“Releasing GTA 3 was cathartic,” reflects its art director: “We were a young team, relatively inexperienced”
gamesradar.com Oct 22, 2026

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

AI-summarised brief · reviewed before publication

Rockstar’s art director Aaron Garbut recalls that Grand Theft Auto III was born from a modest Dreamcast tech demo created by DMA Design’s newly opened Edinburgh studio. After years of 2D and limited‑camera GTA titles, the team built a simple 3D city on the Dreamcast, letting players steal cars and roam streets, then presented it to executive producer Sam Houser. Houser’s encouragement pushed the young, inexperienced crew to abandon arcade‑style scoring and pursue a living, breathing urban world. Leveraging concepts like wanted levels and pay‑and‑spray, they tackled unprecedented challenges such as dense city rendering without loadable chunks. The demo’s success convinced the studio to fully commit to a 3‑D open‑world experience that defined the series.

💡 Why It Matters

  • · The Dreamcast prototype proved a fully interactive 3‑D city was feasible, unlocking the open‑world formula that reshaped modern gaming.