| Gnome | Twitch caster | R* Class Of ‘98 | SoT Founder | Twitch moderator | QA tester |

The Netherlands
Joined May 2009
So close to GTA VI’s release, I start thinking of all the memories playing GTA V and GTA Online. Having a job added to the Community Series and even being featured on R* Newswire is something I could never have imagined.
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I WANT TO GO TO VICE CITY - MIAMI!
BURGER SHOT inside Kaseya Center 🔥 crazy prices but it’s essentially a Skinny Louie. They do have branded packaging tho 👀 in line to try
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THIS
When you stream and face the wrong way on your overlay, I feel like you are fucking with me on a very personal level.
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Leg de hand op alles wat deze gigawereld te bieden heeft. Pre-order Grand Theft Auto VI: Ultimate Edition nu op PlayStation 5.

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25 years ago, on October 22, 2001, Grand Theft Auto III was released. This is the team that made it. (I'm second from the right) Here's what I remember about making it. For most of development, GTA3 was in a sorry state. It crashed frequently, the frame rate was terrible and the map was full of holes. Only in the last six months did everything come together. For the longest time, it looked like the frame rate was going to be 20 fps. Only in the final months did we manage to hit 30. In 1999, DMA Design, based in Dundee, Scotland, was going through some changes. The company had recently been bought by Take-Two Interactive, and a satellite office had opened in Edinburgh. Space Station Silicon Valley for the N64 had been finished in 1998, but there was no new project lined up. Leslie Benzies and Aaron Garbut started working on GTA3. Unprompted. Meanwhile, the original GTA1 and GTA2 team had started work on GTA2.5, set in Miami. It was called 2.5 because it used the 2.5D (isometric) perspective. In March 2000, the Dundee office was closed and GTA2.5 was cancelled. Take-Two/Rockstar gave GTA3 the green light. Everything was written from scratch. Only two people worked on both GTA2 and GTA3, and no code or art from GTA2 was reused. The way we worked was organic. People would come up with ideas for missions and we'd just try them. If they were fun, they were in. The story was secondary. In fact, the opening plot involving Catalina trying to kill Claude was added well into development. Leslie Benzies (the producer) plastered a wall in the boardroom with Post-it notes. They were yellow, green and pink, representing missions, contacts and locations. Missions were moved around all the time, often handed from one contact to another. Only once the voice acting was recorded were these things set in stone. You sometimes come across locations on the map that are more detailed than you'd expect. Chances are there used to be a mission contact there that got moved elsewhere. Working on GTA3 was a lot of fun. Every day there was something new going in. A new mission, radio station, car, pedestrian, building or whatever. The game was growing at an incredible rate. Other than the multiplayer mode we did some work on, I can’t remember a lot of wastage. Although everybody worked hard, I don't remember many people doing crazy hours. On the rare occasions I was in over the weekend, there were usually only one or two others. Even during crunch time, most people left the office around 9 or 10 in the evening. I always thought it was better to work eight focused hours than spend your life in the office. Although we liked the game, it wasn't at all clear that it would be a hit. GTA3 had a disappointing showing at E3 in May 2001. Most people weren't interested, and those who were thought it was too violent. It had an OK launch, but sales never tapered off. Our office was in Leith, Edinburgh. It was a fairly run-down neighbourhood at the time. Just a couple of years before we arrived, J.K. Rowling had been writing the first Harry Potter in that very same neighbourhood. The thing I remember most is the camaraderie. In a small team, everybody relies on each other and everybody has a lot of input. Most of us were young and had only recently moved to Edinburgh. We went to the pub together. It felt like a group of friends who happened to be working on a project together. xitter.cf/ObbeVermeij/status/178… xitter.cf/ObbeVermeij/status/175… xitter.cf/ObbeVermeij/status/187… xitter.cf/ObbeVermeij/status/182… xitter.cf/ObbeVermeij/status/179…
For gta3, Vice and SA; Memory on the ps2 was tight. We had to limit the number of used vehicle models to 8. My code would occasionally pick a car model to be phased out. Once there were none left on the map, this model would be removed and a new model could be loaded. The code would pick a model that was appropriate for the area (sports cars in business district, old cars in run-down areas etc). Most of the time this worked fine. A few things could throw a spanner in the works: If the player had gone up the wanted levels, some of the 8 slots would be taken up by police cars, FIB and swat vans and the police heli. Level designers would sometimes load specific car models for missions. Often these were not appropriate to be used for ambient traffic. Ambulance and firetrucks could be needed if there was an accident. If the player travelled to a different area of the map; some of the loaded cars would look out of place and could not be used. It would take a while for replacement models to be loaded. The game would keep the last player driven car, as it would be jarring if the player went back and it wasn’t there. At times there would only be 1 or 2 cars models available for ambient traffic. This lack of variation was particularly noticeable if the player was driving the one car that had to be used. To alleviate the problem, garages remove cars inside of them once the door has closed. This way the model could be removed. When the player opened the door, the cars were re-created in the same spot. Npc models were loaded/removed the same way. It just wasn’t as noticeable if variety was lacking. For each game we picked a generic looking character model that looked appropriate in each area of the map. This model was never removed and always ready to fill in. Screenshot from this vid: youtube.com/watch?v=KWhjv4J6…
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GTA-Maps.com is now live, our new website bringing interactive maps, guides, and completion tracking to the GTA series as the companion site to our YouTube.com/GTASeriesVideos channel. Optimized for desktop and mobile, the site covers GTA 1, GTA 2, London 1969 and 1961, the GTA trilogy, Liberty City Stories, Vice City Stories, Advance, Chinatown Wars, GTA IV and both episodes, GTA V, and GTA Online. Features include: - Detailed maps: Day and night satellite views for each game, radar maps, and street names for GTA IV and GTA V. The GTA trilogy includes both Original and Definitive Edition maps, while Liberty City Stories and Chinatown Wars include PS2\PSP and mobile (Android/iOS) maps. Cayo Perico is also available for GTA Online, with North Yankton included for both GTA V and GTA Online. - Precise locations: Precise coordinates for missions, collectibles, routes, and points of interest. You can also enter custom coordinates and share direct links to exact locations. - 100% completion tracking: Mark objectives as completed, fill your progress bar, and see what's missing. Achievement tracking and cheat lists for each game's platforms are also included. - Screenshots, descriptions, and video guides: Find an objective, follow our walkthrough, and track your progress. - The GTA Online page is updated daily, covering Hidden Caches, Treasure Chests, Time Trials, and more, with daily and weekly rotations that can be filtered. - The GTA Online Live Tracker shows available activities, countdowns, in-game time, and weather, helping you catch limited-time Halloween activities before they leave. Our Discord server also keeps you informed about daily activities and updates. We're continuing to add features, screenshots, guides, and map styles. And GTA VI is next: once it's available, we plan to bring Vice City and Leonida the same detailed maps, precise locations, video guides, and completion tools. Check it out: gta-maps.com
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If you’re older than 22 and still playing video games, let alone taking off work to play video games… You need to take a look in the mirror and give that person a thumbs up for being able to juggle bills, family, friends and still have time for a fun hobby.
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Skip the queue and grab your Vice City boarding pass now! I’ve teamed up with @GTAWikiOfficial, who've created a quick & easy page on their site to get your boarding pass instantly, along with other variants! Custom Ticket: gta.wiki/ticket Share your ticket below ⤵️
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New contender for the greatest GTA mod of all time It's called ViceBounce, and it causes all the game assets to bounce to the beat You can pick any song you like, just provide it with an mp3
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I'm a calm and patient person. While the majority spent the past few years as spies and detectives, going crazy over moon theories, leaks, rumors or unofficial "news", I just patiently waited. But now, seeing an actual launch trailer, it gave me goosebumps in places I didn't even know existed! 🩷🌴#GTAVI
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Watch the Grand Theft Auto VI Launch Trailer, featuring the debut of “Flower in a Hurricane" from original score composers Justice feat. Tame Impala, SZA, and King Gizzard & The Lizard Wizard. Grand Theft Auto VI arrives November 19: rockstargames.com/VI/ps5
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LAUNCH TRAILER!! It is really happening!
Watch the Grand Theft Auto VI Launch Trailer, featuring the debut of “Flower in a Hurricane" from original score composers Justice feat. Tame Impala, SZA, and King Gizzard & The Lizard Wizard. Grand Theft Auto VI arrives November 19: rockstargames.com/VI/ps5
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Early Rockstar post. The community:
Halloween thrills continue in GTA Online this week. Play to get the Butchery and Other Hobbies T-Shirt and win 3 Races to get the Orange Glow Skeleton Onesie and GTA$100,000, plus there are discounts on otherworldly vehicles and much more: rsg.ms/c4a6d8d
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Barbie Rewind won't be game of the year then.
NEW: GTA 6 will officially be eligible for The Game Awards in December. Cut-off date has been confirmed to be November 20th. With journalists allegedly being given weeks of playtime in advance before launch, I’m predicting a sweep for Rockstar. Exciting times.
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Jason Schreier's GTA VI Bloomberg report is out now. bloomberg.com/features/2026-…
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We’ll see. I doubt it’ll happen that soon.
"GamesBeat has confirmed that Rockstar plans to release the PC version of GTA VI in the first quarter of 2027, according to four industry sources familiar with the studio’s plans, all of whom requested anonymity to avoid damaging business relationships." gamesbeat.com/grand-theft-au…
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