Who Made Indiana Jones and the Great Circle: The Powerhouse Teams Behind Indy's Big Comeback

Who Made Indiana Jones and the Great Circle: The Powerhouse Teams Behind Indy's Big Comeback

Honestly, if you’re looking at the credits for this game and wondering who made Indiana Jones and the Great Circle, the answer isn't just one name on a building in Sweden. It’s a massive, multi-studio collaboration involving some of the most respected names in the industry. You’ve got MachineGames leading the charge, Bethesda Softworks publishing, and Lucasfilm Games keeping a very close eye on their most precious fedora-wearing asset.

It's been a long time coming. We haven't had a proper, high-budget Indy game in what feels like forever—unless you count the LEGO stuff, which is great, but it’s not exactly the gritty, whip-cracking archaeology fans have been craving.

The project officially broke cover in early 2021. Since then, fans have been dissecting every trailer frame. They want to know if the team that made Nazis terrifying in Wolfenstein can handle the charm and whip-physics of Henry Jones Jr. It’s a fair question.

The Swedish Powerhouse: MachineGames

Most of the heavy lifting for who made Indiana Jones and the Great Circle falls on MachineGames. Based in Uppsala, Sweden, these guys are basically the masters of the "First-Person Baddie Puncher."

They took the Wolfenstein franchise—which was honestly getting a bit dusty—and turned it into a cinematic, narrative-heavy powerhouse with The New Order and The New Colossus. If you’ve played those games, you know they don't do things halfway. The combat is weighty. The environments feel lived-in.

But Indy isn't B.J. Blazkowicz. You can't just dual-wield shotguns and call it a day.

Jerk Gustafsson, the game director, has been vocal about the shift in tone. While Wolfenstein was about overwhelming firepower, The Great Circle focuses heavily on the whip and Indy’s brain. It's first-person, yeah, but it’s not a "shooter" in the traditional sense. You're using the environment. You’re solving puzzles that actually require you to look at your journal. MachineGames had to pivot from "pure carnage" to "stealthy archaeology," and from what we’ve seen of the gameplay, they’ve managed to keep that signature tactile feel while slowing the pace down to match the films.

The Todd Howard Connection

You can't talk about who made this game without mentioning Todd Howard.

Yes, the Skyrim and Starfield guy.

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Todd is the Executive Producer on this one. But this isn't just a vanity title where he shows up for a photoshoot once a year. This is a passion project for him. Howard reportedly pitched an Indiana Jones game to Lucasfilm over a decade ago, but the timing wasn't right. He’s a massive fan of Raiders of the Lost Ark.

His role here is high-level creative guidance. He’s the bridge between the Bethesda/Microsoft machine and the developers at MachineGames. Having the guy who understands massive, systemic worlds like Fallout involved means the "world-building" in The Great Circle is likely to be dense. We’re talking about locations ranging from the pyramids of Egypt to the snowy peaks of the Himalayas.

Lucasfilm Games: The Keepers of the Lore

Back in the day, LucasArts made some of the best adventure games on the planet. Fate of Atlantis? Legendary.

Now, Lucasfilm Games operates more as a licensing and collaborative body. They don't have hundreds of coders in-house anymore, but they are the gatekeepers. When you ask who made Indiana Jones and the Great Circle, you have to include the creative consultants at Lucasfilm who ensure Indy doesn't do anything "un-Indy."

They provided the reference material. They made sure the fedora looks right. They ensured the story—which takes place between Raiders of the Lost Ark and The Last Crusade—fits perfectly into the established timeline. This isn't a reboot. It’s a "missing chapter."

The Face and the Voice

One of the weirdest bits of trivia about the development is the "Harrison Ford" situation.

The game uses Harrison Ford’s likeness from the 1980s. He looks exactly like he did in his prime. But the voice? That’s Troy Baker.

If you play games, you know Troy. He’s Joel in The Last of Us, Booker DeWitt in BioShock Infinite. He’s everywhere. Getting a voice actor who can capture the specific, grumbly, "I’m getting too old for this" cadence of Ford without it sounding like a cheap Saturday Night Live impression was vital. Baker reportedly spent an insane amount of time studying Ford’s breath work and how he sighs—because Indy sighs a lot.

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Technical Wizardry: The id Tech Engine

Beneath the hood, the game is running on id Tech.

This is the engine that powered DOOM Eternal. It’s famous for being incredibly fast and well-optimized. However, MachineGames has heavily modified it to handle larger, more open environments. While The Great Circle isn't a fully "open world" game like Assassin's Creed, it features large "hubs" where you can explore, take photos with your camera, and find side objectives.

The lighting in the Egyptian sequences is particularly impressive. The way the light bounces off the sand and into the tombs shows off the modern capabilities of the id Tech 7 framework.

Why the "First-Person" Choice Was Controversial

When it was first announced who made Indiana Jones and the Great Circle and that it would be almost entirely first-person, the internet had a meltdown. People wanted Uncharted with a whip. They wanted to see Indy's jacket flapping in the wind.

MachineGames stuck to their guns. They argued that first-person puts you in the fedora. You see what Indy sees. When you swing across a pit, you're looking at the whip hit the beam.

Interestingly, the game does shift to third-person for cinematic moments and certain traversal moves, like climbing pipes. It’s a hybrid approach that tries to give you the best of both worlds, even if the core combat and puzzle-solving remain firmly through Indy’s eyes.

The Global Talent Involved

Beyond Sweden, the development touched several other corners of the globe:

  • Sound Design: The team worked closely with Skywalker Sound to ensure the whip crack sounds authentic. That specific "snap" is iconic, and they couldn't just use a generic stock sound.
  • Narrative: The writers had to balance the campiness of the 1930s serials with the genuine stakes of the Nazi threat. It’s a fine line to walk.
  • Music: Since John Williams is busy being a living legend, the score is handled by Gordy Haab. Haab is the go-to guy for "sounding like John Williams." He’s done the music for Star Wars Jedi: Survivor and previous Battlefront games. He knows how to use the "Raiders March" without overusing it.

Key Facts About the Development Team

  • Lead Studio: MachineGames (Uppsala, Sweden)
  • Executive Producer: Todd Howard (Bethesda Game Studios)
  • Publisher: Bethesda Softworks / Xbox Game Studios
  • Engine: id Tech (Customized)
  • Timeline Position: 1937 (Between Movie 1 and Movie 3)

The collaboration between these entities is what makes the game feel like a "triple-A" blockbuster. You have the technical grit of the Swedes, the RPG-lite sensibilities of Todd Howard, and the cinematic oversight of the Disney-owned Lucasfilm.

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Is it an Xbox Exclusive?

This is a point of confusion for many. Because Microsoft bought ZeniMax (the parent company of Bethesda), who made Indiana Jones and the Great Circle also dictates where you can play it.

Initially, it was planned for multiple consoles. After the acquisition, it became a flagship title for Xbox Series X/S and PC. It’s a massive get for Game Pass. However, later reports and official announcements confirmed it will eventually make its way to PlayStation 5 after a period of exclusivity.

This multi-platform rollout is a shift in strategy for Microsoft, but for the developers at MachineGames, it just means a lot more work optimizing for different hardware.

How to Follow the Game's Progress

If you want to dig deeper into the actual humans behind the code, you should keep an eye on the "Developer Direct" videos released by Xbox. They often feature interviews with the lead designers, like Creative Director Axel Torvenius.

Torvenius was the Art Director on the Wolfenstein games, which explains why the lighting and atmosphere in The Great Circle look so moody and rich. He’s the one responsible for making sure the ancient ruins don't just look like "generic rock caves."

Actionable Next Steps for Fans

If you're looking to get the most out of the experience once you jump in, here is what you should do:

  1. Watch Raiders of the Lost Ark again: Seriously. The game is packed with visual nods to the first film. Understanding the 1937 context of the world is huge for enjoying the story.
  2. Check your PC specs: Since this is running on a modified id Tech engine, it’s going to be heavy on the VRAM. If you're planning to play on PC, ensure your drivers are updated specifically for Bethesda releases.
  3. Explore the "Journal" early: The developers have emphasized that the in-game journal is a real tool, not just a menu. It’s where Indy collects clues, and the team at MachineGames put a lot of work into the hand-drawn sketches and notes within it.
  4. Listen to the Gordy Haab soundtracks: If you want to get an idea of the musical quality, listen to his work on the Star Wars games. It'll give you confidence that the music is in the right hands.

Ultimately, the team that made this game is a "dream team" for this specific genre. You have the people who perfected first-person immersion joining forces with the people who invented the modern open-world RPG, all under the watchful eye of the studio that owns the character. It’s a massive undertaking that aims to prove Indiana Jones is just as relevant in a game controller as he is on the silver screen.