Development of Grand Theft Auto V
A team of approximately 1,000 people developed
The open world setting, modelled on Los Angeles and other areas of Southern California, constituted much of the development effort. Key team members conducted field trips around Southern California to gather research and footage, and Google Maps projections of Los Angeles were used to help design the city's road networks. The proprietary Rockstar Advanced Game Engine (RAGE) was overhauled to increase its draw distance rendering capabilities. For the first time in the series, players control three protagonists throughout the single-player mode. The team found the multiple-protagonist design a fundamental change to the story and gameplay devices. They refined the shooting and driving mechanics and tightened the narrative's pacing and scope.
The actors selected to portray the protagonists invested much time and research into character development. Motion capture was used to record the characters' facial and body movements. Like its predecessors, the game features an in-game radio that plays a selection of licensed music tracks. An original score was composed over several years by a team of five music producers. They worked in close collaboration, sampling and incorporating different influences into each other's ideas. The game's 2014 re-release added a first-person view option along with the traditional third-person view. To accommodate first-person, the game received a major visual and technical upgrade, as well as new gameplay features like a replay editor that lets players create gameplay videos.
History and overview
Preliminary work on Grand Theft Auto V began around Grand Theft Auto IV's release in April 2008; full development lasted approximately three years.[1] Rockstar North's core 360-person team co-opted studios around the world owned by parent company Rockstar Games to facilitate development between a full team of over 1,000.[2] These included Rockstar's Leeds, Lincoln, London, New England, San Diego and Toronto studios.[3] Technical director Adam Fowler said that while development was shared between studios in different countries, the process involved close collaboration between the core team and others. This was necessary to avoid difficulties if studios did not communicate with each other as many game mechanics work in tandem.[4] Game development ceased by 25 August 2013, when it was submitted for manufacturing.[5] Media analyst Arvind Bhatia estimated the game's development budget exceeded US$137 million,[6] and The Scotsman reporter Marty McLaughlin estimated that the combined development and marketing efforts exceeded £170 million (US$265 million), making it the most expensive video game ever made at its time.[7]
The proprietary
Research and open world design
Initial work on Grand Theft Auto V constituted the open world creation, where preliminary models were constructed in-engine during pre-production.[15] The game's setting is the fictional US state of San Andreas and city of Los Santos, based on Southern California and Los Angeles respectively.[16] San Andreas was first used as Grand Theft Auto: San Andreas' setting, which featured three cities separated by open countryside. The team thought the ambition of including three cities in San Andreas was too high, as it did not emulate the cities as well as they had hoped.[17] Houser felt an effective portrayal of Los Angeles needs to emulate its urban sprawl, and that dividing the workforce between multiple cities would have detracted from capturing "what L.A. is".[18] Garbut said PlayStation 2 era technology lacked the technical capabilities to capture Los Angeles adequately, such that San Andreas' rendition of Los Santos looked like a "backdrop or a game level with pedestrians randomly milling about".[18] The team disregarded San Andreas as a departure point for Grand Theft Auto V because they had moved on to a new generation of consoles and wanted to build the city from scratch. According to Garbut, game hardware had "evolved so much from San Andreas" that using it as a model would have been redundant.[18] The team's focus on one city instead of three meant they could produce Los Santos in higher quality and at a grander scale than in the previous game.[18]
Los Angeles was extensively researched for the game. The team organised field research trips with tour guides and architectural historians, and captured around 250,000 photographs and many hours of video footage.[10] Houser said, "We spoke to FBI agents that have been undercover, experts in the Mafia, street gangsters who know the slang—we even went to see a proper prison". He considered the open world's research and creation the most challenging aspects of the game's production.[19] Google Maps and Street View projections of Los Angeles were used by the team to help design Los Santos' road networks.[20] The team studied virtual globe models, census data and documentaries to reproduce the city's geographical and demographic spread.[18] The team opted to condense the city's spread into an area players could comfortably traverse to capture "the essence of what's really there in a city, but in a far smaller area", according to Houser.[21] The New Yorker's Sam Sweet opined that the "exhaustive field work ... wasn't conducted to document a living space. Rather, it was collected to create an extremely realistic version of a Los Angeles that doesn't actually exist".[22] Garbut noted that Los Angeles was used merely as a starting point and that the team were not "dictated by reality" while building Los Santos.[15]
The open world includes vast tracts of countryside around the city proper.[23] Research took the team to California's rural regions; Garbut recalled a visit he took with Houser to Bombay Beach that inspired them to set Trevor's initial story against the Salton Sea.[15] The team wanted a large world without open, empty areas and condensed Southern California's countryside into a detailed play space.[10] The game world covers 49 square miles (130 km2)—about an eightieth of Los Angeles County.[22] Its scale is greater than Rockstar's previous open world games; Garbut estimated it is large enough to fit San Andreas, Grand Theft Auto IV and Red Dead Redemption's worlds combined inside.[24] To accommodate the world's size, the team overhauled the RAGE to improve its draw distance rendering capabilities.[18] The large, open space permitted the re-introduction of fixed-wing aircraft, omitted from Grand Theft Auto IV because of its relatively smaller scale.[25] "We wanted somewhere big [to let players] fly properly", Houser explained.[26] Lead producer Leslie Benzies noted that to avoid a "hollow" countryside area, the team populated the open world with wildlife.[27]
Story and character development
A
The central story theme is the "pursuit of the almighty dollar".
The game has players control three characters: Michael De Santa, Franklin Clinton and Trevor Philips. The team wrote each character to embody a game protagonist archetype; Michael represents greed, Franklin ambition and Trevor insanity. Houser felt Michael and Trevor were written to juxtapose each other, with Michael "like the criminal who wants to compartmentalise and be a good guy some of the time" and Trevor "the maniac who isn't a hypocrite".[11] He considered that the three lead characters helped move the game's story into more original territory than its predecessors, which traditionally followed a single protagonist rising through the ranks of a criminal underworld.[11] Ned Luke portrayed Michael, Shawn "Solo" Fonteno portrayed Franklin, and Steven Ogg portrayed Trevor. Fonteno first became aware of the acting job through his friend DJ Pooh, who worked on San Andreas and was involved in Grand Theft Auto V's music production.[34]
When Luke's agent advised him of the casting call, he initially did not want to audition for the part because it was in a video game. After reading the audition material and learning more about the project, he became interested. He reflected, "I went immediately after reading the material from 'I'm not doing it' to 'nobody else is doing it'. It was just brilliant".[34] During the initial audition process, Ogg noticed on-set chemistry between him and Luke, which he felt helped secure them the roles.[35] "When [Luke] and I went in the room together we immediately had something", he explained.[36] While the actors knew their auditions were for Rockstar Games, it was not until they signed contracts that they learnt it was a Grand Theft Auto title.[34]
Work for the actors began in 2010.[34] Their performances were mostly recorded using motion capture technology.[17] Dialogue for scenes with characters seated in vehicles was recorded in studios.[37] Because the actors had their dialogue and movements recorded on-set, they found their performances no different to film or television roles. Their dialogue was scripted such that they could not ad-lib; however, with directorial approval, they sometimes made small changes to their performances.[37] To prepare for his role as Michael, Luke gained 25 pounds and studied Rockstar's previous games, starting with Grand Theft Auto IV. He considered Michael's characterisation to be an amalgamation of Hugh Beaumont's portrayal of Ward Cleaver in the American sitcom Leave It to Beaver (1957–63) and Al Pacino's portrayal of Tony Montana in the 1983 film Scarface.[34]
Ogg felt Trevor's characterisation developed over time. He said, "Nuances and character traits that began to appear—his walk, his manner of speech, his reactions, definitely informed his development throughout the game".[36] Ogg cites Tom Hardy's portrayal of English criminal Charles Bronson in the 2008 biopic Bronson as a strong stylistic influence.[36] He opined that while Trevor embodies the violent, psychopathic Grand Theft Auto anti-hero archetype, he wanted to evoke player sympathy for Trevor's story. "To elicit other emotions was tough, and it was the biggest challenge and it's something that meant a lot to me", Ogg explained.[34] Fonteno felt growing up in South Los Angeles and being exposed to drug trafficking and gang culture authenticated his portrayal of Franklin. "I lived his life before ... He's been surrounded by drugs, the crime, living with his aunt—I lived with my grandmother—so there was a lot of familiarity", Fonteno said.[34] Having not worked as an actor since portraying Face in the 2001 film The Wash, he sought counsel from Luke and Ogg to refine his acting skills.[34]
Gameplay design
Grand Theft Auto V's multiple protagonist design was envisioned to improve the series' core mechanics. The team sought to innovate game storytelling and negate stale familiarity by not evolving the gameplay's core structure.
The development team found that players experienced greater freedom when controlling three characters in missions. Lead mission designer Imran Sarwar felt they opened up more strategic manoeuvres. He cited a combat scenario where Michael sets up at a sniper outpost to cover Trevor, who makes a frontal assault on the enemy position while Franklin manipulates flank points.[40] Benzies felt character switching streamlines the interplay between free roam and linear mission gameplay, as it eliminates San Andreas' cumbersome long-distance drives to mission start points. Players may "explore the whole map without having to worry about the long drive back", according to Benzies.[27] Houser noted the mechanic's use during missions negated long drives as well.[18] The team implemented dynamic mission content throughout the open world, a feature borrowed from Red Dead Redemption. Dynamic missions present themselves while players explore the open world and may be accepted or ignored. In Los Santos, for example, players may encounter an armoured van and try to intercept it to steal its contents.[18]
The team overhauled the game's shooting and driving mechanics to match the standards of its contemporaries. Public reception to the team's previous games (such as Grand Theft Auto IV, Red Dead Redemption and
Music production
Grand Theft Auto V is the first game in its series to use an original score.
Early in the game's development, the music team were shown an early build before starting work on the score. Their work was mostly completed later in development, but they continued composing until its final build was submitted for manufacturing. Edgar Froese, Tangerine Dream's founding member, initially rejected the offer of producing music for a video game. After he was flown to the studio and shown the game, he was impressed by its scale and cinematic nature and changed his mind. Froese's first eight months of work on the score produced 62 hours of music.[45] He recorded with Tangerine Dream in Austria, but further work was conducted at Jackson's United States studio, which The Alchemist and Oh No used as well.[46]
Jackson's initial role was to provide the score for Trevor's missions, and he took influence from artists such as The Mars Volta and Queens of the Stone Age. When he learnt the team would be building off each other's work, he voiced concern that the finished product could be disjointed. After sharing his work with the team, however, he was particularly impressed by Froese's contributions. "Edgar evolved the music, made it into a whole other thing", Jackson said.[45] Froese had interpolated funk sounds with Jackson's hip-hop influences. Froese and Jackson then sent their work between The Alchemist and Oh No, who heavily sampled it. The Alchemist opined, "We were sampling, taking a piece form [sic] here, a piece from there ... We pitched stuff up, chopped it, tweaked it. Then we chose the tracks that worked and everyone came in and layered on that".[45] DJ Shadow then mixed the team's creations and matched them to the gameplay.[45] Pavlovich considered "how to make the hip-hop and rock score not sound like they were instrumentals of songs on the radio, but rather something unique to the score" a challenge.[47]
Pavlovich found that while Rockstar assigned the team missions to write music for, some of their random creations influenced other missions and sparked inspiration for further score development. He discussed a "stem-based" system used to make music fit dynamic game factors where the team would compose music to underscore outcomes players could make immediately after completing missions.[45] Each of these stems, Froese reflected, included up to 62 five-minute WAV files, which were sent to Pavlovich in New York. "He then created, very professionally, a mix down for each of the eight stems needed for a mission and sent out the material to the other artists involved", Froese elaborated.[47] Oh No drew from scenes within the game to make his work feel contextually pertinent with the action on-screen. The iconographic introduction of Los Santos early in the game, for example, inspired him to "create a smooth West Coast vibe that embodied" the city.[47] He supplied horns, electric and bass guitars, and percussion parts to fit with the car chase scenes. "We wanted everything to set the right tone", he explained.[47]
The Rockstar team wanted to synergise the game world's depiction of California with the radio stations by licensing tracks that imparted an appropriate "Cali feel".
Release
During a September 2009 earnings call, Take-Two Interactive CEO Strauss Zelnick was asked about Grand Theft Auto V, the purported next game in the series. He replied, "We're not going to announce it, we're not going to announce when we are going to announce it, and we are not going to announce a strategy about announcing it or about when we are going to announce it either, or about the announcement strategy surrounding the announcement of the strategy".[51] That November, Houser discussed with The Times his work on the series and the process that would be undertaken for the next Grand Theft Auto game. He expressed plans to co-write a thousand-page script and said that, when developing a new game, the team typically created a city and then developed the lead cast.[52][53] In July 2010, Rockstar North posted seven job advertisements related to a new title. The company wanted to recruit environment artists, physics programmers and character animators—the latter advertisement asked for recruits with "professional experience developing a third person action game". Journalists wrote that the job listing was indicative of Grand Theft Auto V's existence.[54] In June 2011, anonymous sources allegedly close to the developer told GameSpot the title was "well under way", with a 2012 release date likely.[55]
Rockstar Games first confirmed the game's existence on 25 October 2011 in an announcement on its official website and Twitter feed.[56] Take-Two Interactive's share price subsequently increased by seven per cent.[57] Journalists said the announcement ignited significant anticipation within the gaming industry, which they owed to the series' cultural significance.[58][59][60] The game did not meet its original projected March–May 2013 release date. By 30 October 2012, promotional posters had spread to the Internet, and a listing by the retailer Game had leaked the projected release date.[61][62] Rockstar announced a scheduled Q2 2013 release that day and began accepting pre-orders on 5 November.[63]
On 31 January 2013, the company announced the release date had been postponed until 17 September of that year. "It simply needs a little more polish to be of the standard we and, more importantly, you require", Rockstar stated in a press release.
Promotion
The game was extensively marketed through video trailers and press demonstrations. On 2 November 2011, a week after the announcement, the debut trailer was released. It is narrated by Michael and depicts the open world accompanied by the song "Ogdens' Nut Gone Flake" by English rock band Small Faces.[79] A press release published the same day confirmed the game's open world recreation of Southern California and Los Angeles.[80] Almost a year later, Game Informer ran a Grand Theft Auto V cover story for their December 2012 issue.[18] Rockstar intended to release the second promotional trailer on 2 November. However, these plans were hampered by Hurricane Sandy, which cut power supplies to Rockstar's New York offices.[81] The trailer was eventually released on 14 November; it introduces the lead protagonists' back-stories and features the song "Skeletons" by American musician Stevie Wonder.[82]
To unveil the cover art, Rockstar contracted artists to paint a mural on a wall in Manhattan on 31 March 2013,[83] followed by the artwork's digital release on 2 April.[84] It showed English model Shelby Welinder portraying a blonde beach-goer.[85] Three trailers were released on 26 April, each focusing on one of the protagonists. The songs "Radio Ga Ga" by English band Queen, "Hood Gone Love It" by American rapper Jay Rock, and "Are You Sure Hank Done It This Way" by American musician Waylon Jennings are used in the Michael, Franklin and Trevor trailers respectively.[86]
A trailer released on 9 July features the first gameplay footage. It demonstrates the shooting and driving mechanics, and the ability to swap between characters instantaneously.[87] Grand Theft Auto Online was unveiled in a trailer released on 15 August. The video displayed activities like bank heists, small robberies, "traditional" game modes, purchase of property and bicycle riding.[88][89] The final pre-launch trailer was released on 29 August, intended to be a television advertisement.[90] The song "Sleepwalking" by American band The Chain Gang of 1974 was used in this trailer.[91]
Viral marketing strategies were used to promote the game. Visitors to the website of The Epsilon Program—a fictional religious cult within the Grand Theft Auto universe—were offered a chance to register for that group. After filling in an online membership form, the terms and conditions revealed that the site was a casting call for five people to appear in the game as members of the fictional cult.[92][93] The official Grand Theft Auto V website was redesigned on 13 August 2013 to show a preview of activities and locales within the open world and an examination of the lead protagonists' stories.[94] More information was released on the website on 24 August,[95] 6 September,[96] and 13 September.[97]
To spur pre-order sales, Rockstar collaborated with several retail outlets to provide
Features | Standard | Special Edition | Collector's Edition | Re-release |
---|---|---|---|---|
Game disc | Yes | Yes | Yes | Yes |
Access to Atomic Blimp | Pre-order only | Pre-order only | Pre-order only | Yes |
Steelbook with "V" logo artwork | No | Yes | Yes | No |
Blueprint map (Los Santos and Blaine County) | No | Yes | Yes | No |
Special ability boost | No | Yes | Yes | No |
Stunt plane trials | No | Yes | Yes | Yes |
Bonus outfits, tattoos, etc. | No | Yes | Yes | Yes |
Additional weapons | No | Yes | Yes | Yes |
Security deposit bag | No | No | Yes | No |
Grand Theft Auto V key | No | No | Yes | No |
New Era cap | No | No | Yes | No |
Custom Grand Theft Auto Online characters | No | No | Yes | Yes |
Unique vehicles and garage property | No | No | Yes | Yes |
Rockstar Editor | No | No | No | Yes |
Shortly after the game's release, the iFruit application was released for iOS devices. It let players customise vehicles, create custom license plates and teach Franklin's dog Chop new tricks, which unlocked additional in-game abilities.[102] Upon its launch, some users reported problems connecting to the application's servers;[103] these problems were resolved with an update on 25 September 2013.[104] iFruit was released for Android on 29 October,[105] and for Windows Phone devices on 19 November.[106] A PlayStation Vita port was released on 1 April 2014.[107] Rockstar stopped supporting the application on 12 December 2022.[108]
Re-release
There's something incredible about running around this world in first-person, glancing down at Trevor's hands, now your hands and seeing the tattoos, the dirt under his nails ... And then with a click you're in third person and there's your character again in front of you—it's a whole other new experience.
Aaron Garbut, Rockstar art director, IGN, 5 November 2014[109]
The enhanced version for PC, PlayStation 4, and Xbox One features an increased draw distance, finer texture details, denser traffic, upgraded weather effects, and new wildlife and vegetation.
The PlayStation 4 version uses the
Art director Aaron Garbut said the addition of first-person inspired the enhanced version's graphical upgrade.
Initial PC version development began in parallel with PlayStation 3 and Xbox 360. PC development later gave way as the focus shifted to the console releases but eventually resumed.
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Unfortunately, as many of you may already know, some people who downloaded the digital pre-order of Grand Theft Auto V through the PlayStation Store in Europe were able to access certain GTAV assets leading to leaked information and media from the game appearing online [...] As you can imagine, we are deeply disappointed by leaks and spoilers being spread in advance of the game's launch.
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