Grand Theft Auto IV's Aaron Garbut: Part 2

More from Rockstar's art director.

Did you read part one of our interview with Grand Theft Auto art director Aaron Garbut? I thought so - I've always liked you. In which case you already know how a GTA game begins development, how characters and story are integrated, and why Rockstar prefers to be inspired by a real-world location rather than recreating one.

In part two, Garbut explains how GTA IV's development echoed that of GTA III in certain ways, and how development of a game as vast as this isn't as tightly controlled and rigorously planned as you might imagine. Enjoy, spoiler-free, and look out for our review of GTA IV as we close in on launch. The full game's out on 29th April.

Eurogamer: I've read before that you weren't seeking realism visually, but you must have discovered that the extra graphical fidelity afforded you the ability to give characters and locations more depth. Can you talk at all about how you filled that technological headroom?

'Grand Theft Auto IV's Aaron Garbut: Part 2' Screenshot 2

Aaron Garbut: There were some similarities between GTA III and IV in the initial approach. It's always a lot harder to get your head around the possibilities of a completely new system. With Vice City and San Andreas we had a pretty good idea of what the PS2 was capable of. On each the engine was enhanced or we came up with a new way of doing something and that bought us a little more power, but generally from day one we knew what to expect and we had an engine to try things out in.

On GTA III and IV though there was a lot of guesswork involved, we had to make things up as we went along. A working engine doesn't appear till a fair ways down the line and even when it does arrive there's still plenty of guesswork since it will not be optimised till nearer the end. So we just make one guess after another and hope we're guessing right. It's always a compromise between memory, detail, lighting, AI, physics, streaming, numbers of characters and vehicles, missions, etc. There are no hard and fast rules since we can bias what's important depending on the area - one area may be lighting heavy, another physics, another memory and rendering intensive. To work successfully with these sort of unknowns, and this number of variables we try to work iteratively as much as we can.

It's only towards the end once we have an engine that's close to final that we can start to tweak with that in mind. And it's at those stages where we find ourselves getting a real sense of what is possible. Where we have to take things out and make compromises and where we end up adding detail. I think we have already pushed both consoles very hard but I'm really excited to see where we can take it next now we know what works and what doesn't, now we know how to play to the strengths of our new engine and the consoles themselves.

'Grand Theft Auto IV's Aaron Garbut: Part 2' Screenshot 1

Eurogamer: It seemed to me from playing the game that individual neighbourhoods and streets didn't just have their own character, but that you were using them to direct an emotional reaction. Is that scale of mood something that consciously informs your location design, or is it a natural characteristic of New York that you're simply able to harness to fit the existing parameters of mission scenarios?

Aaron Garbut: The cities are never built specifically with missions in mind. We always build the cities first and fit the missions and stories into them. There are a few reasons for that. One of the main ones is practical and it's more pronounced on a new engine. The basic rendering parts of an engine tend to come online a lot sooner. The mission designers need a scripting language, fairly evolved physics and vehicle handling, the weapon systems, AI etc before there is much they can play with. Whereas the artists have 3D software from day one and the game can start rendering that quickly so we can get on with building the city right from the start.

So we've always treated the cities like a real place. We build them, we pack them with interesting things and then we place the missions within them at a later date. Obviously once a mission is placed and working we will tweak the area to work better, but essentially the processes are fairly separate. That's not to say there isn't a deliberate intention to evoke emotional reaction as you say. It's just that if there is one it's happening during the placement and pacing of the missions. I think having this massive environment available first gives a lot of opportunity to play with the missions and find what works best.

There are essentially two routes you can go down in making a game: you can do a load of pre-production upfront and plan it all out in advance or you can just dive in and be a bit more organic. The first option is the safest, it lets everyone know where they are from day one, it lets everyone know what needs done and it's the easiest to organise. But I think it tends to lead to fairly lifeless, soulless games, particularly when the games are more open like ours. We are a lot more organic, this is a conscious choice and it does lead to more difficulties along the way, it's harder on the team and it's trickier to keep track of but it leads to better games. It works because the core team know each other well and have worked together for a long time, we trust each other and know what to expect. Our whole ethos is to try things out, play with them, find what works best and move in that direction.

The entire game in some respects starts blurry and just slowly comes in to focus over the project. Some areas work better than others and the worst areas are always looked at and pushed forward. Missions start as experiments and are moved around the map until they work. The story drives some of this and weaves its way around the rest.

No one aspect of the game is the driving factor, we don't create a list of missions, build levels around it and stick a story on top, and we don't create a story and hang everything off of it. Instead we have a bunch of ideas, elements of the story, the characters, locations, the general tone, gameplay elements, technology, mission ideas, and we just mix it all up and see where it goes trying to steer it along the way. It's all a big scary tangled web. But it works.

Eurogamer: I'm very interested in the process of creating the game's vehicles. It's easy to imagine a number of scenarios, but most people I've spoken to about it seem to assume one of two things: that you adopt a real-world vehicle as your model and subtract and distort until you have a GTA car, or that you decide on a range of characteristics that fit the requirements of a particular area on the game's curve, and prototype something before sliding it in the direction of an existing archetype, like a Porsche or Lambo.

Aaron Garbut: It's a little of both actually. We make some basic decisions early on about the spread of vehicles. This is based on generally what we want from the game - the basic number of sports cars, the general percentage split of luxury cars, four-doors, four-doors, vans, lorries etc. Then the vehicle department start putting images to the percentages. We don't specifically go for one particular car but take elements of many cars and put them together into something new. I think if you know a lot about cars you could break the vehicles in the game down into the real world inspirations. But you would find many for each vehicle and you'd find a lot of our own ideas in there too.

I think if our guys actually designed real cars I'd be driving one. Some of the things they have come up with are beautiful.

'Grand Theft Auto IV's Aaron Garbut: Part 2' Screenshot 3

Eurogamer: As an entertainment series, with humorous and fantastical elements, do you have clearly defined structural, narrative and interactive parameters - a kind of GTA World Bible - or do you employ more of an organic approach informed by your experience of what worked in past titles?

Aaron Garbut: Every part of our process is pretty organic as I was saying earlier. We know what we are doing, we've been doing it for a while. We split up the responsibilities for the various elements between departments and have a fair amount of crossover. With a project of this scale it's increasingly difficult to have an overview of every element so we just have to have people take control of certain aspects and drive this.

A lot of this works because of the iterative process we use. Since things are "blurrier" to begin with - less well-defined - we are able to tighten and cross-reference more and more as elements come into focus. So we end up with something cohesive and working as a whole because the smaller elements that really pull things together happen later once the bigger picture is more defined. The more time we have, the more interconnected and defined the experience becomes as layers of complexity are added.

Eurogamer: How do you go about creating the fictional brands and adverts that you use in the game?

Aaron Garbut: These things come from all over the place. We have a design department that heads this stuff up, organises it, dishes it out to the artists, and works with everyone and anyone to produce it. A lot of it they come up with themselves, a lot comes from the radio ads and shows, every so often an email will be sent out looking for ideas for businesses or slogans which always ends up degenerating into pictures of cats and diarrhoea for some reason. But ideas come from all those places.

'Grand Theft Auto IV's Aaron Garbut: Part 2' Screenshot 4

Eurogamer: One of GTA IV's most written-about additions is the Euphoria physics, and we've seen plenty of examples of how that can be used to capture things like drunkenness, and compliment the game's freeform structure and emergent gameplay with humour. Was including Euphoria a hard decision to take? Did you perhaps feel you were - and was there perhaps any resistance to the idea of - ceding artistic control of certain aspects of physical behaviour to procedural animation?

Aaron Garbut: No, the decision to use Euphoria was pretty straightforward. I don't think we ever felt we had to compromise to achieve what we wanted. It is more a layer that happens on top of other animation whenever we decide we want it to. Basically we are always in control of it. In that respect we aren't losing any artistic control at all and what we gain is huge. We gain another level of interaction with the world and that adds a lot to its believability and solidity.

I think the basic fact is it's almost impossible to create predefined animation that deals with physical interaction with a world in as many possible varieties as we would need. It makes much more sense to let physics do what it does and just make things happen correctly. At its simplest that would have been adding a ragdoll, but Euphoria is so much more than this even at its most basic level.

Eurogamer: Finally, do you have a favourite character in GTA IV, and what is it about he or she that you particularly adore?

Aaron Garbut: For me it has to be Niko. He's just a breath of fresh air in what can be such a dull, cliché-ridden industry. He's got real depth and soul, and just seems so unique. He's likeable and he's got a pretty dark history. He has done some pretty bad things in his past, but he still feels like a good guy.

Grand Theft Auto IV is due out on PS3 and 360 and will be released on 29th April.

Comments (48) Latest comment 4 years ago

Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!

  • superdelphinus #1 4 years ago

  • Moz #2 4 years ago

    ^^LOL^^


    On a more seriouse note, this is all sounding very cool. Definately look forward to woundering around seeing what all this nre tech achieves, still have this naging feeling though that like other GTA games i'll play it for a few hour appreciate it, then just not get sucked into the actual story - Lets hope i'm wrong (my social life hopes i'm right!)
    Edited by 1 at 22/04/08 @ 14:29
  • syphaa #3 4 years ago

  • bdc #4 4 years ago

    I so can't wait.


    And that ingameshot with the hud looks phenomenal, it's not a bullshot or anything!
  • fightman3b #5 4 years ago

    *shrug* not a lot of new info here, just more blah-blah. give us some fucking reviews and that little thing called gameplay pics/vids....still conspicuous by their absence.

    still cant cunting wait though.
    Edited by 1 at 22/04/08 @ 14:49
  • el_pollo_diablo #6 4 years ago

    Please could you tell us when the review embargo will be over and it'll be up on the site?

    Thanks very much.
    Edited by 1 at 22/04/08 @ 15:07
  • Skooch #7 4 years ago

    It will be soon el_pollo_diablo - probably the end of this week. Andy by the way, it gets a 10....ssshhhh.
  • Moz #8 4 years ago

    I heard people on other forums saying something about there being different volumes on people on the street depending on if you play the 360 or PS3 version, anyone have any links to respectable sites saying this?
  • Lexx87 #9 4 years ago

    I dunno, i'm feeling a 9 coming on
  • Lexx87 #10 4 years ago

    Moz, other people on forums are idiots
  • Moz #11 4 years ago

    Moz, other people on forums are idiots

    This is the general rule of thumb, always good to see if anyone knows of a legit source of info, if no one does that it's goes from 90% sure of it being bollocks to 99% sure of it being bollocks
  • Lexx87 #12 4 years ago

    It's bollocks because if they did that can you imagine the fucking consequences there would be? The backlash would be awesome to watch though, angry gamers would tear down Rockstar studios.
  • superdelphinus #13 4 years ago

    "I heard people on other forums saying something about there being different volumes on people on the street depending on if you play the 360 or PS3 version, anyone have any links to respectable sites saying this?"

    i think it's from http://www.autisticgam ers.com
  • Altrezia #14 4 years ago

    Good interview EG - and good answers from Mr Art Director.

  • Ryze #15 4 years ago

    As long as the targeting and save systems are sorted - and from what I've seen so far, they are - I'll be happy with it if they've not broken any of the gameplay.
  • KreyAtiv #16 4 years ago

    Nice to see they still have the ramp truck in it. Handy thing to have when the cops are after you. Just slam on the brakes and they go up the ramp ahead of you, or sometimes to the side. Certainly stops them in their tracks. :D
  • FmCUK #17 4 years ago

    Without official word it's obviously likely made up, but what does anyone think/know about this:
    (quote from here; videogamer.com/...)

    "The "fantasy" vehicles have all been removed. Gone are the tanks, aeroplanes, parachutes, jet packs and bicycles."

    edit; fixed link
    Edited by 3 at 22/04/08 @ 16:49
  • Buztafen #18 4 years ago

    linky noey worky okey dokey?
  • M83J01P97 #19 4 years ago

    There are no stealable aeroplanes in the game and no bicycles or skateboards, we have known that since day one.
    Edited by 1 at 22/04/08 @ 15:59
  • Verwandlung #20 4 years ago

    The 29th ?That's the day I start working at a new company :) :(
  • Dabs #21 4 years ago

    I dunno, i'm feeling a 9 coming on

    Nah, you're joking, it's bound to be a 10.
  • shamblemonkee #22 4 years ago

    I see a recurring trend in the answers the biggest studios give on how they design their games (i.e Blizzard, Bioware, Rockstar). Unsurprisingly because success has given them the cash and leverage to take all the time they need to develop a game they are able to work in an organic manner, letting the creative process take its course.

    In contrast it often seems studios struggling for the success that affords this luxury are confined to deadlines and budgets that tie them into the stricter less iterative processes that the GTA guy claims lead to more lifeless worlds.

    My query is just how do you make that jump? It seems that in corporate guff at least EA have realised this and is affording studios more time, but what of dev houses under different publishers?

    Sorry for any TL:DR sufferers, even though you won't have made it this far :)
    Edited by 2 at 22/04/08 @ 16:18
  • wobbly_Bob #23 4 years ago

    QUOTE
    I dunno, i'm feeling a 9 coming on

    Nah, you're joking, it's bound to be a 10.


    Knowing Eurogamer it will probably be something like 6/10 ;-)
  • TagemandBagem #24 4 years ago

    So what's the difference between a 4 door and a 4 door?
  • mikew1985 #25 4 years ago

    @ TagemandBagem

    I thought the same. Good read though enjoyed both parts, nice work.
    Really wish I could stop reading almost everything about this game :(
    Fortunately I have managed to avoid any spoilers except that major one about a comedian posted on EG frontpage!
  • Slipstream #26 4 years ago

    We are a lot more organic, this is a conscious choice and it does lead to more difficulties along the way, it's harder on the team and it's trickier to keep track of but it leads to better games. It works because the core team know each other well and have worked together for a long time, we trust each other and know what to expect.

    Key to success!
    I like the idea of R* looking at things from a more 'organic' point of view, and the fact that they mesh well as a team, I suppose the trials and tribulations R* are constantly noted for, have really brought them together.

    Wonderful Article, I look forward to playing GTAIV.
  • jonsaan #27 4 years ago

    Good interview but how about asking if all the shitty stuff has been fixed?

    Targeting and Mission Save/restart structure for example.

    Maybe it's been covered in other articles. I only read these because it said spoiler free:)
    Edited by 1 at 22/04/08 @ 17:05
  • mikew1985 #28 4 years ago

    @ jonsaan

    Judging by all the reports so far these issues are Fixed by all accounts or at least immeasurably improved, won't go into details as you want to remain spoiler free ;)

    I envy you knowing nothing, everything will be new!
  • chrisdeeming #29 4 years ago

    jonsaan:

    I read a preview (either here or GamesRadar) that said that the new targeting/cover system is an improvement but still nowhere near perfect.

    I also read something about autosaving before missions, and retrying missions via a text or call on the mobile telephone but I cannot remember where this was from.
    Edited by 1 at 22/04/08 @ 17:34
  • J.C #30 4 years ago

    I cant wait to see the super smooth frame rate lol!
  • NKSR #31 4 years ago

    come on im not reading that shit, fs give us the review already. its out in couple days..
  • TagemandBagem #32 4 years ago

    I don't have much confidence for the shooting gameplay but if the driving hasn't been dramtically improved I might give this one a miss. Also, the helicopter gunship is just a blackhawk now? pffft!
  • seasidebaz #33 4 years ago

    i remember reading as well that the cover system is still a bit b0rk3d too... will pass judgement on full game though :)

    these articles are very good, though.

    oh, and the eg score will be 9/10. the game isn't perfect, so doesn't deserve a 10. save the 10 for the followups that mr gta mentioned in the interview :)
  • WinterSnowblind #34 4 years ago

    I think with every game they've promised the aiming system will be a lot better, and it always turns out to be horrible. Hopefully they've managed to get it right, but I wouldn't count on it. I doubt it will really ruin the game, but it's surprising that the games always get such high scores, even with so many glaring flaws. I hope the reviews actually take these things into account for once instead of just having a six page "It's GTA IV man! 10/10".

    It's also a little sad, considering Saints Row nailed the aiming system right away, the shooting was perfect.
  • Mashum #35 4 years ago

    Nice article, thanks.
  • Slipstream #36 4 years ago

    lol as for the targeting system, I think for precision targetting you have to gently hold the Left Trigger, that may take sometime for me, but I am sure I can nail it! As for lock on, well, time will tell ;)
  • Rodney #37 4 years ago

    I just found out today the contract on my current job finishes on friday so, as of monday, I am unemployed.

    I couldnt have timed unemployment any better.
  • mikew1985 #38 4 years ago

    @ WinterSnowblind

    "It's also a little sad, considering Saints Row nailed the aiming system right away, the shooting was perfect."

    Pfff, better than GTA? Yes. Perfect? Definitely not!
  • asphaltcowboy #39 4 years ago

    No, that's reserved for Crackdown! That's a perfect targeting system!
  • reality_cheque #40 4 years ago

    I'm on a poncey development course on the 29th, with early start and early finish - Mr Postie better be at mine by 8am so I can get some play in :D
  • Altrezia #41 4 years ago

    Ack. I hated the aiming in Saints Row. I liked the game, but that bit really got my goat, as it were.

    I prefered GTA's method of lock on and shoot tbh!
  • Slipstream #42 4 years ago

    No, that's reserved for Crackdown! That's a perfect targeting system!

    Yeah you're right, they actually nailed the lock-on system pretty good as it really works with the free form style of the game, like you could be jumping around like some psyco and the Lock on would't not fail you, even if you wanted to fire in mid-air. *points at his 5 kills whilst in mid-air achievement!*
  • sirtacos #43 4 years ago

    BATTLETOADS

    That's my way of saying I am looking forward to this particular video game.
    Edited by 1 at 24/04/08 @ 14:28
  • Matfink #44 4 years ago

    "It works because the core team know each other well and have worked together for a long time, we trust each other and know what to expect."

    I hope the team are getting paid shedloads then, cos GTA's success seems to depend on them...
  • YourMessageHere #45 4 years ago

    If you all bought the PC version any problem with targeting would go away.

    Except, wait...
  • Greebo #46 4 years ago


    Okay, so my order at Play.com has been 'Processing' all day.

    Now it's not in 'Outstanding Orders' or 'Order History'. Is this normal for Play.com, or have they wiped my order???
  • Altrezia #47 4 years ago

    Play's systems are down today - back tomorrow.
  • Greebo #48 4 years ago

  • Prox #49 4 years ago

    EG in your review please investigate any differences between the PS3 & 360 versions. I know it'll be good, I know I'll be buying it. Just want advice on which version (all other things equal).