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MachineGames

MachineGames Sweden AB is a Swedish video game development studio based in Uppsala, specializing in first-person action and adventure games with immersive storytelling and gameplay. Founded in 2009 by a group of former Starbreeze Studios employees who had worked on titles like The Chronicles of Riddick: Escape from Butcher Bay and The Darkness, the studio was acquired by ZeniMax Media Inc. in 2010, shortly after its establishment, integrating it into the Bethesda Softworks family of studios. The studio's early years focused on building a reputation for high-quality first-person shooters, drawing from the founders' experience in narrative-driven experiences. In 2014, MachineGames released Wolfenstein: The New Order, a critically acclaimed reboot of the classic Wolfenstein series that emphasized alternate-history Nazi-fighting action, fast-paced combat, and character development, earning praise for revitalizing the franchise. This was followed by expansions and sequels, including Wolfenstein: The Old Blood in 2015, a prequel set in 1946; Wolfenstein II: The New Colossus in 2017, which continued the story in an occupied America; and Wolfenstein: Youngblood in 2019, a co-op spin-off featuring protagonists Jess and Soph Blazkowicz. These titles established MachineGames as a key player in the genre, with a focus on player agency, environmental storytelling, and anti-fascist themes. In recent years, MachineGames expanded beyond with , released in December 2024 for and PC, developed in collaboration with and . This first-person adventure faithfully captures the spirit of the films through puzzle-solving, whip-based combat, and globe-trotting exploration, earning widespread acclaim for its authentic portrayal of the iconic archaeologist. As of 2025, the studio continues to operate under ZeniMax (now part of following the 2021 acquisition), with ongoing development on potential new entries and a commitment to story-driven immersive experiences.

Overview

Founding and early years

MachineGames was founded in August 2009 in , , by seven former employees of who sought greater creative freedom following the studio's challenges during the development of . These founders had collectively spent over a decade at Starbreeze, contributing to acclaimed action-adventure titles such as : Escape from Butcher Bay and The Darkness, which emphasized immersive storytelling and technical innovation in first-person perspectives. Their departure was driven by a desire to build smaller, more cohesive teams capable of producing high-quality, meaningful games without the constraints of large-scale publisher relationships that had strained Starbreeze's operations. Among the key founders, Jens Matthies served as creative director, drawing from his experience as a designer and writer on Starbreeze's narrative-driven projects, while Jerk Gustafsson took on the role of executive producer with a background as lead programmer on titles like The Darkness. The full founding team included Fredrik Ljungdahl, Jim Kjellin, Kjell Emanuelsson, Magnus Högdahl—who had co-founded Starbreeze—and Michael Wynne, all of whom brought expertise in , programming, and production from their Starbreeze tenure. This group's prior work on action-adventure games honed their skills in crafting story-rich experiences, which they aimed to apply to new independent ventures. From the outset, MachineGames focused on developing immersive, story-driven first-person shooters, spending the initial months pitching original concepts to various publishers without success. In 2010, the studio entered an early partnership with to reboot the franchise, providing the creative direction and technical foundation needed to secure their first major project. The studio began operations in a modest setup in with its core team of seven, gradually expanding to around 20–30 members as development progressed, all supported initially through personal loans and no external funding. This bootstrapped approach reflected the founders' commitment to autonomy amid financial hardships, setting the stage for the studio's acquisition by in 2010.

Corporate structure and locations

MachineGames operates as a wholly owned of , which acquired the studio in November 2010 shortly after its founding. Following Microsoft's $7.5 billion acquisition of in March 2021, MachineGames has been integrated into the division, enabling expanded resources while retaining operational autonomy in game development. As of 2025, the studio employs approximately 163 people, fostering a tight-knit team culture centered on passion-driven projects and creative freedom. This collaborative environment emphasizes mutual respect, inclusivity, and support for employee voices, with benefits including flexible hybrid work, generous , and community-building activities like team fika and interest groups. Ongoing recruitment targets roles in design, engineering, and art to bolster development capacity, reflecting a commitment to a respectful and dedicated . The primary studio is located in , , where the core team develops immersive, story-driven games. In November 2023, MachineGames announced plans for a second satellite studio in , , anticipated to be fully staffed by the end of 2025 to support expanded operations and multiple projects.

History

Pre-acquisition development (2009–2010)

Following its founding in mid-2009 by seven veterans from , including Jens Matthies and CEO Jerk Gustafsson, MachineGames began assembling a core team focused on leveraging their prior experience in development. The initial group, drawn from Starbreeze's work on titles like The Chronicles of Riddick: Escape from Butcher Bay, quickly shrank to five members after two founders departed, emphasizing a lean structure to prototype concepts efficiently. This small team built expertise in modifying advanced engines, drawing on informal connections from their Starbreeze tenure to access early tools and beta software, though formal recruitment of specialists in modifications occurred later. Starting in late 2009, MachineGames persistently pitched multiple game concepts to , culminating in an agreement in 2010 to reboot the franchise as a narrative-driven . The studio's founders, leveraging their established reputation from Starbreeze, presented around 10 prototypes over the course of a year, with the pitch—envisioning an alternate-history story emphasizing character depth—standing out after Bethesda confirmed no active development on the IP. This deal provided initial access to id Software's engine, allowing the team to begin integrating narrative elements like hand-designed cutscenes into early builds. As a fledgling startup, MachineGames grappled with severe resource constraints, relying heavily on personal loans from banks and the founders' industry networks for basic and , with no steady income for over a year. These limitations fostered a high-pressure , marked by financial desperation—Matthies later recalled nearly selling his apartment—and emotional strain, including widespread depression among the team as negotiations dragged on for 18 months. Despite this, the studio's dependence on Starbreeze alumni ties secured temporary tools and advice, enabling survival until the arrangement solidified. By mid-2010, MachineGames achieved a key milestone with the completion of early demos, including a tone-setting video featuring dramatic Nazi-themed sequences that impressed and paved the way for acquisition discussions. These proofs-of-concept, developed on a shoestring budget, demonstrated the team's vision for a story-centric and highlighted their growing proficiency with adaptations, setting the foundation for formal integration into later that year.

ZeniMax era and growth (2010–2021)

In November 2010, acquired MachineGames for an undisclosed amount, integrating the studio as a within its portfolio alongside and other developers like . This move provided MachineGames with enhanced resources and support, transitioning the fledgling team from independent operations to a structured environment backed by a major publisher. Under ZeniMax ownership, MachineGames accelerated its primary project, completing development of Wolfenstein: The New Order, a of the classic series, which launched in May 2014 for multiple platforms including , , and PC. The title received praise for its narrative depth and gameplay innovations, marking the studio's breakthrough and solidifying its focus on story-driven action experiences. Building on this momentum, MachineGames released Wolfenstein: The Old Blood in May 2015 as a standalone set in 1946, emphasizing refined stealth mechanics and intense without requiring prior knowledge of the series. The studio followed with Wolfenstein II: The New Colossus in October 2017, expanding the alternate-history storyline with larger-scale set pieces and character development, which earned accolades as one of the year's top action games. During this period, MachineGames grew substantially, leveraging ZeniMax's infrastructure to scale operations and incorporate advanced features like co-op and in subsequent projects. From 2019 onward, the studio emphasized cooperative and immersive elements, co-developing Wolfenstein: Youngblood with Arkane Lyon—a co-op-focused released in July 2019 that allowed players to control twin protagonists in a shared . Similarly, Wolfenstein: Cyberpilot, a VR-exclusive title launched in July 2019 in collaboration with Arkane Lyon, placed players as resistance hackers controlling mechs against Nazi forces. MachineGames also began collaborating with on Quake-related efforts starting in 2016, contributing the "Dimension of the Past" episode to the original Quake's 20th-anniversary remaster and utilizing shared ZeniMax resources for enhanced porting and updates.

Microsoft acquisition and expansion (2021–present)

In March 2021, Microsoft completed its $7.5 billion acquisition of ZeniMax Media, the parent company of Bethesda Softworks and its subsidiaries, including MachineGames. This move integrated MachineGames into Microsoft's Xbox Game Studios division, facilitating broader cross-platform distribution and day-one availability on Xbox Game Pass for new titles. For instance, MachineGames' Indiana Jones and the Great Circle launched simultaneously on Xbox Series X|S, PC, and Game Pass in December 2024, marking a significant expansion of the studio's reach beyond traditional console and PC markets. Key milestones under Microsoft's ownership include the December 9, 2024, release of , MachineGames' first original IP and a collaboration with , which achieved strong initial sales and player engagement on Game Pass. In July 2025, MachineGames was announced as creatively involved in a live-action television series adaptation for (Prime Video), produced by Kilter Films and executive produced by studio representatives, expanding the franchise into multimedia. The studio also contributed to id Software's Doom: The Dark Ages in 2025 through shared engine expertise, though its primary focus remained on proprietary projects. Expansion efforts ramped up with the November 2023 opening of a satellite studio in , , aimed at supporting growing project pipelines and expected to reach full staffing by 2025. This built on the headquarters, enabling parallel development on multiple titles, including a third game confirmed in active production since at least 2018. Teasers in October 2025 hinted at further unannounced projects, potentially including sequels or new IPs, as the studio celebrated its 15th anniversary. Post-acquisition, MachineGames has navigated challenges in balancing its franchise with new ventures like , while maintaining steady growth without reported major layoffs—unlike some ZeniMax peers such as Arkane Austin or . The studio reported net sales of 428.5 million ($44.3 million) in 2024 with a 6% , reflecting sustainable operations amid industry-wide turbulence.

Games developed

Wolfenstein series

MachineGames revitalized the Wolfenstein franchise with the 2014 release of , reimagining it as an alternate-history narrative set in a world where the Nazis emerged victorious in . The story centers on protagonist William "B.J." , a hardened war veteran leading a resistance against the fascist regime through intense action across locations like , , and even the . This reboot shifted the series toward deeper character-driven storytelling, blending themes of loss, love, vengeance, and anti-fascist rebellion with cinematic cutscenes and set pieces that emphasize emotional depth alongside visceral combat. The studio followed with Wolfenstein: The Old Blood in 2015, a standalone set in that bridges the gap to The New Order by depicting Blazkowicz's infiltration of to uncover Nazi secrets. This title emphasized stealth mechanics, introducing a refined system for silent takedowns and environmental navigation, allowing players to alternate between covert approaches and aggressive firefights in varied castle interiors inspired by the original 1992 game. It maintained the franchise's core gunplay while expanding tactical options, such as executions and dual-wielding smaller weapons for balanced flow. In 2017, Wolfenstein II: The New Colossus advanced the narrative to a Nazi-occupied , where Blazkowicz rallies diverse resistance fighters for a second amid personal struggles like his troubled childhood and impending fatherhood. Set across iconic U.S. locales from to New Orleans, the game enhanced dual-wielding by allowing mismatched weapons in each hand, promoting creative loadouts and immersive sim-like player agency through expanded perks, abilities, and destructible environments that encourage adaptive strategies beyond pure shooting. Cinematic sequences further elevated the storytelling, delivering mature explorations of fascism's horrors with humor and . The title achieved critical acclaim as 2017's of the Year and strong commercial performance, building on the franchise's momentum. MachineGames expanded the universe in 2019 with Wolfenstein: Youngblood, a co-op-focused shifting protagonism to Blazkowicz's twin daughters, and Soph, as they search for their missing father in 1980s Nazi-occupied . Incorporating lite elements like skill trees, customization, and a hub-based structure with flexible mission orders, it emphasized cooperative playstyles—solo or with a partner—while fostering sibling dynamics through dialogue and shared abilities. That same year, the VR Wolfenstein: Cyberpilot offered a fresh perspective, letting players hack and pilot Nazi machines like the Panzerhund in Paris's efforts, developed in collaboration with Arkane to integrate immersion into the alternate-history lore. Across these titles, MachineGames innovated by prioritizing cinematic delivery through motion-captured performances and environmental , alongside evolutions like intuitive dual-wielding for dynamic combat and influences via stealth-action hybrids and player-driven progression. The New Order demonstrated early commercial viability by topping the sales charts in its debut week, accounting for a quarter of all game software revenue there and signaling the reboot's broad appeal. Looking ahead, the studio has teased a third mainline entry since the 2017 cliffhanger ending of The New Colossus, with 2025 statements and hints toward a potential reveal at 2025 reaffirming their vision of the reboot as a trilogy to conclude Blazkowicz's arc against the Nazis as of November 2025.

id Tech collaborations

Following the 2010 acquisition of MachineGames by , the studio began collaborating closely with , its sibling, on updates and expansions for classic id Tech-powered titles, leveraging shared engine expertise to modernize legacy content. In 2016, to mark Quake's 20th anniversary, MachineGames developed Dimension of the Past, a free single-player adding a new episode with seven levels focused on revisiting classic environments while introducing updated visuals and tweaks. Five years later, for the 25th anniversary remaster, the studio created Dimension of the Machine, a Ranger-centric episode comprising 11 levels that emphasize fast-paced arena combat, intricate level design, and enhanced enemy behaviors to preserve Quake's core loop amid modern graphical overhauls using the engine. MachineGames extended this partnership to in 2023 with Call of the Machine, a co-op-focused expansion for the 25th anniversary edition that introduces 27 campaign levels and a new map, prioritizing varied environmental design, improved AI pathing for Strogg enemies, and seamless integration of original mechanics with contemporary enhancements for visuals and performance. In 2024, the studio contributed to Doom's enduring legacy through Legacy of Rust, a collaborative expansion for the Doom + rerelease co-developed with and , featuring new levels, weapons, and demons designed to echo classic Doom's tight level layouts and aggressive enemy AI while supporting modern ports including adaptations. These projects highlight MachineGames' role in level design and AI refinements, ensuring fidelity to id's arcade-style action roots—similar in pace to their Wolfenstein engine work—while revitalizing the back catalog for new audiences. in particular garnered acclaim for its cohesive blend of nostalgia and innovation, boosting player engagement on the remastered .

Indiana Jones and the Great Circle

Indiana Jones and the Great Circle is a first-person developed by MachineGames in partnership with and published by . The project was announced on January 12, 2021, marking MachineGames' first original outside the series. It launched on December 9, 2024, for Xbox Series X/S and Windows PC, with day-one availability on , followed by a port on April 17, 2025. This development was enabled by the studio's expansion following Microsoft's acquisition of in 2021. Set in the 1930s between the events of Raiders of the Lost Ark and The Last Crusade, the game follows archaeologist Indiana Jones, voiced by Troy Baker, as he uncovers a Nazi conspiracy involving ancient secrets and globe-trotting expeditions. Core gameplay emphasizes puzzle-solving, melee combat, stealth, and exploration across linear story-driven levels and open areas, including historical sites like the Vatican and Egyptian tombs. Players navigate environments using environmental interactions, such as climbing pipes or deciphering riddles, to progress. The title innovates with cinematic set pieces that highlight whip mechanics for traversal, disarming enemies, and puzzle manipulation, alongside hand-to-hand brawling to embody Indy's persona over heavy reliance on firearms. These elements create immersive, film-like sequences during international journeys, prioritizing wits and physicality. Critics praised its authentic tone and faithful recreation of the franchise's spirit, earning scores of 87/100 for PC, 86/100 for Series X/S, and 88/100 for PS5. The game achieved a strong launch on Game Pass, driving high player engagement, and a 2 port is scheduled for 2026. In September 2025, MachineGames released The Order of Giants, a expansion that adds a new story chapter set in , focusing on puzzle-solving and exploration in the city's to uncover secrets of a mysterious order. The , approximately 4-5 hours long, received mixed reviews for its puzzle-heavy content and narrative extension, with a score of 71/100.

Creative approach

Narrative and storytelling

MachineGames maintains a core philosophy centered on delivering immersive, story-driven experiences that prioritize emotional depth and cinematic quality, as articulated in the studio's official . This approach stems directly from the founders' tenure at , where key figures like creative director Jens Matthies contributed to projects emphasizing emotional , such as The Darkness and : Escape from Butcher Bay. At MachineGames, this foundation translates into a commitment to s that resonate on a personal level, blending high-stakes action with introspective character moments to foster player investment. The studio's narrative techniques often revolve around character-driven plots and intricate world-building, particularly through frameworks in the series. These scenarios, such as a world where the Nazis achieve victory in , serve as vehicles to critically examine , , and the human cost of oppression, grounding pulpy in pointed historical allegory. Central to this is the personal arc of protagonist , whose redemption evolves from a battle-hardened anti-hero grappling with trauma to a symbol of resilient hope, humanized through intimate scenes like family interactions and reflections on his past. In and the , MachineGames upholds fidelity to the franchise's source material by crafting an original, untold set in 1937—bridging the gap between and —while incorporating authentic period research and character insights from collaborations to expand Indy's obsessive pursuit of artifacts in a fresh context. MachineGames' writing has garnered significant acclaim for its mature thematic handling and avoidance of clichéd tropes, favoring nuanced explorations of , resistance, and societal ills. Wolfenstein II: The New Colossus stands out for its diverse ensemble of resistance fighters—including figures like Grace Walker, an African American revolutionary, and Sigrun Weiss, a former Nazi confronting her prejudices—which amplifies on , , and the fight against in an occupied America. Critics praised this approach for injecting uplifting political depth into the series, transforming Nazi-killing action into a multifaceted that echoes real-world struggles without descending into preachiness. The studio's emphasis on emotional over generic heroism has consistently elevated their stories, earning recognition for blending spectacle with substantive character work. In their October 2025 15th anniversary update, MachineGames reaffirmed this commitment to immersive, story-driven thrill rides, with hints at a new project continuing these themes. Narratively, MachineGames has shown evolution from the more linear, protagonist-focused tales in early Wolfenstein entries like The New Order to incorporating branching elements in Wolfenstein: Youngblood, where player choices in co-op dynamics between the Blazkowicz twins influence dialogue outcomes and mission perspectives, adding layers of relational interplay. This progression culminates in Indiana Jones and the Great Circle, which shifts toward exploratory storytelling driven by discovery and investigation, allowing the plot to unfold organically through Indy's journal entries and environmental clues rather than rigid sequencing. Such developments reflect the studio's ongoing refinement of interactive narratives that balance authorial vision with player engagement.

Gameplay and technology

MachineGames' gameplay emphasizes fast-paced, visceral first-person shooting mechanics, particularly in the series, where players control protagonists capable of dual-wielding weapons to deliver intense, experiences. This approach draws from classic shooter roots, incorporating elements such as multiple environmental paths for traversal, optional takedowns, and interactive level designs that encourage player freedom without railroading progression. In titles like Wolfenstein: The New Order and Wolfenstein II: The New Colossus, health management ties directly to immersion, with a pick-up-based system that avoids traditional regeneration, compelling players to scavenge from environments and enemies, while certain sequences minimize or eliminate elements to heighten tension and presence. The studio's debut project, , further refines these mechanics by integrating influences into pacing, blending high-action shootouts with slower, atmospheric exploration segments featuring enemies and dimly lit castle interiors to balance explosive set pieces with narrative-driven suspense. For , MachineGames introduced cooperative multiplayer as a core feature, allowing two players to control twin protagonists in a hub-and-spoke structure with replayable missions, alongside elements like a skill tree for ability upgrades and weapon customization to encourage varied playstyles in co-op scenarios. These innovations address challenges in maintaining momentum across solo and multiplayer modes, ensuring action integrates seamlessly with exploratory freedom. Technologically, MachineGames relies heavily on modified versions of id Software's id Tech engine, starting with for early titles, which supports dynamic lighting, advanced behaviors for enemy flanking and cover usage, and efficient level streaming to create seamless, large-scale environments without loading interruptions. Custom enhancements include ray-traced reflections in Youngblood for more realistic specular surfaces in metallic and watery areas, implemented via NVIDIA's RTX technology to enhance visual fidelity without compromising frame rates. In Wolfenstein: Cyberpilot, the engine undergoes VR-specific modifications, such as optimized motion controls and spatial audio cues, to adapt first-person shooting for while preserving the series' core gunplay intensity. Shifting to Indiana Jones and the Great Circle, MachineGames evolves its formula with hybrid mechanics centered on the whip as a multifunctional tool for puzzle-solving, traversal across chasms and ledges, and non-lethal combat disarms, complemented by stealth options like silent takedowns and environmental distractions in larger, semi-open levels. Puzzles integrate whip mechanics organically, requiring players to swing objects or pull levers from afar, while stealth emphasizes observation and positioning over direct confrontation, with adjustable difficulty sliders to tailor immersion. Post-Microsoft acquisition, MachineGames has leveraged next-generation console hardware for optimizations, such as exploiting SSD speeds for instantaneous level transitions and higher-fidelity asset streaming, enabling more expansive worlds in and the Great Circle that run at a stable 60fps with ray-traced on Series X. The custom variant here incorporates variable rate shading on Series S to maintain performance parity, addressing challenges while prioritizing immersive, puzzle-driven gameplay over exhaustive open-world scale. This technical foundation allows the studio to balance intricate mechanics—like whip physics simulations—with narrative pacing, ensuring action sequences feel responsive and environments reactive.

Key personnel

Founders

MachineGames was founded in 2009 by seven veterans from , each bringing specialized expertise from projects like The Chronicles of Riddick: Escape from Butcher Bay and The Darkness. The founding team included Kjell Emanuelsson, an artist with prior experience as a senior artist at ; Jerk Gustafsson, who handled programming and later served as managing director; Magnus Högdahl, a designer and co-founder of ; Jim Kjellin, focused on audio and technical direction; Fredrik Ljungdahl, a technical lead in gameplay and programming; Jens Matthies, the with a background in narrative design; and Michael Wynne, who managed production and technology aspects. These founders drew on their collective Starbreeze tenure, which emphasized immersive action-adventure , to shape MachineGames' focus on story-driven shooters. Gustafsson and Matthies emerged as key visionaries, pitching and leading the 2014 : The New Order reboot after the studio's acquisition by in 2010, blending fast-paced combat with alternate-history narratives. Most founders have remained actively involved in the studio's operations. Matthies, for instance, continues to oversee narrative elements in recent titles, including serving as a primary writer for Indiana Jones and the Great Circle (2024). Ljungdahl holds the role of associate game director, Gustafsson leads as studio head, and Kjellin serves as chief technology officer. The founders' influence endures in MachineGames' culture of collaborative creativity, even as the studio has expanded to approximately 162 employees by 2024, fostering a persistent emphasis on veteran-led innovation amid growth under ownership.

Current leadership

As of 2025, MachineGames is led by Studio Jerk Gustafsson, who oversees the studio's creative and operational direction, including its major projects. Gustafsson, a founder of the studio, has served as game director for titles such as and the (2024), where he emphasized immersive and agile mechanics inspired by the character's . He also directed the expansion Call of the Machine (2023), integrating new campaign levels and multiplayer content using id Tech technology. Lars Johansson serves as Managing Director, handling day-to-day operations and production across the studio's portfolio. Johansson has been instrumental in managing developments since the studio's early days, including co-producing the series entries. Following Microsoft's 2021 acquisition of , MachineGames expanded its leadership team with key hires to support integration and growth, particularly for the new satellite studio in , , expected to reach full staffing by with roles in , programming, and . This expansion included positions like senior programmers and environment artists to bolster ongoing projects. The current leadership emphasizes passion-driven initiatives, evident in active hiring drives to attract talent for unannounced titles and community engagement through the official Discord server, where events like giveaways foster direct interaction with fans. Gustafsson's involvement as executive producer on the upcoming Wolfenstein TV series further highlights the team's commitment to extending the studio's narrative universe beyond games.

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