Gaming

"Releasing GTA 3 was cathartic," reflects its art director: "We were a young team, relatively inexperienced"

"Releasing GTA 3 was cathartic," reflects its art director: "We were a young team, relatively inexperienced"
(وێنەکە لە ڕۆکستار گەیمزەوە وەرگیراوە)
(وێنەکە لە ڕۆکستار گەیمزەوە وەرگیراوە)

Dreamcast is rarely thought of as the start of anything. It was the full stop on Sega's reign as a hardware company, the console that died as PlayStation 2 thrived. But it was also, Rockstar says, the birthplace of the era's defining PlayStation game. You know, the one your mum heard was about killing prostitutes: Grand Theft Auto 3.

The story goes like this: GTA's developer, DMA Design, had just opened a new office in Edinburgh after a decade in Dundee. Change crackled in the air. The '90s were ending, and all around DMA the game industry was transitioning to three dimensions. The young team behind an early 3D game named Body Harvest believed they were ready to do the same with GTA.

(وێنەکە لە ڕۆکستار گەیمزەوە وەرگیراوە)
(وێنەکە لە ڕۆکستار گەیمزەوە وەرگیراوە)

Yet the studio's old guard was unconvinced. The team had already experimented with tilting the camera a little in GTA 2, but weren't sure it was possible to go further. A simulated city, navigated at breakneck speeds in whatever direction the player chose? Surely not in 3D.

(وێنەکە لە داهاتووەوە وەرگیراوە)
(وێنەکە لە داهاتووەوە وەرگیراوە)

This feature first appeared in PLAY Magazine #8, celebrating 20 years of GTA 3.

"We had a bit of pushback from them," recalls Rockstar North co-studio head and art director Aaron Garbut. "So we did a tech demo of a city environment on the Dreamcast with cars driving around and characters walking the streets. We got it working over a period of weeks to the point where you could steal a car and drive it about, then we got it in front of Sam."

Sam Houser was the executive producer of Take-Two's new publishing label in New York, which had rather audaciously named itself Rockstar Games. He'd been a backer of GTA since its earliest days, egging its team on as they embraced player criminality and transgression. Now he was more than keen for the series to take its next revolutionary step.

(وێنەکە لە ڕۆکستار گەیمزەوە وەرگیراوە)
(وێنەکە لە ڕۆکستار گەیمزەوە وەرگیراوە)

"Sam has always been the voice of the player," Garbut says. "He has always encouraged us to go further, to take risks, to make every game our best yet and never to settle. He has also given us the support, the room, and the flexibility we've needed over the years to get things where they need to be. He's still that person for the team now."

The GTA 3 team were galvanised by the Dreamcast demo, basic though it was. It became a source of inspiration and a focal point for their ambitions. "We knew what we were doing in 3D and were young, arrogant, and naïve enough to feel like it was easy and exciting," Garbut says. "We just knew how far we could take things. We could see the impact of an urban environment in 3D and were filled with ideas first and foremost about how we could bring it alive. That was our initial focus – building the toys and playset, making a world that functioned as well as we could make it, a living, breathing city."

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سەرچاوەی فەرمی بە زمانی ئینگلیزی: https://www.gamesradar.com/games/grand-theft-auto/releasing-gta-3-was-cathartic-reflects-its-art-director-we-were-a-young-team-relatively-inexperienced

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