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MachineGames on being part of Microsoft, going back to the office, and Wolfenstein 3

Wolfenstein 3 has not been officially confirmed, but MachineGames studio director Jerk Gustafsson says the team still intends to return to the series and complete its planned trilogy. In a wide-ranging discussion about the studio’s work, he also outlined how careful planning, a relatively small team and collaboration with other developers have helped MachineGames stay productive.

Image credit: MachineGames/Bethesda Softworks

Wolfenstein 3 and MachineGames’ long-term plans

MachineGames plans at least a couple of projects ahead, according to Gustafsson. He says that setting out a clear direction early makes it easier to adjust when circumstances change and helps prevent the studio from reaching the end of a game without a plan for what comes next.

That long-term approach has been especially relevant since Microsoft acquired MachineGames’ parent company, ZeniMax Media, in 2020. Gustafsson says the studio’s day-to-day work has changed little, though planning now reaches further into the future. He believes openness about goals and reliable delivery help build trust across a large organisation.

Asked about the next Wolfenstein, Gustafsson did not confirm a new game or share a release window. He did say that returning to the series and finishing the trilogy has always been the studio’s intention. For now, that is the extent of what he is willing to say, so players should treat Wolfenstein 3 as unannounced.

Image credit: MachineGames/Bethesda Softworks

A small studio with a second Swedish office

MachineGames has opened a second office in Sundsvall, about three and a half hours north of its headquarters in Uppsala. The location has been operating since 2023 and is being expanded to support employees who already live and work in the area. Gustafsson says the team includes experienced developers from the region.

The expansion stands out against a difficult period for parts of Sweden’s games industry, where some studios have downsized or closed. MachineGames has remained relatively lean, with fewer than 200 employees, and Gustafsson says he prefers a size where he can know the people on the team.

Growing larger is not the only way to take on ambitious projects. The studio works with external partners and its sister studios, sharing expertise and resources when production needs change. During quieter pre-production periods, MachineGames staff can help other teams; the studio contributed to id Software’s Doom: The Dark Ages.

Image credit: Bethesda Softworks

Why MachineGames values working together in person

MachineGames uses a hybrid schedule for many employees, with some working three days in the office and two days at home. However, directors, leads and producers are expected to be in the office five days a week, and Gustafsson says the studio is moving toward more in-person work overall.

He believes face-to-face collaboration makes it easier for staff to share ideas, give feedback and talk across roles. The studio’s Sundsvall office also gives local employees a shared workplace rather than leaving them permanently remote. These arrangements are MachineGames’ approach; studios may need different policies depending on their teams and locations.

What Indiana Jones taught the team

Indiana Jones and the Great Circle took MachineGames beyond the mature, violence-focused first-person games it had made previously. Gustafsson says the project required a different tone, along with more emphasis on exploration, puzzles and hand-to-hand combat. The team drew on its earlier work on The Chronicles of Riddick: Escape from Butcher Bay as it developed those elements.

The game was challenging to shape, and Gustafsson says it took a long time for the team to fully understand the experience they were building. Its success nevertheless encouraged the studio to consider new ways to expand within its story-driven, first-person strengths. Trying a different genre can be valuable, but it also requires the right skills and an idea the team is excited to make.

Indiana Jones and the Great Circle was released on PS5 and is set to arrive on Switch 2 on May 12.

MachineGames’ future and the cost of AAA development

Gustafsson sees continuing demand for large, story-driven games, while recognising that AAA development has become increasingly expensive. Rather than relying on higher game prices, he points to improving production efficiency, promoting releases and finding new audiences for older games across new platforms.

MachineGames also sees opportunities beyond games. A television adaptation of the Wolfenstein series has been approved, reflecting the studio’s interest in expanding its properties into other formats. Gustafsson says creative ambition must go hand in hand with a sustainable business model if the studio is to keep making games.

What we know about Wolfenstein 3

Wolfenstein 3 remains unconfirmed, and MachineGames has not announced a title, launch date or platform. Gustafsson’s comments establish that the studio still wants to return to Wolfenstein and finish the trilogy, but they do not reveal when that might happen. For readers following the series, the clearest takeaway is that the franchise is not considered finished by its developers.

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