by the end
1:09:46
you you really don't know like
1:09:48
you have a sense of is
1:09:50
it crap or not of course
1:09:52
yeah but you're at you're
1:09:54
at that like god just Let's just put it
1:09:56
out. Yeah, and when you're doing it, you have
1:09:58
your death, your date, you worked. word was
1:10:00
date, you know, you put in
1:10:03
the extra hours, the whole team
1:10:05
really came together and you have
1:10:07
no idea how much stuff went
1:10:09
in for the last six months
1:10:12
of the project and things we
1:10:14
changed. So it's this, you know,
1:10:16
bubbling soup that gets put into
1:10:18
this package and put out there.
1:10:21
And, you know, if you fail
1:10:23
there and there's so many points
1:10:25
you could have failed there, like...
1:10:27
even like you talked about choice
1:10:30
performance if that wasn't up to
1:10:32
par the response wouldn't have been
1:10:34
as great and you would have
1:10:36
well it simply couldn't have come
1:10:39
out yeah right and you would
1:10:41
have kind of lost four or
1:10:43
five years of investment yeah so
1:10:45
pew is what you said like
1:10:48
we kind of made it so
1:10:50
so we don't take that lightly
1:10:52
that's that's amazing that's that's amazing
1:10:54
that's amazing we're so that we
1:10:57
didn't fuck this up. You didn't.
1:10:59
I personally want to thank you
1:11:01
guys for not fucking it up.
1:11:04
I never thought you would. I
1:11:06
was always a believer of it
1:11:08
in the beginning and you know
1:11:10
I got to play the game.
1:11:13
Excuse me, the game I wanted.
1:11:15
I'm not getting emotional. Maybe I'm
1:11:17
getting emotional. It was just really
1:11:19
wonderful. I hope you guys get
1:11:22
to do another one. Never stop
1:11:24
making Wolfenstein games. Please, they're my
1:11:26
favorite. Cool. I fucking love those
1:11:28
games so much. Cool. And I
1:11:31
hope that tomorrow, get to see
1:11:33
you guys on stage, accepting a
1:11:35
trophy for Game of the Year
1:11:37
for Indiana Jones. Yeah, a great
1:11:40
circle. Thank you for the kind
1:11:42
of words. We hope so as
1:11:44
well. And I think, you know,
1:11:46
it's also something. you know talking
1:11:49
about the great experience making this
1:11:51
game and you know in the
1:11:53
aftermath looking at you know what's
1:11:56
the highlights all of this coming
1:11:58
out. And one thing that we
1:12:00
also talked about before and internally
1:12:02
is, you know, it takes so
1:12:05
many to do this, you know,
1:12:07
the full team, the full studio.
1:12:09
And what that is doing is
1:12:11
you're, I mean, you're creating so
1:12:14
many new friendships, you're crafting so
1:12:16
many new strong bonds with your
1:12:18
coworkers and you know, you come
1:12:20
together so much more stronger after.
1:12:23
going through this type of hellfire
1:12:25
experience. So you know in the
1:12:27
end it's it's always a shout
1:12:29
out you know to the team
1:12:32
back home and the amazing team
1:12:34
we have that machine games. Just
1:12:36
sticking in there and believing in
1:12:38
the product and delivering on it.
1:12:41
Well it paid off you're up
1:12:43
for Game of the Year so
1:12:45
great job guys. Thank you for
1:12:48
being on the podcast. Thanks. Thank
1:12:57
you for joining us for
1:12:59
the Game Maker's Notebook. For
1:13:01
more information on the Academy
1:13:03
of Interactive Arts and Sciences,
1:13:05
our podcasts and our other
1:13:08
initiatives, please visit www. interactive.org.
1:13:10
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