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

PlayStation 3 Xbox 360 Interview by Tom Bramwell

22 April, 2008

Page 1 of 2. Page 2 ->

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.

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superdelphinus
22/04/08 @ 13:25
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DS version?
Moz
22/04/08 @ 13:27
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^^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 1 times, most recently on 22/04/08 @ 14:29
syphaa
22/04/08 @ 13:27
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Nah. TO rubbish :)
bdc
22/04/08 @ 13:35
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I so can't wait.


And that ingameshot with the hud looks phenomenal, it's not a bullshot or anything!
disc
22/04/08 @ 13:56
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Bloody interesting as well.
el_pollo_diablo
22/04/08 @ 14:07
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Please could you tell us when the review embargo will be over and it'll be up on the site?

Thanks very much.
Edited 1 times, most recently on 22/04/08 @ 15:07
Skooch
22/04/08 @ 14:09
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It will be soon el_pollo_diablo - probably the end of this week. Andy by the way, it gets a 10....ssshhhh.
Moz
22/04/08 @ 14:15
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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?
disc
22/04/08 @ 14:15
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Moz: There's also a rumour about the PS3 version having a split-screen mode. From the same source. Rubbish obviously.

The Eurogamer editors have decided to increase the scale to 11 just this once actually.
Edited 1 times, most recently on 22/04/08 @ 15:16
Lexx87
22/04/08 @ 14:16
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I dunno, i'm feeling a 9 coming on
Lexx87
22/04/08 @ 14:16
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Moz, other people on forums are idiots
Moz
22/04/08 @ 14:19
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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
22/04/08 @ 14:22
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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
22/04/08 @ 14:24
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"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.autisticgamers.com
Altrezia
22/04/08 @ 14:26
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Good interview EG - and good answers from Mr Art Director.

Ryze
22/04/08 @ 14:30
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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
22/04/08 @ 14:31
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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
22/04/08 @ 14:38
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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 3 times, most recently on 22/04/08 @ 16:49
Buztafen
22/04/08 @ 14:50
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linky noey worky okey dokey?
M83J01P97
22/04/08 @ 14:58
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There are no stealable aeroplanes in the game and no bicycles or skateboards, we have known that since day one.
Edited 1 times, most recently on 22/04/08 @ 15:59
Verwandlung
22/04/08 @ 15:00
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The 29th ?That's the day I start working at a new company :) :(
Dabs
22/04/08 @ 15:06
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I dunno, i'm feeling a 9 coming on

Nah, you're joking, it's bound to be a 10.
shamblemonkee
22/04/08 @ 15:09
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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 2 times, most recently on 22/04/08 @ 16:18
wobbly_Bob
22/04/08 @ 15:33
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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
22/04/08 @ 15:43
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So what's the difference between a 4 door and a 4 door?
mikew1985
22/04/08 @ 16:04
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@ 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
22/04/08 @ 16:05
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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
22/04/08 @ 16:05
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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 1 times, most recently on 22/04/08 @ 17:05
mikew1985
22/04/08 @ 16:10
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@ 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
22/04/08 @ 16:34
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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 1 times, most recently on 22/04/08 @ 17:34
J.C
22/04/08 @ 16:52
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I cant wait to see the super smooth frame rate lol!
NKSR
22/04/08 @ 19:01
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come on im not reading that shit, fs give us the review already. its out in couple days..
TagemandBagem
22/04/08 @ 19:14
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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
22/04/08 @ 19:29
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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
22/04/08 @ 20:30
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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
23/04/08 @ 00:12
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Nice article, thanks.
Slipstream
23/04/08 @ 01:36
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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
23/04/08 @ 03:31
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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
23/04/08 @ 07:48
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@ 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
23/04/08 @ 08:18
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No, that's reserved for Crackdown! That's a perfect targeting system!
reality_cheque
23/04/08 @ 09:15
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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
23/04/08 @ 09:16
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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
23/04/08 @ 10:54
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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
23/04/08 @ 11:01
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BATTLETOADS

That's my way of saying I am looking forward to this particular video game.
Edited 1 times, most recently on 24/04/08 @ 14:28
Matfink
23/04/08 @ 13:41
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"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
23/04/08 @ 16:40
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If you all bought the PC version any problem with targeting would go away.

Except, wait...
Greebo
24/04/08 @ 16:02
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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
24/04/08 @ 20:26
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Play's systems are down today - back tomorrow.
Greebo
24/04/08 @ 21:35
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ahh, ok - Thanks!
Prox
25/04/08 @ 08:57
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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).

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