Inside Hangar 13: Two Decades of Mafia, Reflections on a Beloved Crime Series

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Developers at Hangar 13 opened up about two decades spent crafting a gripping crime saga, the Mafia series, in a candid interview. The discussion featured the studio’s leadership: General Manager Roman Hladík, who steered production across the titles; Tomas Hrebicek, Head of Production, who contributed to every chapter; and Creative Director Alex Cox, who joined during the development of Part 2. This conversation compiles the most revealing moments from that exchange.

In the early days of the first Mafia, the team was a tight crew of four or five people. By the final stages, it had blossomed to roughly 20 or 25. The first game began on a different engine, a choice that necessitated a switch midway through an eight-year development cycle for the sequel. The long horizon shaped how the game world felt and how the team collaborated across disciplines.

Among the founders, Hrebicek fondly recalls the first Mafia as his favorite, because it tied directly to his own beginnings, the challenges of youth, and a mix of difficult moments and small triumphs. Hladík, meanwhile, points to Mafia II as the milestone project that left the strongest impression on him, thanks to its scale and the lessons learned along the way. Cox also gravitates toward Mafia II, explaining that it is the game that cemented his love for the series and clarified what makes it appealing to players.

One notable innovation in the remake of the first Mafia that impressed Cox was the adaptation of Sarah, the sole female lead in the original. The Definitive Edition for Mafia introduced poignant scenes between her and Tommy, adding emotional depth to the narrative. Hladík highlighted the visual upgrades that allowed the developers to render lush landscapes and better convey the mood of 1930s city life. Grzebicek acknowledged the refreshed cutscenes, while new technology enabled the team to capture subtle facial expressions and emotional nuance with greater accuracy.

From the remake onward, there was a shared willingness to experiment with quirky, playful elements, including surreal touches like a dog head and an alien outfit. The team collectively embraced these easter eggs and smaller jokes, keeping the spirit of discovery alive for players. The final edition of the games also folded in hidden secrets that nod to the originals, a nod to longtime fans who value the series’ heritage.

Hladík reflects on a crucial lesson learned after the first Mafia release. In the early days, confidence ran high, and she believed she understood game development inside out. Yet the challenges of delivering the second installment exposed hard truths: game development is never simple, and steady, ongoing learning is essential to succeed over the long haul.

As the interview wrapped, the team named their favorite characters and missions across the trilogy. Hladík chose Tommy from the first Mafia, Joe from Mafia II, and Thomas Burke from Mafia III. When asked about memorable missions, he singled out Journey to the Village from the remake for its atmosphere and the way it blended exploration with core gameplay. Among the supporting cast, Grzebicek highlighted Burke and Donovan from Mafia III, as well as Pauly from the first game, for his endearing naivety. The central figures are Tommy and Vito, with Cox selecting Vito as his favorite lead and Donovan from Mafia III as his favorite secondary character. The mission The Memory of Francesco Potenza from Mafia II stands out for him as well, a moment that resonated deeply with the team.

In celebration of the Mafia series’ two-decade milestone, the studio teased a new installment, signaling ongoing development in the franchise. A separate update later confirmed further plans for the next chapter, signaling that the saga would continue to evolve for fans around the world.

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