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  • 2 days ago
Transcript
00:00Mafia is a game that's always defined by its cinematic presentation.
00:06It was important that the game has the same production values
00:09that players have come to expect from a Mafia game,
00:11and, in fact, that we've managed to elevate those.
00:16The ambition to make sure that this is the best-looking game
00:19is definitely there.
00:22Mafia, the old country, utilizes features
00:25that give us a lot of artistic freedom.
00:27It allows us to tell that story in a way that we just wouldn't be able to
00:32with other technologies.
00:40From Metahuman to Nanite to Lumen,
00:43you know, these are all different technologies
00:45which we are pushing to the max, to be honest.
00:48It's allowing us to grasp the intricacies of a performance.
00:52It's allowing us to automate some parts of the process
00:56to be able to get to a point where we can really start to put our human thumbprints
01:00on some of these assets.
01:02Do you wish to commit yourself, your life, to this family?
01:08I do.
01:09It's a whole new tech.
01:10And I would say the biggest benefits are especially in animations.
01:14Facial animation, wrinkle maps, shaders.
01:17There's a notable improvement in visual fidelity.
01:22It's the poly count, it's the shaders, grooms, eye shaders.
01:26We did use a specific color palettes to distinguish the families,
01:32the fashions and the enemies.
01:34So there is a color code for every faction.
01:37When it comes to characters, it's just ensuring we've got amazing-looking,
01:40high-fidelity characters that I think are on par with some of the best in the industry.
01:45We are hugely benefiting from metahuman technology,
01:49very good facial expressions, very nice-looking hairstyles.
01:54You look beautiful.
01:57Facial hair was something for a man of that period,
02:00which was like well-groomed.
02:02The opposite spectrum for either the peasants or the bandits.
02:07The artists have really kind of been unleashed on not just the environment,
02:10but on the characters, on the vehicles, on the weapons and everything.
02:14We are trying to deliver the vivid world of Sicily.
02:19The majority of the textures we have in-game is created procedurally in Substance Designer.
02:24That allows us to have better control over what we see on the screen,
02:28and also do easy tweaks.
02:30If we want to change something, thanks to it being procedural,
02:33we can just do adjustments on the fly.
02:36This is a tool that gives us the ability to regenerate the whole building sets basically in a couple hours,
02:43whenever we need to change the whole system.
02:46It just reacts to it.
02:48The cities look beautiful and consistent in the art.
02:51It allows us to make sure that we've just got the diversity of the environments
02:55that we wouldn't really be able to see with some other engines.
03:00In the past titles, like Mafia 3 or even Mafia Definitive Edition,
03:04one building, for example, had around 20-30,000 triangles.
03:08One building in Mafia and Country, it can have more than one million triangles.
03:13The world can be quite detailed, so we can reflect how real Sicily is,
03:18how diverse it is, and we can put a lot more into our game.
03:22Mafia games have always been attractive, we've always had great art,
03:25but this new game really takes that to a whole new level.
03:28We are trying to create the experience for the player in a way
03:32that there is a storytelling behind those spaces.
03:37I have no hesitation that this will be the best-looking Mafia game in the franchise.
03:42If this is how he wants it, this is how it will be.

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