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  • 07/07/2025
Join developer Hangar 13 for a behind-the-scenes look at Mafia: The Old Country. The team discusses how the art and technology bring the world and characters of the action-adventure game to life.
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.
01:19There's a notable improvement in visual fidelity.
01:22It's the polycount, it's the shaders, grooms, eye shader.
01:27We did use a specific color palette 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
01:39we've got amazing looking high fidelity characters
01:43that I think are on par with some of the best in the industry.
01:46We are hugely benefiting from metahuman technology,
01:49very good facial expressions,
01:52very nice looking hairstyles.
01:55You look beautiful.
01:58Facial hair was something for a man of that period,
02:01which was like a well-groomed,
02:03the opposite spectrum for either the peasants or the bandits.
02:08The artists have really kind of been unleashed on,
02:10not just the environment art, on the characters, on the vehicles,
02:12on 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
02:21is 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,
02:32thanks 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
02:39the whole building sets basically in a couple hours
02:43whenever we need to change the whole system.
02:45It just reacts to it.
02:47The cities look beautiful and consistent in the art.
02:51It allows us to make sure that we've just got the diverse
02:53of the environments that we wouldn't really be able to see
02:57with some other engines.
02:59In the past titles, like Mafia 3 or even Mafia Definitive Edition,
03:03one building, for example, had around 20-30,000 triangles.
03:08One building in Mafia Old Country,
03:10it can have more than one million triangles.
03:12The world can be quite detailed,
03:15so we can reflect how real Sicily is,
03:18how diverse it is,
03:19and we can put a lot more into our game.
03:22Mafia games have always been attractive,
03:24we'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 places.
03:35Give me a minute!
03:37I have no hesitation that this will be the best looking Mafia game in the franchise.
03:43If this is how he wants it, this is how it will be.
03:47I have no hesitation that this will be.

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