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March 9-13, 2026
Moscone CenterSan Francisco, CA

Agenda

Aged by Adventure: Crafting the Time-Worn World of 'Indiana Jones and the Great Circle' (Presented by Adobe)

Vytautas Katarzis  (Senior Environment Artist, MachineGames)
Antonio Vaz Figueiredo  (Advanced Environment Artis, MachineGames)
Michael Tran  (Advanced Environment Artist, MachineGames)
Location: Room 3001, West Hall
Date: Monday, March 9
Time: 5:00 pm - 6:00 pm
Pass Type: Festival Pass, Game Changer Pass - Get your pass now!
Audience Level: All
Track: Game & Production Technology
Format: Partner Developer Summit
Vault Recording: Video
Audience Level: All
Adobe

Explores how MachineGames approached aging and texturing across diverse environments in Indiana Jones and the Great Circle. Ranging across the marble halls of the Vatican to flooded rivers in Thailand, ancient African ruins, and Marshall College, our focus was on conveying age, wear, and history in every material – both old and new.
Using Shanghai, Vatican and Marshall College as case studies, this presentation covers research, reference gathering, and material creation, including base materials, layered blends, and geo-decals for exploring how the team approached aging and wear of the environments. The talk dives into different approaches for weathering, aging, and damage, demonstrating how these elements shape surfaces and reinforce storytelling.
The presentation also highlights practical workflows in Substance 3D Painter, architectural module design, and environment dressing – showing how texturing, subtle wear, dust, and debris bring environments to life while balancing cinematic authenticity with playable, immersive spaces.
Attendees will gain insight into crafting believable, aged worlds through materials and surface storytelling.

Takeaway

Get familiar with the MachineGames approach to environment art and texture creation. Learn from practical examples about the team's processes and approach to problem solving.

Intended Audience

Game developers, technical artists, visual designers, production engineers or anyone working on workflows, integration, or art production will gain insights into game pipelines and techniques for producing consistent, high-quality visuals efficiently.