The Origins of MachineGames (Riddick, The Darkness) - Noclip Documentary
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0:01 (Ident click) (Droning ambient music) (Click) [Danny] Hello!
0:11 and welcome to Uppsala in eastern Sweden,
0:13 just an hour or so north of the capital,
0:16 Stockholm, and it's here where we tell the story of MachineGames.
0:21 MachineGames has been one of Europe's strongest
0:24 game design exports of the 21st Century,
0:26 helming the remarkably successful reboots of Wolfenstein
0:30 and 2024's "Game of the Year" contender, Indiana Jones and the Great Circle.
0:34 But the history of this studio reaches back much further.
0:38 The founding members of MachineGames originally worked together at Starbreeze,
0:42 the studio responsible for The Darkness, Enclave,
0:46 the first-person reboot of Syndicate, and (in my own opinion) most importantly,
0:50 The Chronicles of Riddick: Escape from Butcher Bay.
0:53 And each one of these games, in both good and bad ways,
0:56 was a stepping stone on the development journey of MachineGames.
1:00 The next two episodes of this three-part series are
1:03 going to dive deep into Wolfenstein and Indiana Jones respectively.
1:07 But today, on the first episode,
1:09 we're gonna take a trip down memory lane to explain how MachineGames came to be.
1:14 Our story starts in 1998,
1:16 where a handful of young Quake map-makers have been hired to work
1:20 on a brand new game that will never see the light of day.
1:29 [Jerk] Obviously, we didn't have a clue.
1:31 We were seven people.
1:34 We worked too much, of course– we got in in the morning
1:37 and stayed up late at night– because no one had any families,
1:40 we didn't have anything like that.
1:42 We were all single, pretty young, guys.
1:45 We played a lot of games, we played a lot of multiplayer games
1:49 during lunch breaks and also in the evenings, and we had pizzas and hamburgers.
1:54 We all got pretty fat.
1:56 [Danny] (Laughs) We just lived that life.
1:58 And that was the cycle of life, then, for seven days a week.
2:02 [Jens] We were something like seven people in the office and we
2:07 had this super ambitious video game that we were building called Sorcery.
2:11 And, because we were young and stupid,
2:14 we didn't know what it takes to make a game,
2:18 so the vision was something like Skyrim
2:21 even though this was decades before Skyrim.
2:23 But that's what we wanted to do, like a big, epic fantasy RPG.
2:30 So that's what we were working on but we
2:33 were way understaffed for something like that.
2:35 The publisher was bought by another
2:37 publisher and they were reviewing the portfolio,
2:40 and they came and visited us and they basically realized, "Well,
2:46 this game is never getting finished,
2:48 so let's cancel it." (Laughs) But, from our point of view,
2:53 it was super weird because the strengths we had were very strong.
2:57 I mean, what we had looked amazing, it just wasn't very "playable",
3:01 I guess that was the problem with it.
3:04 But it was a huge learning experience for us.
3:07 It really checked our egos and that was great,
3:11 even though it was super painful at the time.
3:14 So, the way that resolved was that...
3:16 because then we, of course, had no money because we were cancelled,
3:20 so the way it panned out was
3:23 that our company Starbreeze merged with this company in Uppsala.
3:27 What then turned into the Starbreeze that actually shipped
3:31 games was this fusion of original Starbreeze and O3 Games,
3:36 under the name Starbreeze.
3:38 And that's also what really intrigued us about
3:42 O3 Games because they had shipped a game.
3:45 So we were like, "Okay,
3:46 they know how to ship something!" (Laughs) It was called The Outforce.
3:50 [Jerk] And then we got the deal with Swing!, a German publisher, for Enclave.
3:56 And then we started to take another approach
3:59 to Enclave to make it more of a fantasy game,
4:02 'cos initially it was a multiplayer PvP game.
4:04 [Jens] (Laughs) The crazy thing was,
4:08 we were so shellshocked from Sorcery not being...
4:12 not just "not shipping it", but not being anywhere near shipping it,
4:17 what ended up happening was we made this game,
4:20 we put all our hearts and souls into it, we shipped it and then it wasn't good.
4:25 That was another big shock and a big, big learning opportunity.
4:30 "Okay, we put all this effort into this, almost died doing it,
4:35 "and in the end it's not even good?" So
4:39 we really had to step up and figure out...
4:42 A big problem was that it was incredibly difficult
4:46 and basically unplayable because it was so difficult (laughs).
4:50 There's one moment where it's like
4:53 an underwater level and the place gets flooded,
4:56 blah blah blah,– and already there, there are some puzzles that you have
5:00 to solve in real-time while you're drowning, basically– but if you somehow...
5:04 And, remember, there are no saves in this game, right?
5:08 So if you die at any point you
5:11 have to replay the map from the beginning (laughs).
5:14 But if they somehow make it through all that, they get to the end,
5:18 they're supposed to save this wizard.
5:19 What we did was, there's some trap there and three levers.
5:24 So we thought, "Okay, let's make a lever puzzle." (Laughs) But then we thought,
5:31 "Hmm, just pulling these levers in the right sequence?
5:34 "That seems too basic and boring.
5:36 Let's do something fun with it." So basically,
5:39 what happened was, regardless of the lever you pulled,
5:42 every time you pulled a lever there was this big spike
5:45 that started dropping towards the guy you were supposed to save.
5:52 So you pull one, and he goes, "Er,
5:54 that's not good." You keep pulling them, it goes closer and closer.
5:58 You pull the last one,
5:59 it impales him and he dies and you have to start the map over.
6:02 (Laughter) So obviously, to the player it's like, "Okay,
6:06 I just have to figure out the right sequence." But the problem is,
6:10 there is no right sequence.
6:11 So the actual solution is,
6:14 there's another lever hidden under the stairs and if you
6:18 pull that lever then you'll just let the guy go.
6:22 (Laughter) So these kinds of extremely idiotic things,
6:26 we did a lot in that game and some of them were, unfortunately, my fault.
6:33 [Danny] After Enclave, the studio began work on a sequel
6:36 but, due to some legal issues with their publisher,
6:39 that game was cancelled and reworked into 2004's Knights of the Temple:
6:44 Infernal Crusade– which was promptly swallowed up
6:47 by one of gaming's most incredible release years.
6:49 But, while Infernal Crusade came and went with barely any notice,
6:53 for a lot of people the studio's next game would leave a lasting impression.
6:59 [Jim] So, Riddick came about, originally, 'cos we had a tech demo.
7:06 John Carmack showed Doom 3 tech, with the stencil shadows,
7:10 and the head engineer saw this, a guy called Magnus Högdahl–
7:14 a brilliant guy– spent a weekend implementing it just for shits and giggles.
7:19 But he did it in the game we were currently making,
7:21 so he had made a demo in Enclave.
7:24 And then, while we were building the initial version
7:28 of Riddick– which was a lightmapped version of the game– he
7:32 focused on getting the technology so we could do the per-pixel
7:38 lighting and shadow stuff that we ended up shipping with.
7:41 [Jerk] Starbreeze then,
7:42 and the work Magnus did on that, especially when it comes to stencil shadowing,
7:47 was a big deal for us.
7:50 And I think the most important thing for us,
7:52 was to be able to get that in and to work with that for the Riddick
7:56 game– and also release it before id Soft's first Doom came out,
7:59 so we were the first in the market with that type of tech.
8:02 So that was a very big deal for us, actually.
8:05 [Jim] And then, I was the fortunate person that had
8:07 to try to get all that working on the PS2 version (laughs).
8:11 And that hardware wasn't really capable.
8:13 If you look on the compatibility stuff
8:16 that Xbox has been doing fairly successfully,
8:19 Riddick is one of the games that still isn't
8:23 doable as back-compat[ible] because we didn't actually follow the rules.
8:28 [Danny] Riddick would establish the foundation
8:30 of how Starbreeze would develop their games.
8:32 Due to working within the narrative constraints of an IP
8:35 with one previous movie and a second one coming out,
8:38 they had to establish the story early,
8:40 and stick to it– a narrative-first development
8:43 cycle that mirrored the pre-production used on films.
8:46 [Jerk] First-person worked well, we thought,
8:48 for that type of game and also the story we wanted
8:51 to tell– because we didn't really have any information about the movie,
8:55 but of course we had Pitch Black.
8:57 I think we can see a lot of that in our processes still today,
9:00 and how we started to map out the game and work with story,
9:03 and let the story drive the decisions for gameplay.
9:06 And I think that's what generated all of these different styles of gameplay,
9:12 or different types of features that we added to the game.
9:14 So, I don't think we ever have been very good– or at least,
9:17 not the best– at specific things, when it comes to gameplay.
9:21 But the mix of it all, and combined,
9:24 I think we do bring something unique to our games.
9:28 And I think that is something that we can still see today,
9:32 even in Indiana Jones,
9:33 and how we let the story drive our decisions when it comes to gameplay features.
9:40 [Jens] I would say, two thirds through development the game got cancelled.
9:45 But our publisher guy didn't tell us about it.
9:50 [Danny] Okay.
9:51 Wow.
9:51 [Jens] (Laughs) [Danny] So you just kept going?
9:54 [Jens] We kept going!
9:56 Because, back then, if you released a movie license game,
10:00 the whole purpose of that was a marketing tool for the movie.
10:03 Unfortunately, the movie studio needed that component
10:07 as part of their marketing plan,
10:09 so they basically forced the publisher to restart the game again, un-cancel it.
10:16 So the game was cancelled for two weeks and we didn't know about it (laughs).
10:21 [Danny] Lots of different systems had to be built for that game as well.
10:24 It was not just, like, a first-person shooter.
10:27 You had disguise systems, and the stealth,
10:30 and lots of conversational systems and things like that.
10:33 [Jim] Yeah.
10:33 [Danny] It looked like a game that the engineering
10:35 team probably had a lot of work to do on.
10:37 [Jim] So the complicated thing is that we didn't have a lot of time.
10:40 It was a very short project, if you look at today's timescales.
10:43 And we also were a very small team.
10:46 Fortunately, the engineering team at Starbreeze was highly competent.
10:52 Really senior people.
10:53 I believe there were six or seven programmers total.
10:57 [Jens] That game, the Riddick game, came together in the last...
11:01 I would say, maybe three weeks.
11:03 Before that it was quite bad,
11:06 but the last three weeks everything fell into place and it
11:10 ended up being close to what we wanted it to be.
11:13 [Jerk] At that time, we were small.
11:15 We were, like, 25/30 people.
11:17 And it was just me and another guy that built all the levels.
11:21 We also, of course, at that time you not
11:24 only did the level design, you also arted it.
11:27 Obviously, you had an artist that did material or textures,
11:32 but when you actually built the level you also art them at the same time.
11:36 And you also did the lighting for it.
11:38 And the lighting was the challenging part,
11:40 but it's because we had this limit of...
11:42 I think we had three intersecting lights that we could have.
11:45 Especially when it was bigger areas, it was very, very challenging.
11:50 I have very fond memories of when I went to New
11:52 York because we did a VO session with him in New York.
11:55 The reason why I remember it so well is that we spent a few days,
11:58 because we were so nervous that he wouldn't show up.
12:01 We knew that we had a schedule and he was gonna come to the studio,
12:05 and we sat there and waited and waited, and eventually he came.
12:08 So everything worked out great, but we were very,
12:10 very nervous about it because this was our one shot to get it.
12:14 Riddick: "Haley says you owe him." Guard:
12:16 "He should get that money from you, Riddick.
12:18 "You screwed my bet on Rust when you downed him." Riddick:
12:22 "You screwed yourself.
12:23 By betting against me." [Jerk] One thing I remember that was fun was we had,
12:29 once, a visit from Vin Diesel there, as well.
12:32 So he came to Uppsala and we were on the balcony with him,
12:37 and we had a cigarette.
12:39 Stood there, smoking on the balcony.
12:42 We had people coming by and looking up, and I think someone recognized him.
12:47 And then he also went down to the pizzeria.
12:50 Sometimes we go there today, and then we come in there,
12:53 and then this guy behind the bar said:
12:55 "Vin Diesel was here in the pizzeria once,
12:58 you know?" So they still talk about it, which is pretty cool.
13:01 [Jens] That was a hugely fun experience.
13:04 There was a lot of technical progress on it and we
13:08 really levelled up in terms of our game development skill.
13:13 Y'know, as always there was a lot of drama too,
13:17 but that was the first time we put
13:20 together something that we understood what we were doing,
13:25 and we were able to ship something that we were proud of, and that people liked,
13:30 and it was a good experience.
13:34 [Danny] With Riddick,
13:36 Starbreeze had established themselves as a premiere studio.
13:40 They had taken a relatively tough external IP and wrapped
13:44 it in an entertaining game with novel gameplay systems.
13:47 And they had done it in breakneck speed.
13:49 Riddick didn't break any sales records,
13:51 but it left an impression and had given the studio more
13:55 experience working with consoles– which made opening doors that bit easier.
14:01 (Bang) [Danny] The studio's next game,
14:05 The Darkness, would be another first-person shooter,
14:07 set in an established intellectual property, with novel combat systems.
14:13 In typical Starbreeze form,
14:14 they ran into trouble with who was paying the bills on this project:
14:17 The original publisher,
14:18 Majesco, dropped their support of the game midway through development,
14:21 but Starbreeze struck a deal with 2K to complete the game.
14:25 It was around this time that some new collaborators joined the team...
14:29 [Axel] I was applying for an internship
14:33 at Starbreeze and I got the position due to...
14:37 I did a "demon generator" in [Adobe] Flash where
14:42 you can randomize the demons– and the current art director,
14:45 he thought that was cool and was like, "Yeah,
14:47 this is a good fit for Starbreeze." The first one I worked on was The Darkness.
14:52 [Danny] Okay.
14:52 So what were you doing?
14:53 Were you hired as a concept artist?
14:55 [Axel] Yeah.
14:56 So, primarily, I started to work on...
15:00 demon designs.
15:01 (Laughter) [Axel] And on environments.
15:04 So, spooky castles, and other things.
15:06 But yeah, it was a very, very cool project.
15:10 (Screams) (Gunfire) (More screams) [Jens] Either we had
15:22 the audio of a character speaking and then we
15:25 had the actors in the mo-cap volume trying to act that out and make it all work,
15:29 or the other way around:
15:30 We had the motion capture of the people and we had to match that.
15:34 So I was thinking, on The Darkness,
15:37 isn't there a way to record voice and body at the same time?
15:41 Like, there has to be a way to do that?
15:43 So I started brainstorming that with the mo-cap guys and they were like,
15:47 "Maybe we can do something with timecode," and stuff.
15:50 And we would bring them into the booth and they would perform everything,
15:54 and act it out with their body as well,
15:57 and then we used some timecode to sync that up afterwards, yeah.
16:01 It wasn't sophisticated enough where people would
16:04 be interacting with props or each other,
16:06 we couldn't have two people in that volume, or anything.
16:09 It was one person at a time doing stuff, right?
16:14 [Jakob] Yeah, that was interesting.
16:15 That was an adaptation of a comic book and we did our own take on that.
16:19 And I came in working on combat,
16:22 shooting, first-person stuff, dual wielding, things like that.
16:26 [Danny] Yeah, it's a tricky game when it came to combat because
16:28 you had the gun stuff but then you also had your creature,
16:32 tentacle stuff as well.
16:33 [Jakob] Yeah, that's true.
16:34 We had to find a balance between those so we wouldn't use only one or the other.
16:38 Yeah, that was a nice challenge (laughs).
16:43 [Jens] That whole thing was kind of a pet project of mine.
16:45 The TV channels, because it's all about making the world feel real,
16:51 and I found all of these different things that were in the public domain.
16:56 I was able to source all of those things.
16:58 To Kill a Mockingbird is in the public domain!
17:01 So that's cool.
17:01 And that was kind of the best movie that was available.
17:07 [Danny] I loved, also, the gameplay implications of like...
17:09 The movie doesn't stop.
17:10 So when you sit down to watch it you're like,
17:13 "How much of this fucking movie did they put
17:15 in this game?" It's 10 minutes in, and you're like,
17:18 "Wait, is it the whole movie in this game?" And then you
17:22 feel bad 'cos there's a prompt to get up and away from Jenny.
17:27 [Jens] Yeah, yeah (laughs).
17:28 [Danny] So it becomes this weird game
17:30 of chicken between the player and the developer.
17:33 [Jens] This is the kind of thing that we
17:35 really weren't sophisticated enough to think about, back then.
17:39 There's a lot of those problems in The Darkness.
17:43 [Jerk] The Darkness I remember,
17:44 because it was a big deal for us to work on, because we
17:48 did actually do a PlayStation version for Riddick too but it never was released.
17:53 But The Darkness, that was the first game
17:55 that we actually got to release on PlayStation.
17:57 So it had quite a lot of PlayStation focus on it.
18:00 But what I remember most is probably also some of the mistakes we made.
18:04 Same thing, some related to scope.
18:08 We had a very challenging and tough crunch period for it
18:11 and I think a big part of that is also the additional multiplayer,
18:16 which obviously, no one really wanted to do.
18:20 But we had to check that box.
18:23 So we spent a lot of time on that and it deviated from the core game experience.
18:29 So that was the challenging part with it, I think.
18:32 And also, we worked a lot with performance capture, we worked a lot with actors,
18:37 we worked a lot with making sure that everything we do,
18:40 in terms of storytelling, has an important part in the game.
18:44 So there's very little room to move something out,
18:48 or it's very hard for us to scope down.
18:51 And that is probably what, I think,
18:53 we have been working more with towards the later parts of our career:
18:57 how we can be a little bit more flexible in terms of our scope.
19:02 The approach to storytelling,
19:03 and how that determines what type of gameplay features we're adding,
19:08 that came out of Riddick, and that we're still doing today.
19:15 [Danny] After The Darkness, the studio would go on to sign a two-game
19:18 deal with their biggest publishing partner yet: Electronic Arts.
19:23 The first game would be a reboot of the isometric Bullfrog title, Syndicate,
19:27 while the other was a game based on the Jason
19:30 Bourne franchise– two exciting projects for any games studio.
19:33 But sadly, for many of the developers at Starbreeze,
19:36 this partnership spelled the beginning of the end.
19:39 [Jerk] I think it was...
19:41 I mean, it's a lot of different reasons.
19:43 For myself, and also I know for Jens and Magnus, it came down to us...
19:48 We felt that we'd lost a little bit of our creative control.
19:52 And I think that was the big one.
19:54 We started with Swing!, we moved over to Vivendi,
19:58 and then we did The Darkness with 2K, and then we moved over to work with EA.
20:03 So the publisher also got bigger, and bigger,
20:06 and bigger and they had different processes.
20:08 It was a challenging time, because first we were split up a little bit,
20:12 in our core team because we had one part working on the Syndicate game with EA
20:18 and then me and a couple of other guys starting working on a Jason Bourne game.
20:24 So we ended up, at Starbreeze,
20:26 with not "competition" but at least we were fighting for resources,
20:32 internally, which was a challenge.
20:34 And it's very easy to end up in a situation where you have
20:38 one A team and one B team which is not very healthy either.
20:42 What would happen was, we would present an idea and the publishing
20:47 layer that we were interfacing with was like, "Yeah, that sounds good.
20:50 Let's proceed on that." We started building it,
20:53 and then six months later that information would trickle up
20:56 to their superiors and their superiors would say: "No, no.
21:00 This is the wrong direction.
21:01 Make the team change it." And then we were like, "Okay, fuck it.
21:06 We stop everything.
21:07 "Stop development.
21:08 Let's reboot it.
21:09 We're gonna build something else.
21:11 "Tell us exactly what you need and we'll build
21:15 something within that framework." And they're like, "Yeah, okay.
21:18 We're thinking this and this." Okay.
21:20 So we start building that.
21:21 And then they're happy.
21:23 And then six months later their bosses see it and they're happy.
21:27 And then a few months after that, their bosses see it and then it's like...
21:32 (Laughs) "No, no, no!" So that game was like stop, start, stop, start.
21:38 Eventually we were like, "Okay, it's impossible.
21:41 There's no way." Because it's not like they give
21:44 you more money and more time to accommodate these changes.
21:47 You're still on the same budget and timeline.
21:50 We basically came to the conclusion that, okay,
21:53 we need to start something new where we can control this better.
22:01 [Danny] When the founding members of MachineGames
22:03 left Starbreeze they did so with no deal,
22:06 very little money, and in the aftershock of the 2008 financial crash.
22:10 What followed was an 18-month period of failed pitches,
22:14 depleting resources, and eventually, the opportunity of a lifetime.
22:19 [Jim] It was an experience I wouldn't wish on anybody else.
22:23 It was fun and cool for the first 8/10 months.
22:30 But when we were just waiting on getting communication data,
22:34 like, "Are we moving forward with this?
22:36 Is this happening?" and no responses, we'd get an e-mail every two months?
22:42 That was a nightmare.
22:44 [Jerk] We invested all the money we had in MachineGames,
22:47 we were seven of us at the time.
22:49 Two had dropped out during these one and a half years.
22:54 Five of us stayed on, in trying to really get something going.
22:58 We had, I think, four concepts.
23:01 One was called Steel that we pitched pretty hard, where you played as a robot.
23:08 [Jim] We figured out that, for the company, we would create co-op games.
23:14 We would do four-player co-op games, that was all we would do.
23:17 And then we would set up five different pitches.
23:20 We had a robot game, we had an air game where there
23:25 was no ground-level because the world was polluted.
23:30 We took two of the five pitches, I believe?
23:32 And took them to the...
23:33 Like, "This is what we can go and pitch to companies." [Jerk] We went around,
23:38 we pitched those games, we went to Bethesda too,
23:40 and then we did that for about a year.
23:45 But then, also, we were out of money.
23:47 And I also...
23:48 I had to sell my apartment here in Uppsala,
23:50 so I had to move back home to my hometown.
23:53 But it became pretty tough for us.
23:55 We started to look into...
23:57 I talked to Jens, because he was working at Lucas[Arts] So we
24:01 had a few of those backup alternatives if things wouldn't go our way.
24:06 We were very, actually very close to giving up.
24:09 [Danny] Right.
24:09 [Jerk] It was just a matter of weeks, I would say.
24:13 [Jim] The first company, I believe among the first companies,
24:16 we had met with was Bethesda.
24:18 They were interested.
24:20 Everybody else was like, "Eh, not really right now." [Jerk] Late spring in 2010,
24:26 then Bethesda got back to us and we got
24:29 this opportunity to spend three weeks at the id Software office.
24:34 [Danny] How much in the conversations with Bethesda is
24:38 directly the idea of you guys working on a Wolfenstein?
24:40 Is it 1 and 1, is that the sort of reason, or...?
24:44 [Jerk] Erm...
24:44 [Danny] Or did that come later?
24:47 [Jerk] I think it...
24:48 No, it came pretty early on because they...
24:52 id (Software) was working on Rage and Wolfenstein was...
24:56 They didn't have any plans on working on it.
25:00 They did work on the next Doom game as well, they had started work on that.
25:04 So I think Wolfenstein was one of those IPs that they
25:07 wanted to really use because they recently acquired id Software too.
25:11 And I think they saw MachineGames as a good fit for taking that on.
25:17 [Jim] They wanted us to go visit id in Dallas, likely to get evaluated,
25:24 but also to do a game pitch and also look at the tech that they were doing.
25:29 'Cos originally, when we started the company,
25:31 we had our own tech but two of the three engineers
25:34 who built it left the company before we got to that point.
25:37 But we were in talks with Bethesda.
25:39 It's like, "Eh, let's just use id tech." It was kind of a natural fit.
25:43 So going to Dallas to look at it was hugely beneficial.
25:48 So we were there for three weeks?
25:50 [Jerk] Obviously, that was a way for them, also,
25:53 to see that we can work in that environment.
25:55 Basically to "prove ourselves" a little bit, right?
25:58 But we went there, we were only seven of us then.
26:02 [Jim] We got there, came into the offices, introduced everybody.
26:06 I got to meet my childhood– well,
26:09 "childhood"– hero, John Carmack which was amazing.
26:12 One of the first things I got was an e-mail address that had "@idsoftware"
26:17 so I had to send an e-mail to a bunch of friends back home.
26:20 (Laughter) [Danny] He said the same thing.
26:23 [Jim] Yeah!
26:23 [Jerk] First, I sent mail home to all my friends (laughs).
26:26 "Gustafsson@idsoftware", that was super cool.
26:31 And, obviously, we went all in.
26:33 We said to ourselves, "This is our opportunity,
26:36 this is our chance." [Jim] The pitch
26:39 that we had brought when we came initially...
26:41 Well, we brought three pitches.
26:43 They were all co-op, four-player based.
26:46 But that was with the old tech– and with id Tech's,
26:50 it doesn't have this capacity.
26:52 So if we wanted to be confident that we can do this we should
26:55 look at what Rage is and use that functionality to build our first game.
27:00 So we don't have to build as much tech,
27:02 'cos then that allows a focus on finding the people,
27:04 building the company, building the game, rather than also building tech.
27:08 [Jerk] And then we looked at Rage,
27:10 because they were working on Rage at the time,
27:12 and they asked us, "Maybe you would
27:14 be interested in doing Wolfenstein?" And, of course,
27:16 that was a big deal for us too because it's
27:18 such a classic IP and the grandfather of first-person shooters,
27:21 and all these things.
27:23 [Jim] The entire storyline was put down during those three weeks.
27:28 We pitched it to the group at id.
27:31 Not entirely confident that they were super sold on it,
27:33 but there was like a, "Let's move ahead
27:36 with this." 'Cos I've heard stories otherwise, after the fact.
27:39 [Jens] We had these four ideas,
27:41 three of which were in the normal Wolfenstein universe,
27:44 and the fourth one was this more retro sci-fi futuristic version.
27:49 And Kevin Cloud was like,
27:51 "Which one do you like best?" And I was like, "We love this one,
27:54 the retro sci-fi one." "Okay, so let's proceed with that then." And then,
27:58 meanwhile, they're having arguments internally, but we don't know that.
28:01 Of course that came up way later.
28:03 "Are we really letting them do this to Wolfenstein?" (Laughs) But somehow
28:08 we managed to earn enough confidence from them during that period of time.
28:14 [Jerk] And at the same time, we also spent a lot of time learning the tech.
28:19 So we built the map there in the editor.
28:22 So we did that towards the end as well.
28:24 We showed them what we had done in the actual Rage engine too.
28:29 So it was not just that design phase
28:32 of us putting the New Order game on the wall.
28:35 It was also learning the tech and the tools.
28:38 We spent a lot of time on that.
28:40 [Jim] And then we kept talking to Bethesda and they
28:42 figured "Why should we give you this amount of money?
28:45 "We could just invest it in some studio we already own?" "Okay,
28:49 let's go that direction." [Danny] The original MachineGames company was folded
28:56 and a new version was created with Bethesda Softworks as owner.
29:00 And it would be under this umbrella that the studio would
29:02 create their next 16 years of hits– and in this series,
29:06 we're going to explore the design and development of those titles.
29:09 The next episode in this three-part series explores the design
29:12 of MachineGames' Wolfenstein series and if you're a Noclip
29:16 Early Access Patron You can watch that video right now
29:20 over at Patreon.com/Noclip a full week before its public release.
29:23 But before the studio could begin on Wolfenstein,
29:26 they would first need to hire some extra help.
29:28 Some faces may have been new, but most of them were very familiar.
29:33 [Axel] I was very happy with Starbreeze, it was a very cool company.
29:37 And, obviously, because it was a company I worked
29:39 where a lot of the people I'm working with now,
29:42 formed and were my co-workers for a long period of time.
29:46 So switching over to MachineGames was basically
29:49 like coming home again to some extent?
29:52 I had a very short interview process.
29:56 The current art director/creative director, Jens Matthies,
30:00 he basically had one question for me and it was something along the lines
30:04 of: "Do you want to draw and design retro-futuristic Nazi robots?" I was like,
30:12 "Yes." (Laughs) He was like, "Cool.
30:16 When can you start?" [Jerk] My brother moved to London at the same time
30:25 when I moved up to the north at the start of Starbreeze in '98.
30:28 So I'd been visiting him quite a lot of times
30:30 and he lived at this road called Northcote Road in Clapham Junction.
30:38 And they had this restaurant called Nando's,
30:41 which is like from South Africa, I think, a Portuguese chicken restaurant.
30:46 So we went there to eat every time I visited him, because I love Nando's.
30:49 And then we had two beers and some extra hot chicken.
30:54 And every time I went there with someone from the studio,
30:57 too, we always went to Nando's because it became a "thing".
31:01 And then, we said, "If we ever get a contract with MachineGames,
31:05 "if we ever get a publishing contract or we're acquired,
31:08 whatever it may be, "then we'll go to Nando's and celebrate." So,
31:12 what we did then, the five of us that were still left,
31:15 then– we brought Magnus, who had jumped ship a little bit earlier,
31:19 but we brought him with us anyway–
31:21 and then we also brought our two first employees,
31:24 Magnus Auvinen who is now our Technical Director,
31:29 and also Torbjörn, who is our lead level architect.
31:33 So, those were our two first employees.
31:35 We brought them too.
31:36 So we actually took a plane to London early in the morning from Stockholm.
31:42 And then we just took a taxi from Heathrow to the closest
31:47 Nando's and then we spent pretty much four or five hours in Nando's.
31:52 (Laughter) Ate a lot of chicken, drank a lot of beers,
31:55 and then we took a taxi back to the airport, and flew off.
31:59 [Danny] No?!
31:59 Oh my...
32:00 Wow.
32:00 [Jerk] Yeah, so that was pretty fun, and I have some images of that still.
32:04 That's a fond memory, actually.
32:07 [Danny] The ultimate "cheeky Nando's"?
32:09 [Jerk] Yeah, that was our big "getting acquired" celebration.
32:13 (Ident clicks) (Click)