The Godfather Producer David DeMartini Exclusive XBS Interview
Our head writer Rich Reed recently had an opportunity to get an exclusive interview with David DeMartini, the Executive Producer of EA’s The Godfather video game. The full transcript of the interview is below. We hope you enjoy reading his candid responses. XBS would like to thank Mr. DeMartini for his time; his responses have not been edited or altered in any way.
XBS: While I got a chance to talk with you and know a little of your background, could you tell our readers a little bit about you? For example, how long have you been at EA and in the industry and what is your role and title on this project?
David DeMartini: I’ve been at EA and in the industry for going on 8 years now and I was the Executive Producer on Godfather. Prior to this I have over 16 years of experience developing all kinds of software.Â
XBS: Being a fan of The Godfather movie myself and I know you are as well, what was the first thing you thought you needed to capture for the overall game?
If there was more than one thing, please explain those as well.
David DeMartini: We wanted to capture a few things, but most importantly we decided very early on what we didn’t want to do, which was present a linear level-based movie game. Not only would it have been extremely difficult to tell the story of the Godfather with its numerous characters and complexities, but it would have deprived us of some great game opportunities- namely to create your own mobster to bring up through the ranks. By embracing the world of the Godfather, and weaving your story through the fiction of the book and movie, we could have our cake and eat it too.
What if when Don Vito or Sonny ordered a hit, you could be his right hand man to carry it out? What if you could be the man who delivered the horse’s head to Woltz? What if you could expand the Corleone Empire block by block through negotiation and strong arm tactics? We knew that if we could take those amazing game concepts, set them in the authentic streets of 1950’s New York, and bring the characters we all know and love to life we’d have an amazing package.

David DeMartini, Producer for The Godfather video game.
XBS: Okay, You got the rights and the overall idea for the game. What, if any, was the feeling when you pitched the idea to your bosses for the project and were there any concerns?
David DeMartini: Everyone was extremely excited from the get go. We were thrilled to have had the opportunity to work with Paramount to take the Godfather into the interactive space.
XBS: Having played the game, certainly not as much as I would have liked to, I noticed the violent nature of the game. While it has a reason for being there, EA is not known for releasing a game like this. So with all the latest controversy about violent games was there ever a time you were asked to tone the game down?
David DeMartini: No, we were never asked to tone it down- but we were very deliberate about where we wanted to take the violence in the game. Obviously the subject matter- the mafia- is violent by its very nature. Ultimately we wanted to make sure that we respected the violence and maturity of the book and film (not sugar-coating it) without being excessive or exploiting it either.
XBS: People are only starting to realize just how huge the game is and correct me if I am wrong but this is the largest game ever created by a team at EA? How hard was that and with the huge name behind it, what added pressures rested on your shoulders?
David DeMartini: The game IS huge – from the size of the world, to the depth of the mechanics, to the duration of gameplay. While I can’t definitively say it’s the most ambitious title EA has created, it’s definitely in the running- especially for the consoles. Being fortunate enough to work with one of the most beloved franchises does have some added pressure, but the opportunity to add an interactive chapter to that franchise more than makes up for it. Thankfully we had a couple of advantages behind us as well- namely the opportunity to hand-pick one of the most talented teams ever put together at EA to make it happen, and the time and resources we needed to make it worthy of its namesake.Â
XBS: The team and you wanted to try and get as many of the cast members from the movie in the game. Of course, sadly Mr. Brando passed away before the finished product, but he did actually add some of his voice in sessions correct?
David DeMartini: Mr. Brando was a huge pleasure to work with- he was extremely gracious at all times, and seemed very excited about being able to carry his legacy into another medium and another generation of fans. He was very insightful into his character and the movie and how that might tie into the interactive medium. We did use a limited amount of the material that we recorded in a session at his house.
XBS: This is like no other movie game out there and the outcome seems to all depends on the way a gamer approaches it and plays it. Is it really possible to see everything while playing through? If not have you even seen everything and what is your favorite part or mission in the game?
David DeMartini: Though it probably is possible to see everything in one play through, it would certainly take a big time commitment. During the final tuning and polishing stages of development I was able to play the game all the way through (taking over the entire city) several times over hundreds of hours- and still I was finding things I hadn’t ever seen before.
XBS: I need to ask, I have seen the trailers and teaser ads on TV with Brando speaking like the one at the dinner table. I noticed each commercial had some different hand gestures. I could not help but to think back to the movie like when he was petting his cat and still talking business. Another great part was at the wedding when he seemed more concerned with his rose and kept adjusting it. How important did you feel it was to keep those distinct hand gestures in the game?
David DeMartini: Obviously capturing the essence of a performance involves a tremendous attention to detail- even down to the hand gestures. Our animators, artists and art directors spent countless hours studying the original performances and trying to replicate them as faithfully as possible. We even digitized signature sequences so they could always be instantly accessible at each artist’s desktop. This attention detail even carried over into the way the characters were modeled and setup for animation, creating custom riggings for our key actors to make sure we could accurately animate their signature facial expressions.
XBS: A bit off the subject but still important, is it true you watched the movie every day for over a year straight and why?
David DeMartini: Not exactly! Everyone on the team has watched the movies multiple times- some in the dozens. We did have the movie running on a loop in our central team area though so that people could stop and catch a few minutes at a time. We wanted to submerge the team in the fiction and characters as much as possible.
XBS: You seem like a very down to earth person who has a love for the industry, how is it you got the nick name “The Godfatherâ€. Is it just due to the fact you’re the executive producer or is there a little Vito in you or is there another reason for the nickname?
David DeMartini: I’d like to think there’s a little Vito in me. I take great pride in my “family†and work hard to support and protect them. Not just my family at home but my work family as well. The good news is that now you also are part of my extended family so you have my protection. And I take out and take on my enemies without remorse. Well- maybe not that last bit.
XBS: Movie fans remember the music especially at the beginning and at key points throughout. How was the team able to capture that sound and recreate it and who was in charge of arranging it?
David DeMartini: The theme from the Godfather is definitely one of the most recognized movie themes ever and we knew we had to get it perfect. Though we had access to the original recordings we found that the sound quality simply wasn’t up to today’s standards. Fortunately we were able to work with Oscar-winning composer Bill Conti who not only re-orchestrated the classic themes, but also produced over 100 minutes of original score exclusively for the game.
XBS: I noticed while playing the game that it reminded me of other titles especially the fighting. I also noticed how smooth the controls are. What games gave you ideas and any other inspirations?
David DeMartini: One of our Creative Directors- Mike Olsen- has always been extremely innovative with his thoughts on how to bring a great analog feel and responsiveness to the game. After re-inventing the swing mechanic on Tiger Woods to take advantage of the analog sticks instead of button timing he took it upon himself to apply the same design theories to fighting in Godfather- to move away from button mashing to something that took advantage of the stick’s analog finesse. We couldn’t be happier with the results- using the sticks not only as the key to throwing punches, but tossing enemies left and right- even pushing the sticks down to strangle them.
XBS: You are shipping the Xbox, PS2 and PC all in the same day with the 360 and PSP maybe other versions later in the summer. Of the three, do you have a personal favorite and remember this is an Xbox site but no pressures please feel free to answer honestly.
David DeMartini: One of the three is clearly the best but if I tell you which one another horse may have to die. Of the console versions, the Xbox looks better and streams more effectively.
XBS: It’s been over 3 years from start to finish. Now that the game is shipping do you think the game will appeal to everyone or just fans of the film? Also are you sad it’s over for the team?
David DeMartini: I’m extremely confident that both fans and non-fans will both be very satisfied with the game. First it’s a fantastic interactive experience regardless of the fiction threading through it. Second one of the reasons the Godfather is such a timeless classic are the universal themes it tackles- family, love, betrayal, death. Whether or not you’ve read the book or seen the movie, the story is too strong for people not to appreciate.
XBS: If the game is a huge hit as everyone who has played it expects, are you afraid of those who may say you’re just cashing in on other games like GTA or do you think the Godfather stands alone due to the massive size and general gameplay?
David DeMartini: I definitely think we stand alone. GTA is a great franchise, but we’re definitely each concentrating on different things. The Godfather is really about building a custom character and building yourself up within the ranks of the Corleone family, to the point of becoming the don and taking over all of New York City. I also feel that, due to the epic nature of the fiction upon which it is based, the Godfather game stands apart.
XBS: In closing, let me first thank you for your time and secondly ask you one last question. What is next for David “The Godfather†DeMartini?
David DeMartini: I really need a break. This has been a labor of love for the past three year and many sacrifices have been made by me and my loved ones so that I could help make this wonderful interactive Godfather experience. Much like the Don himself I need to settle into my back yard and tend to the tomatoes for a while……. But don’t write me out of the story….. I’ll be back!
XBS: I would personally like to thank you for taking time out of your very hectic schedule and accepting to do this interview. Any last words before I let you go?
David DeMartini: I would just like to thank the consumers out there for there patience. I know they have waited 4 more months than they expected and I appreciate their loyalty to us and to this great property. I feel strongly that their loyalty and patience will be paid off with this wonderful, epic gaming experience that is The Godfather.
More on The Godfather video game
- The Godfather Xbox Screenshots
- The Godfather Hands-on Preview
- The Godfather Official Video Game Web site
- EA.com
Filed under: Interviews
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well i can add nothn cuz dis game is more dan perfection but i need some help wheneva i get into a car i cant go out, went to options but found nothn abt a key dat makes u get out of a car…need help plz reply
There are doors behind the confessional that I can’t unlock…….What’s up with that?