INDIANA JONES AND THE GREAT CIRCLE

SUKHOTHAI

I was working in Jungle Biome Pod, which includes Sukhothai sandbox and Shanghai linear level. I have joined development in October 2021 during blockout phase of the sandbox and was working on various levels towards Gold Master in September 2024


Hidden Swamp

Dev phases: Concept to Gold Master

Mission Type: Main Story

Environment Art:

VFX Art:

Lightning Art:

  • Damian Stepniewski
  • Nobody Studio

Walkthrough video, starting at 59:33 and ending at 1:37:21
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer

Demon’s Tomb

Dev phases: Concept to Playable, Playable to Release is done by Dominic Everett-Einarsson

Mission Type: Side Quest

Art done by Treehouse Ninjas


Walkthrough video
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer

Sukhothai Sandbox

Dev phases: Blockout to Gold Master

Designed Locations:

  • Sukhothai village (Blockout to Playable)
  • Military HQ (Blockout to Playable)
  • Sandbox flow and high-level layout (Blockout) together with Kristoffer Kindh and Simon Kåks

Our pod’s Level Designers:


Walkthrough video: Village


Walkthrough video: Military HQ

SHANGHAI


Battle Of Shanghai

Dev phases: Concept to Gold Master

Mission Type: Main Story

First iteration on the concept and blockout was done by Kristoffer Kindh, then I took over and reiterated on the full concept of the flying section, leading it to Gold Master.

Walking section was taken over by Dominic Everett-Einarsson, who was getting feedback by me and Andrew Yoder.

Gameplay Programmers on flying section:

Art done by Vytautas Katarzis (walking section) and Treehouse Ninjas (flying section)


Walkthrough video, walking section starts at 2:09, flying sections starts at 9:14

Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer
Great Circle. Aleksandr Nariadchikov — Visual Artist & Game Designer

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