Mysteries of Indiana Jones and the Great Circle with MachineGames

Mysteries of Indiana Jones and the Great Circle with MachineGames

Released Monday, 24th March 2025
Good episode? Give it some love!
Mysteries of Indiana Jones and the Great Circle with MachineGames

Mysteries of Indiana Jones and the Great Circle with MachineGames

Mysteries of Indiana Jones and the Great Circle with MachineGames

Mysteries of Indiana Jones and the Great Circle with MachineGames

Monday, 24th March 2025
Good episode? Give it some love!
Rate Episode

Episode Transcript

Transcripts are displayed as originally observed. Some content, including advertisements may have changed.

Use Ctrl + F to search

0:00

To our Game Dev listeners, are you wondering how

0:02

to expand your game around the globe? Well wonder

0:04

no longer. Exola Payments is a solution

0:06

built for global game commerce and monetization.

0:09

It boosts player engagement with localized

0:11

checkout experiences using your players' preferred

0:13

payment methods. The simple user interface

0:15

makes it easy for gamers everywhere

0:17

to pay for your games and

0:19

in-game content, exactly how they want.

0:21

Even better, they can save their

0:23

favorite payment methods for quick purchases

0:26

to help them get back in

0:28

the game faster. and you'll love

0:30

Exola payments because of its customizable

0:32

checkout and integration options with everything

0:34

from sidebars and I-frames to fonts

0:36

and images making the buying process

0:38

feel like an extension of your

0:41

game experience for payers. Ready

0:43

to go global? Visit xs-olla.pro/A-i-a-s-p

0:45

or click the link in

0:47

our podcast description to learn more.

0:49

Secure your digital world in physical

0:51

form with IM8bit. For nearly 20

0:54

years, IMAPet has been crafting premium

0:56

expansions on the industry's best games.

0:58

They've pioneered community experiences like Day

1:00

of the Devs and Summer Game

1:02

Fest, and brought to life over

1:05

200 award-winning physical games and soundtracks

1:07

from breakout hits like Sea of

1:09

Stars and persona 5, and originally

1:11

published titles, like Escape Academy and

1:13

Simpler times. IMAPet's passion is fueled

1:15

by artistry and games. Whether it's

1:17

interpreting beloved brands from a new point

1:19

of view, or extending the mythology of

1:21

a game. Perhaps one you're developing.

1:24

What's the IMA bit difference? Their

1:26

collectibles are premium, but for them,

1:28

they're personal too. See for yourself

1:30

at IMA bit.com. Hey, I'm Adam Orth, welcome

1:33

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

we're already living in the future.

43:16

Well, Robinhood is built for the

43:18

future of trading. Robinhood's intuitive design

43:20

makes trading seamless. Spot opportunities and

43:23

take control of your trades with

43:25

tools like screeners, simulated returns, and

43:28

strategy builder. On Robin Hood, traders

43:30

have access to hundreds of popular

43:32

stocks and ETFs. 24 hours a

43:35

day, 5 days a week. So

43:37

you can keep up with today's

43:39

fast-paced markets. You can now even

43:42

trade stocks and crypto all in

43:44

one place with the new desktop

43:47

platform Robin Hood legend. The future

43:49

of trading is fast, powerful, and

43:51

precise. Experience it now on Robin

43:54

Hood. Investing is risky. Robinhood Financial

43:56

LLC member SIPC is a registered

43:59

broker dealer trading during extended hours

44:01

and additional risks. Crypto currency services

44:03

are offered through an account with

44:06

Robin Hood crypto LLC and MLS

44:08

ID 1702840. Robin Hood crypto is

44:10

licensed to engage in virtual currency

44:13

business activity by the New

44:15

York State Department of Financial

44:17

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

How do you find them?

1:13:12

Where do you even start?

1:13:14

Talk space. Talk space makes

1:13:16

it easy to get the

1:13:18

support you need. With Talk

1:13:20

space, you can go online,

1:13:22

answer a few questions about

1:13:24

your preferences, and be matched

1:13:26

with a therapist. And because

1:13:28

you'll meet your therapist online,

1:13:30

you don't have to take

1:13:32

time off work or arrange

1:13:34

child care, you'll meet on

1:13:36

your schedule, wherever you feel

1:13:38

most at ease. If you're

1:13:40

depressed, stressed, struggling with a

1:13:43

relationship, or if you want

1:13:45

some counseling for you and

1:13:47

your partner, or just need

1:13:49

a little one-on-on-on-on-on-on-on-on-on-on-on-on-on-on-on-on-on-on-on-on-on-one support. TalkSpace

1:13:51

is here for you. Plus,

1:13:53

TalkSpace works with most major

1:13:55

insurers and most... short

1:13:57

have a have a

1:13:59

zero dollar No

1:14:01

insurance? No problem.

1:14:04

Now $80 off of your

1:14:06

first month with promo code

1:14:08

space 80 when you you go

1:14:10

to TalkSpace.com. with a with a

1:14:12

licensed therapist today at TalkSpace.com.

1:14:15

Save $80 with at talkspace.com.

1:14:17

TalkSpace.com. I'll is hard. It

1:14:19

But I'll tell you a little secret. me

1:14:21

It doesn't have to be. Let me point

1:14:23

something out. You're listening to a podcast

1:14:25

right now and it's great. You love the host,

1:14:27

You seek it out and download it. You

1:14:29

listen to it while driving, it working out,

1:14:31

cooking, out, even going to the bathroom. to the bathroom.

1:14:33

Podcasts are a pretty close companion. And this is this

1:14:36

is a ad. ad. your Did I get your

1:14:38

attention? reach You can reach great listeners like

1:14:40

yourself with podcast advertising ads. Choose from Choose

1:14:42

from hundreds of top podcasts

1:14:44

offering host endorsements a run a

1:14:46

pre -produced ad like this one

1:14:48

across thousands of shows to reach

1:14:50

your target audience in their

1:14:53

favorite podcasts with Libsyn Sin ads. Go

1:14:55

to.com that's that's L-I-B-S-Y-N,.com today. today.

Rate

Join Podchaser to...

  • Rate podcasts and episodes
  • Follow podcasts and creators
  • Create podcast and episode lists
  • & much more

Episode Tags

Do you host or manage this podcast?
Claim and edit this page to your liking.
,

Unlock more with Podchaser Pro

  • Audience Insights
  • Contact Information
  • Demographics
  • Charts
  • Sponsor History
  • and More!
Pro Features