Jens Andersson, the design director behind final yr’s Indiana Jones and the Great Circle, has an extended historical past of working on first-person video games that do not play something like an ordinary FPS.
At Starbreeze, Andersson labored as lead designer on 2004’s The Chronicles of Riddick: Escape From Butcher Bay and 2007’s The Darkness, each first-person shooters that positioned an uncommon emphasis on story, surroundings, and making the participant really feel like they completely occupied the headspace of the hero character.
With 2024’s Indiana Jones and the Great Circle, which Andersson labored on alongside a variety of his former Starbreeze colleagues, amongst many others at MachineGames, that particular first-person DNA is totally nonetheless there. This can be a recreation the place gamers inhabit the function of Indiana Jones in a approach they’ve by no means skilled earlier than, from exploring tombs throughout the world to slapstick brawls and improvising to get out of hassle.
Forward of a keynote at Develop:Brighton 2025 with MachineGames colleague and audio director, Pete Ward, Andersson speaks to GamesIndustry.biz in the aftermath of creating Indy, and its current PS5 launch.

Congratulations on the success of Indiana Jones and the Great Circle. How does it really feel to have the ability to go round the world and speak about it now that it is executed, upcoming DLC apart?
Thanks! It is actually nice. You spend a lot of your time being sworn to secrecy, so having the recreation out for everybody to play is improbable. That is the candy spot of time – when folks uncover the recreation, play it, and have it contemporary of their minds. You are at all times keen to listen to folks’s ideas of what you’ve got poured your coronary heart into for the previous couple of years.
Are you able to tease something about the content material of your keynote at Develop:Brighton, ‘The Spirit of Journey – Bringing Indiana Jones Again to Gaming’?
Creating Indiana Jones and the Great Circle was such a singular expertise. A recreation launched in 2024, based mostly on motion pictures from the Eighties and that takes place in the Nineteen Thirties. Pete and I’ll go into how we approached that and made it our personal, and a few of the challenges we confronted alongside the approach.
It is fairly uncommon for an enormous recreation to launch in December – how did you discover the expertise of launching a recreation in that window?
Yeah. Historically, December just isn’t a month an enormous recreation would contemplate launching in, however video games going digital has modified this. However as a developer, the date would not matter an excessive amount of. It was enjoyable to see the response of people that had already began to roll out their game-of-the-year lists and then needed to scramble as a result of they wished to incorporate Indy as effectively. Additionally, it was very good to have the ability to end the recreation and then go spend holidays with the household – a possibility for the entire crew to take some well-deserved time without work.
The sport obtained a good quantity of scrutiny from individuals who wished a third-person expertise. The primary-person perspective gained folks over. As a studio, why do you consider so firmly in the first-person perspective? Why has it been so profitable for you creatively?
Effectively, that is straightforward. First-person perspective is objectively the finest perspective…
Critically although, we knew that this might be a controversial selection for Indy, nevertheless it’s one thing that we have been extraordinarily captivated with, and it was by no means up for debate.
First individual has a number of clear advantages, like being naturally immersive. However most significantly, the Indiana Jones recreation we wished to create was to make you be Indy, and that is finest served as a first-person recreation. We have now a lot institutional data at MachineGames on learn how to work with that perspective, so we have been assured that we may pull that off – even when we knew it could be a problem to persuade the world of this.

A variety of the authentic leads at Starbreeze have labored collectively for years. What distinction does it make to the technique of growing video games when you have got that inbuilt experience and approach of working collectively?
Ask any massive studio about what their largest problem is, and I believe ‘communication’ will come out on prime. It takes an enormous period of time and effort to align your crew with a artistic imaginative and prescient and to coordinate the work successfully. Once you’ve labored collectively for so long as a few of us have, there’s a pure shorthand. You normally already know when your concepts are [perfectly] in sync, or the place you should spend time aligning.
You additionally know one another’s strengths and weaknesses and will naturally compensate. You will have a shared historical past of belongings you’ve labored on collectively, and extra usually a shared reference library of video games/motion pictures/books you can reference when you should clarify a thought or thought.
Lastly, there’s the belief that you’ve got constructed that you simply get after having labored collectively for years and a long time. It is household.
Was it a problem to make a recreation of Indy’s scale with the measurement of the studio you have got at MachineGames?
Making video games is at all times a problem and Indiana Jones and the Great Circle was a really formidable enterprise for us. However simply as difficult as the scale was the sort of the recreation we have been constructing. Throughout growth it was actually arduous to attempt to current what the recreation would develop into, each to the crew and to our companions. It deviated an excessive amount of from different massive video games to have the ability to say: “That is form of what we’re doing however with Indy”.
There weren’t actually any becoming fashionable adventures to level to, so we needed to champion our personal time period: “a MachineGames Journey”, which encapsulated lots of the design pillars of the recreation.

Have you ever realized something from gamers’ response to the recreation?
I believe the finest lesson was that our belief in gamers was effectively spent. From a design perspective, we had rather a lot to show by making such a story-heavy recreation as open as we did. I wasn’t certain that our options to that inherent battle would resonate with gamers in addition to it did. There’s after all at all times stuff that you simply want you might’ve improved, however after listening to all the suggestions, there’s nothing particular I want we might have executed in another way.
How lengthy was the technique of determining what the gameplay combine ought to be in the recreation?
Surprisingly we had the gameplay combine laid out from very early on. One among the authentic pitch-decks for the recreation had a pie-chart with six slices: Hand-to-Hand, Platforming, Exploration & Puzzles, Infiltration, Set-Items, and Taking pictures. These have been the gameplay cornerstones of what we felt was necessary, and this stays true in the recreation we shipped.
What was tougher to determine was how they match collectively. And learn how to resolve issues like the pure tendencies for gamers to resort to taking pictures, simply because that is what they count on from a first-person recreation.
Puzzles and exploration are barely completely different gameplay components than we’re used to from MachineGames’ previous tasks – as a studio, how did you be sure these elements of the recreation have been as world-class as the fight?
Sure, these have been new issues for us. Fortunately, we’ve a number of folks, myself included, which can be big followers of puzzles, so it was a enjoyable problem. It took us some time to determine what sorts of puzzles match into the recreation, and I am particularly completely satisfied how we discovered a pleasant mixture of bigger, extra epic puzzles that have been a part of the basic progress and complemented that with the non-obligatory, generally hidden, mysteries that we scattered all through the recreation.
As for exploration, that was additionally trickier, as a result of it requires you to relinquish management over to the participant. We wished to encourage the participant to deviate from the story path. There’s lots of forces on an enormous growth that push you into the different course – it provides lots of added work and threat if we permit the participant to do what they need. And particularly so if the high quality bar could be very excessive.
Are you able to watch the Indiana Jones motion pictures in the identical approach now, after utilizing them as reference supplies for thus a few years?
Truthfully, no. I am unsure I am going to ever be capable of watch them as something [other] than reference materials ever once more. We have lived so near the franchise for such a very long time you can’t cease your self from selecting aside each surroundings and scene in case there’s something extra to study there. The mind simply mechanically spins up concepts on how one can flip that section right into a online game. And since the recreation is now out, I’ll in all probability take just a little relaxation from the motion pictures, nonetheless nice they could be.
GamesIndustry.biz is a media companion for Develop:Brighton 2025. Save 10% on tickets with the code EMFQZT. Disclosure: the article creator beforehand labored in a PR capability for Bethesda, together with on Indiana Jones and the Great Circle.
