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{{Short description|British video game developer}} | |||
Rockstar North (formerly DMA Design) is a developer of computer and ] based in ]. It is the developer of '']'' and its follow-up, '']'', two of the best-selling games of this console generation; in its earlier guise as DMA, it was responsible for originating the monumentally successful '']'' franchise. | |||
{{good article}} | |||
{{Use British English|date=July 2024}} | |||
{{Use dmy dates|date=July 2024}} | |||
{{Infobox company | |||
| name = Rockstar Games UK Limited | |||
| logo = Rockstar North Logo.svg | |||
| logo_alt = A capital "R" in black with a white outline and a five-pointed, white star with a black outline appended to its lower-right end. They lay on a dark-blue square with a black outline and rounded corners. | |||
| image = 20231022 Rockstar North.jpg | |||
| image_caption = Headquarters at Barclay House | |||
| former_name = {{Unbulleted list|DMA Design Limited {{nowrap|(1988–2002)}}|Rockstar Studios Limited {{nowrap|(2002)}}|Rockstar North Limited {{nowrap|(2002–2021)}}}} | |||
| type = ] | |||
| trade_name = Rockstar North | |||
| industry = ] | |||
| founded = {{Start date and age|df=yes|1988}} in ], Scotland | |||
| founder = ] | |||
| hq_location_city = ] | |||
| hq_location_country = Scotland | |||
| key_people = Andrew Semple {{nowrap|(])}} | |||
| products = {{Unbulleted list|''Lemmings'' series {{nowrap|(1991–1994)}}|'']'' series {{nowrap|(1997–present)}}}} | |||
| num_employees = 650 | |||
| num_employees_year = 2018 | |||
| parent = {{Unbulleted list|] {{nowrap|(1997–1999)}}|] {{nowrap|(1999–2002)}}|] {{nowrap|(2002–present)}}}} | |||
| website = {{URL|https://www.rockstarnorth.com/|rockstarnorth.com}} | |||
}} | |||
'''Rockstar North''' ('''Rockstar Games UK Limited'''; formerly '''DMA Design Limited''' and '''Rockstar North Limited''') is a British ] and a studio of ] based in ]. The studio is best known for creating the ''Lemmings'' and '']'' series, including '']'', the ] and most profitable entertainment product of all time. | |||
Founded by David Jones, DMA (the initials allegedly stood for "Doesn't Mean Anything") scored two early successes with ''Menace'' and ''Blood Money'' -- ] which gained some attention from gamers and critics for both their high-quality graphics and punishing level of difficulty. As with all the company's early games, ''Menace'' and ''Blood Money'' debuted on the ], with ] ports coming later. | |||
] founded the company as DMA Design in 1988 in his hometown of ]. During his studies, he had developed the game '']'' and struck a six-game publishing deal with ], which released ''Menace'' in October 1988. While making its sequel, '']'', Jones dropped out, hired several of his friends—including ], Steve Hammond, and Russell Kay, whom he had met at the Kingsway Amateur Computer Club—and opened the company's first offices above a former ] in 1989. Following the successful 1991 release of '']'', the studio rapidly expanded and moved into proper offices, after which Kay left to establish ]. Several ''Lemmings'' expansions and sequels later, 1994's '']'' was DMA Design's final game in the series and its last with Psygnosis. | |||
DMA's major breakthrough came with 1990's '']'', a deviously simple puzzle game that went on to sell over 20 million copies on 21 different systems (ranging from major platforms like the ] and ] to such relatively obscure formats as the ] and the ]). Much of DMA's time over the next few years was devoted to ''Lemmings'' follow-ups (''Oh No! More Lemmings'', ''Lemmmings 2: The Tribes'', ''All New World of Lemmings'', and two Christmas-themed ''Holiday Lemmings'' special editions), although they did manage to release two original titles: 1992's'']'' (a coolly received side-scrolling ] shooter) and 1994's '']'' (an innovative first-person strategy game utilizing a four-way split screen). Other Lemmings sequels and spinoffs, such as ''Lemmings Paintball'' and ''Lemmings 3D'', have appeared over the years, but these were produced without DMA's involvement. | |||
Starting in 1994, DMA Design partnered with ] and ] for several projects, many of which stalled or were cancelled. Jones sold the financially stricken studio to ] in April 1997, which also led to the ] of DMA Design's satellite studio in ], and Hammond's departure. After BMG Interactive released DMA Design's '']'' in November 1997 to commercial success, ] bought the publisher and the game's ] to form Rockstar Games in December 1998. At the same time, '']''{{'}}s underperformance led ] to purchase Gremlin Interactive, with DMA Design sold to Take-Two in September 1999. The studio was aligned with Rockstar Games, which soon released '']''. Amid these changes, Dailly left for Visual Sciences, while Jones founded ] and ]. | |||
1994's '']'', an odd 2D racer featuring disembodied unicycles with a heavy emphasis on stunts, was the company's first game to debut on a console (the ]). Published by ], it also marked DMA's first game without ] (their publisher since ''Menace'') and the beginning of what would be a long and often bumpy relationship with the Japanese console giant. | |||
A few months after an Edinburgh branch was established for DMA Design, the prior Dundee location was closed. '']'', the first ''Grand Theft Auto'' game presented fully in 3D, was released in 2001 and sold 6 million units in one year. Considered genre-defining, the game gave rise to a number of ]. Take-Two integrated DMA Design with Rockstar Games as Rockstar Studios in March 2002, which was renamed Rockstar North in May. Since then, the studio has continued the ''Grand Theft Auto'' series with '']'' (2002), '']'' (2004), '']'' (2008), and ''Grand Theft Auto V'' (2013), as well as a number of smaller games in the franchise. Rockstar North also created '']'' in 2003 and collaborated with other Rockstar Games studios on '']'' (2007), '']'' (2010), '']'' (2011), '']'' (2012), and '']'' (2018). | |||
After spending some time experimenting with various next-generation consoles (particularly the ]), DMA was asked by Nintendo to join their "Dream Team" of developers for the upcoming Ultra 64 system (later renamed ]), alongside such other developers as ], Paradigm, ], and ]. Under this arrangement, DMA would produce an N64-exclusive title that Nintendo would publish; the result of this collaboration was '']'', a third-person 3D vehicular action game with a decidedly un-Nintendo storyline about aliens arriving on Earth at various points in history to harvest mankind for food. However, whereas Psygnosis took a hands-off approach towards its outside developers, Nintendo was far more demanding, requiring a number of major overhauls to the original design (most notably the addition of puzzle and role-playing elements, intended to make the game more appealing to the Japanese market). The game underwent numerous delays, and Nintendo finally decided to drop their publishing plans; Midway picked up the rights and finally released it in 1998 -- nearly three years after the game was first shown at the N64's Japanese unveiling. Reaction was generally favourable, although more than a few gamers criticized the decidedly sub-par graphics (no doubt a result of the inordinately long production schedule). | |||
== History == | |||
In the interim, the company released (through the short-lived BMG Interactive label) '']'' for the PC and ], which applied the ''Body Harvest'' play mechanism of allowing control of any vehicle in the environment to a top-down 2D game of cops-and-robbers, putting the player in the role of a petty hood who works his way up through the criminal ranks in three fictional U.S. cities. Despite its undetailed retro graphics and tongue-in-cheek humour, GTA (as it was soon known) still attracted controversy for its violence, with the '']'' characteristically calling for an outright ban. The uproar no doubt contributed in some part to making GTA DMA's biggest success since ''Lemmings'', but its most distinguishing feature was the incredible degree of freedom afforded to the player, with vast, fully explorable cities and dozens of optional missions. DMA's second N64 title, '']'', was yet another take on the multiple vehicles concept, this time in a 3D ] environment and with robotic animals (each with unique abilities, such as hovering ] and turret-equipped ]) instead of cars and trucks. | |||
=== Background and formation (1983–1988) === | |||
In 1997, DMA was sold to British publisher ], with Jones becoming Creative Director of both companies. Gremlin managed to publish two DMA titles -- the UK release of ''Body Harvest'' and the PC version of ''Wild Metal Country'', a seemingly simplistic tank combat game with a complex control scheme and extremely realistic physics -- but DMA left the Gremlin fold shortly after that company's acquisition by ] in 1998. Jones left DMA at this point, setting up a new development studio in Dundee that was subsequently purchased by ]. DMA's next title, ''Tanktics'', a real-time strategy game for the PC, was published by ] the following year, to generally poor reviews; DMA then forged a publishing deal with ], a new division of ], who proceeded to release the ] version of ''Wild Metal Country'' (retitled simply ''Wild Metal'') and '']'' for the PC, Playstation and Dreamcast. | |||
], Steve Hammond, Gary Timmons, and ] (pictured in 2011).<ref name="The Courier: where are they now" /><ref name="Retro Gamer: From the Archives" />]] | |||
Having frequently played '']'' in his youth, the ] native ] gained early ] knowledge when his secondary school, Linlathen High, obtained an ] computer and piloted ] qualifications in ].<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="The Great British Dream Factory" /> In 1983, after leaving school, he took up an apprenticeship at the local plant of the electronics manufacturer ]. Although the company was best known for producing watches, the Dundee factory also built ]s for ], including the ] and ], which had boosted interest in hobbyist programming in the area.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="The Herald: play for the future" /> Timex employees could buy subsidised ZX Spectrum units, and the company paid for programming courses at the local ].<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="The Great British Dream Factory" /><ref name="The Herald: Scottish roots" /> | |||
Whereas GTA2 had been an incremental improvement on the original, keeping the top-down 2D perspective and adding a few new features (namely a somewhat complicated system of forging alliances and rivalries with numerous competing gangs), 2001's '']'', however, was a huge step forward, bringing the series into full 3D. It became the ]'s biggest system seller in both the U.S. and Europe; ], realising what a good thing they had, paid Rockstar to keep it a PS2 exclusive, while Rockstar bought DMA outright, renaming the company "Rockstar North" in early 2002. That same year saw the release of a PC version of GTA3, as well as ] for the PS2, which retained the engine and core gameplay of GTA3 while adding a number of refinements (plus a roster of top Hollywood voice talent). In 2003, the company released a PC port of ''Vice City'', as well as a two-pack of both GTA3 and ''Vice City'' for ]'s ] console (ported by ]). '']'', a ultra-violent 3D stealth game in which a convicted ] is forced to participate in a brutal '']''-esque ], was released for the PS2 in 2003. Rockstar North is currently working on another GTA3 update for the PS2 (tentatively titled ''Grand Theft Auto: San Andreas'') and an as-yet-untitled GTA sequel for "next-generation" consoles (most likely the '']''). Meanwhile, David Jones continues to work at his new Dundee studio, which was bought back from Rage in 2002 and renamed ]; the company's first game, ''Mobile Forces'', was released for the PC in 2002. | |||
The college also hosted the Kingsway Amateur Computer Club (KACC), where attendees—including Timex employees and local youths—had to bring their computers, usually ZX Spectrum machines.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="The Herald: Scottish roots" /> Jones was the oldest member at the KACC, where he soon befriended Steve Hammond and Russell Kay.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /> ] joined the club at the recommendation of a friend in 1984 with the ] he had received for Christmas. He was the youngest attendee at 14 years old.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="PCGamesN: making of Lemmings" /> The quartet bonded over their shared interest in creating games instead of playing or copying existing ones.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="The Great British Dream Factory" /> During their time at the KACC, Dailly and Hammond developed ''Freek Out'' for the Commodore Plus/4, which they finished and sold to the publisher Cascade for "a modest fee", while Jones and Kay cooperated on ''Moonshadow'' for the ZX Spectrum, which was eventually released as ''Zone Trooper''.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="The Herald: Scottish roots" /> Jones and Dailly also worked on ''The Game With No Name''.<ref name="The Herald: Scottish roots" /> | |||
The company's history is also marked by several announced projects that were subsequently canceled in mid-development: Nintendo 64 ports of ''Wild Metal Country'' and the original GTA; ''Clan Wars'' (a real-time 3D castle siege game set in medieval Scotland); ''Attack!'' (a caveman-themed platformer for the N64, of which very few details were announced prior to its cancellation); and a port of ]' PC hit '']'' for the ] (canceled when it became clear that Nintendo had no enthusiasm for the add-on device, which was never released outside of Japan). Additionally, a PC update of ''Hired Guns'' utilizing the ''Unreal'' engine was in development at start-up studio Devil's Thumb Entertainment and scheduled for a 2000 release, but canceled following the dissolution of publisher Psygnosis. | |||
As Sinclair Research's market share dropped significantly during 1986, the Dundee Timex plant enacted layoffs.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /> Jones accepted a ] for {{GBP|3000}}, a roughly half-year salary that he invested into an ], and subsequently enrolled in ] at the ] (DIT).<ref name="The Herald: Scottish roots" /><ref name="The Scotsman: Inside the minds" /> Hammond also attended the DIT, and all four soon joined its computer club.<ref name="Scottish Games: Manual Override 1" /> Because Jones easily passed the course's first year, he had much time to learn to programme for the Amiga and spent one year creating the ] ''CopperCon1''.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /> Working out of his parents' bedroom, he provisionally used the monicker "]".<ref name="The Herald: Scottish roots" /> The game featured graphics by the ] member Tony Smith, with whom he communicated by post, and sounds Dailly and Hammond recorded from a '']'' machine at a local ].<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="Gamasutra: Catch Up" /> At the ] trade event, Jones met with representatives of several publishers—including ], ], ], and the nascent ]—to demonstrate ''CopperCon1''.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /> While all reacted positively, Hewson Consultants and its ] were the most enthusiastic about the game and quickly agreed to publish it. However, after it was showcased in the '']'' magazine with the title ''Zynaps'', Jones wanted to avoid his game only becoming the Amiga version of ] and walked away from the agreement.<ref name="Retro Gamer: From the Archives" /><ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /> | |||
==Timeline== | |||
Instead, he turned to Psygnosis, visiting its ] offices in 1987 and agreeing to a six-game publishing deal.<ref name="Retro Gamer: From the Archives" /><ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /> ''CopperCon1'' was renamed ''Draconia'', which was ultimately changed to '']'' because the name was too similar to '']''.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="The Games Machine: Menace review" /> Jones also agreed to bring Psygnosis's '']'' from the Amiga to the ], for which he engaged Dailly and Hammond.<ref name="Scottish Games: Manual Override 1" /><ref name="Retro Gamer: Desert Island Disks" /> In his search for a company name to replace the already taken "Acme", Jones discussed alternatives with the members of the DIT's computer club in 1988.<ref name="Retro Gamer: From the Archives" /><ref name="The Herald: Scottish roots" /><ref name="Scottish Games: Manual Override 1" /> Among others, "Milliard", "Visual Voyage", and "Alias Smith and Jones" (in reference to ''Menace''{{'}}s artist) were floated, and Jones finally settled on "DMA Design".<ref name="Retro Gamer: From the Archives" /><ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /> The abbreviation "DMA" stood for "]" in Amiga manuals but carried no meaning in the company name.<ref name="VentureBeat: Gamelab" /> While "Direct Mind Access" was official briefly, Jones eventually began stating that the abbreviation was short for "Doesn't Mean Anything".<ref name="Retro Gamer: From the Archives" /><ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="Scottish Games: Manual Override 1" /> He formally founded DMA Design in 1988, when he was 22 years old.<ref name="Develop: IP profile" /><ref name="BBC News: Dundee hub" /><ref name="Modern Dundee" /><ref name="The Herald: winning game plan" /> | |||
*''Menace'' (1988) | |||
*''Ballistix'' (1989) (DOS port only) | |||
*''Blood Money'' (1989) | |||
*'']'' (1990) | |||
*''Oh No! More Lemmings'' (1991) | |||
*''Walker'' (1992) | |||
*'']'' (1993) | |||
*''Holiday Lemmings 1993'' (1993) | |||
*''Lemmings II: The Tribes'' (1993) | |||
*''All New World of Lemmings'' (1994) (published in the U.S. as ''The Lemmings Chronicles'') | |||
*''Holiday Lemmings 1994'' (1994) | |||
*''Unirally'' (1994) (published in the U.S. as ''Uniracers'') | |||
*'']'' (1997) | |||
*''Body Harvest'' (1998) | |||
*''Space Station Silicon Valley'' (1998) | |||
*'']'' (1999) | |||
*''Tanktics'' (1999) | |||
*''Wild Metal Country'' (1999) (Dreamcast version published as ''Wild Metal'') | |||
*'']'' (2001) | |||
*'']'' (2002) | |||
*'']'' (2003) | |||
*''Grand Theft Auto: San Andreas'' (working title) (2004) | |||
*Untitled Grand Theft Auto sequel for "next-generation consoles" (2006?) | |||
=== Initial games with Psygnosis and ''Lemmings'' (1988–1994) === | |||
==External Links== | |||
] (top; pictured in 2005) in August 1989.<ref name="Retro Gamer: Desert Island Disks" /><ref name="Dundee Culture: Nethergate" /> A plaque commemorating the twentieth anniversary of '']'' was installed in February 2011.<ref name="VG247: Plaque" />]] | |||
''Menace'' was released in October 1988 after 18 months of development.<ref name="The Games Machine: Menace release" /><ref name="The One: Profile" /> It was DMA Design's debut game and the first game under Psygnosis's Psyclapse label for budget-priced games.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /> Although Jones only received {{GBP|0.75}} for every copy sold, which he retrospectively viewed as a "terrible" deal, the 20,000 sales allowed him to buy a ] car and regularly visit the Psygnosis offices to meet other game developers.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="The Herald: Scottish roots" /> While working on a sequel to ''Menace'', the difficulty of Jones's university programme spiked, leading him to drop out and pursue game development full-time, against the advice of his professors.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="Daily Record: game and fortune" /> He intended to return after one year but never finished his studies, eventually receiving an ].<ref name="VentureBeat: Gamelab" /><ref name="The Herald: winning game plan" /> Jones soon began hiring his friends: Dailly, who had just been expelled from college, became the first employee in 1989 and began working on a Commodore 64 conversion of ''Menace''.<ref name="Retro Gamer: From the Archives" /><ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="The Herald: Scottish roots" /> Hammond joined second on a part-time basis as he continued his education, followed shortly by Kay and Brian Watson, one of Jones's university friends.<ref name="Retro Gamer: From the Archives" /><ref name="The Herald: Scottish roots" /> The ''Menace'' sequel, '']'', was released in April 1989.<ref name="New Computer Express: Money" /> It sold 40,000 copies.<ref name="Retro Gamer: From the Archives" /><ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /> Gary Timmons joined the studio shortly after the game was completed, while Dailly developed its Commodore 64 version and began working on a ] port of '']'' for Psygnosis.<ref name="Retro Gamer: From the Archives" /><ref name="Retro Gamer: Desert Island Disks" /> DMA Design also made ''Shadow of the Beast''{{'}}s Commodore 64 port and the PC Engine and ] versions for ''Ballistix''.<ref name="Retro Gamer: From the Archives" /><ref name="The One: Profile" /> | |||
* | |||
Jones's father-in-law, the owner of the Dundee ] The Deep Sea, lent him a small office space above the shop's former location at 134B Nethergate in Dundee.<ref name="Dundee Culture: Nethergate" /><ref name="The Times: Four geeks" /> The ] building, built in 1893, is sometimes called the Wee Pink Nethergate House.<ref name="Dundee Culture: Nethergate" /> When DMA Design inaugurated its office there on 1 August 1989, the ground floor housed Gooseberry Bush, a children's clothing store.<ref name="Dundee Culture: Nethergate" /><ref name="The Times: Four geeks" /> The studio continued to expand, also hiring many students to work part-time.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="The Guardian: How we made" /> In 1990, DMA Design cancelled several projects: The '']''-inspired ''Gore!'' was shelved due to technical restrictions of the Amiga at the time and the ] ''Cutiepoo'' did not make adequate progress after one year of work by the freelance programmer Tony Colgan.<ref name="Retro Gamer: From the Archives" /><ref name="Raze: Cutiepoo" /> Jones further put aside his game '']'' as he found he could not achieve his vision for it and stopped working on the Monster Cartridge, a ] for the Amiga, after another such product was released first.<ref name="Retro Gamer: From the Archives" /> | |||
The programmer Ian Dunlop and artist Neill Glancy, working remotely from ] on a contract basis, were soon made to experiment with ''Walker''.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="Retro Gamer: Walker" /> While they needed an artist to create characters just sixteen ]s tall, which Scott Johnston took on, Dailly believed the ] could be smaller and challenged himself to create eight-pixel-high characters.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /> He spent a lunch break hour building a showcase animation of such characters walking in a line and being killed comically, to the amusement of the office. Kay remarked that a game could be created from this. Jones concurred and thought of a design in which the player should prevent the characters from being killed.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="PCGamesN: making of Lemmings" /> Kay wrote a demo before it was passed on to Dailly and later to Jones, who worked out the gameplay foundations with Timmons.<ref name="Retro Gamer: Desert Island Disks" /> The game was named '']'' upon Kay's suggestion and released in February 1991.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="The Times: Four geeks" /> It sold 55,000 copies on its first day and was swiftly brought to other regions and platforms.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /><ref name="The Herald: Scottish roots" /> Jon Dye, another former KACC attendee, was hired later that year to bring the game to the ZX Spectrum.<ref name="The Scotsman: Scottish legends" /> | |||
''Lemmings'' had 20 million lifetime sales across 21 platforms.<ref name="The Herald: Scottish roots" /><ref name="NGen: Gamespotting" /> At 25 years old, Jones became a millionaire and subsequently bought two ] luxury cars.<ref name="The Scotsman: Inside the minds" /><ref name="VentureBeat: Gamelab" /> The company rapidly expanded and began working on several additional projects.<ref name="Grand Thieves & Tomb Raiders: Wandering Creatures" /> As Psygnosis sought DMA Design to produce ''Lemmings'' ] and sequels in the wake of this success, the studio developed '']'' (1991), '']'' (1993), and '']'' (1994).<ref name="Retro Gamer: From the Archives" /> It also made the Christmas-themed '']'' to be distributed for free on ]s in 1991 and 1992, before Psygnosis made it a commercial release for 1993 and 1994.<ref name="Retro Gamer: Lemmings" /><ref name="Eurogamer: Christmas Lemmings" /> | |||
By November 1992, DMA Design had grown to 22 staff, of which 10 were former classmates of Jones, and relocated to proper offices at the Dundee Technology Park.<ref name="The Herald: winning game plan" /> As Kay left DMA Design in 1993 to form ], Jones and Dailly hired Keith Hamilton as a replacement and put him in charge of ''All New World of Lemmings''. This entry focused on larger, more detailed lemmings, which Hamilton and Jones later believed diminished the game's charm.<ref name="Grand Thieves & Tomb Raiders: Hit and Run" /> In the same year, Psygnosis released ''Walker'', which remained exclusive to the Amiga, and '']'', which had been created principally by Johnston with a story by Hammond.<ref name="Scottish Games: Manual Override 2" /><ref name="Eurogamer: Walker" /> ''All New World of Lemmings'' was the final game in Jones's original deal with Psygnosis and, with fatigue for ''Lemmings'' at the studio, Psygnosis hired other developers for subsequent entries.<ref name="Retro Gamer: From the Archives" /><ref name="Grand Thieves & Tomb Raiders: Hit and Run" /> Among them, Kay and Visual Sciences made '']''.<ref name="Retro Gamer: Lemmings" /> | |||
=== Partnerships with Nintendo and BMG Interactive (1994–1997) === | |||
After leaving ''Lemmings'' behind, DMA Design began researching development for the ].<ref name="NGen: Gamespotting" /> In another project, Psygnosis briefly had DMA Design ] an in-development ] on the ] (SNES).<ref name="GIbiz: Rise and Fall of Sony" /> During one ], Jones caught the attention of ] with a ] ''Star Wars'' clip running on the SNES, something previously believed impossible.<ref name="Scottish Games: Manual Override 2" /><ref name="Retro Gamer: N64 Years" /> At the time, the company was seeking development partners for its upcoming ] console, which was then called Project Reality.<ref name="Grand Thieves & Tomb Raiders: Hit and Run" /><ref name="Retro Gamer: N64 Years" /> DMA Design signed a two-game contract—worth several million pounds—and joined Nintendo's "Dream Team" of external partners.<ref name="Retro Gamer: N64 Years" /><ref name="Jacked: Race'n'Chase" /> When this partnership was announced in April 1994, DMA Design was only Nintendo's second partner for the platform.<ref name="Scottish Games: Manual Override 2" /><ref name="The Herald: quite some game" /> Using these funds, the studio grew to occupy {{convert|2500|sqft|m2}} of office space at the Dundee Technology Park and spent around {{GBP|250,000}} outfitting all rooms with high-end devices.<ref name="Jacked: Race'n'Chase" /> The partnership also led DMA Design to cease developing for the 3DO.<ref name="NGen: Gamespotting" /><ref name="Scottish Games: Manual Override 2" /> The studio steered clear of other consoles, like the ] and ], because Jones disliked "multiformat publishing for the sake of it".<ref name="NGen: Gamespotting" /> | |||
DMA Design's first project for Nintendo was '']'', a racing game featuring animated ]s created using 2D sprites rendered from a ].<ref name="Nintendo Life: Unirally" /> Following the game's 1994 release for the SNES, the animation studio ] sued Nintendo over perceived similarities between the game's characters and the unicycle protagonist from Pixar's 1987 animated short film '']''.<ref name="VentureBeat: Gamelab" /><ref name="Nintendo Life: Unirally" /> The judge ruled in Pixar's favour and the two companies agreed that Nintendo would cease the production of ''Unirally'' copies while Pixar was to receive a Nintendo 64 ].<ref name="Retro Gamer: Desert Island Disks" /><ref name="Nintendo Life: Unirally" /> Despite the ruling, the game sold 300,000 copies.<ref name="Nintendo Life: Unirally" /> DMA Design continued working with Nintendo on ''Kid Kirby'', a ] in Nintendo's '']'' franchise made by Colgan after requesting a second chance from Jones.<ref name="Retro Gamer: From the Archives" /> The game featured a young version of ], who would have been launched around levels using the ].<ref name="Nintendo Life: Kid Kirby" /> In November 1994, a team of five people commenced developing '']'', scheduled to be a ] for the Nintendo 64.<ref name="Scottish Games: Manual Override 2" /><ref name="Retro Gamer: N64 Years" /> | |||
In the meantime, Dailly was experimenting with ways to render 3D buildings from a ]. To showcase this technology, he devised a game that saw the player control a dinosaur and destroy the city. After adding cars to make the scene more lively, a colleague suggested having the player drive these cars instead.<ref name="BBC News: birth pangs" /> Jones took notice of Dailly's project and passed it to a team that should turn it into a game.<ref name="Retro Gamer: Desert Island Disks" /> The Liaison and Promotion Company, which had taken on marketing for DMA Design and its games in July 1993, presented the studio with potential partners for the project.<ref name="The Herald: Liaison" /> Jones consequently presented a prototype of the game, which became known as ''Race'n'Chase'', to ], the recently formed games arm of ].<ref name="Grand Thieves & Tomb Raiders: Hit and Run" /><ref name="Jacked: Race'n'Chase" /> The two companies signed a {{GBP|3.4 million}} contract in March 1995, wherein the studio would develop four games for the publisher.<ref name="The Herald: Liaison" /><ref name="The Herald: BMG deal" /> According to The Liaison and Promotion Company, Jones had not informed the firm of the impending deal, instead claiming he would partner with another company. such as ]. DMA Design and The Liaison and Promotion Company then severed ties just before the deal with BMG Interactive was finalised, such that DMA Design refused to pay the marketing firm its share of the deal.<ref name="The Herald: Liaison" /> | |||
The publishing agreement covered ''Race'n'Chase'', '']'', '']'', and ''Covert'', the latter a ] in the style of '']''.<ref name="Retro Gamer: N64 Years" /> With the acquired funds, DMA Design intended to expand its offices and increase its 40-strong headcount with 42 additional hires, quickly growing to 130 people.<ref name="Grand Thieves & Tomb Raiders: Hit and Run" /><ref name="The Herald: BMG deal" /> The company took over an additional {{convert|5000|sqft|m2}} of office space and expanded to two adjacent buildings, therein also setting up a {{GBP|500,000}} ] studio that found little usage.<ref name="Jacked: Gouranga!" /><ref name="The Herald: active interest" /> Another section housed DMA Music with seven full-time musicians.<ref name="NGen: Gamespotting" /> ''Race'n'Chase'' formally entered into production in March 1995.<ref name="Wireframe: chaotic origins" /><ref name="Engadget: GTA design docs" /> The development team consisted mostly of recent graduates with little development experience, with Hamilton as the lead programmer.<ref name="Grand Thieves & Tomb Raiders: Hit and Run" /> As such, the team was highly unorganised and struggled with the development until ] moved from BMG Interactive to DMA Design as the game's ] and ].<ref name="Wireframe: chaotic origins" /><ref name="Eurogamer: almost cancelled" /> BMG Interactive's production team, including the head of development ], was hands-off during the development.<ref name="Grand Thieves & Tomb Raiders: Hit and Run" /><ref name="Wireframe: chaotic origins" /> | |||
''Body Harvest'' progressed slowly and faced numerous delays, such that it missed its intended launch with the Nintendo 64.<ref name="Retro Gamer: From the Archives" /><ref name="Retro Gamer: N64 Years" /> ''Kid Kirby'' and the climbing-themed action game ''Zenith'' also stalled, and Nintendo cancelled the former following the low sales of the Super NES Mouse.<ref name="Retro Gamer: From the Archives" /><ref name="Retro Gamer: N64 Years" /> Furthermore, the American division of BMG Interactive regularly pushed for ''Race'n'Chase'' to be cancelled because the team kept missing development milestones.<ref name="Grand Thieves & Tomb Raiders: Hit and Run" /><ref name="Eurogamer: almost cancelled" /> The game was never the sole focus of the studio, and several staffers believed ''Body Harvest'' would be a bigger hit.<ref name="Wireframe: chaotic origins" /> With DMA Design struggling financially, Jones kept agreeing to game projects solely to receive sign-on bonuses and with no plans to complete them. At one point, the studio had seven or eight projects in development at the same time.<ref name="Retro Gamer: N64 Years" /> In the latter half of 1996, ] signed with DMA Design for ''Attack!'' and ''Clan Wars'', despite neither draft having a proper team assigned.<ref name="Retro Gamer: N64 Years" /> Jones also sold the rights to ''Grand Theft Auto'' to BMG Interactive to help keep the studio afloat.<ref name="Grand Thieves & Tomb Raiders: Hit and Run" /> In November 1996, DMA Design opened a satellite studio in ].<ref name="Devil's Thumb: About" /> Anthony Harman was installed as the studio's manager, and it had 27 employees by April 1997.<ref name="Albuquerque Journal: Boulder" /> | |||
=== Sale to Gremlin Interactive (1997) === | |||
{{Quote box | |||
| text = Games will always be here. ... If you do good games, they'll always sell well. What I like is that people are not daft anymore. ... There was a time when you could sell anything in this business. Anything. That was more disappointing – when the business was bigger it was because of that. Times are hard now, making people focus more on quality and innovation which is great. | |||
| author = David Jones, founder of DMA Design, 1997<ref name="NGen: Gamespotting" /> | |||
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| width = 25em | |||
}} | |||
The development on ''Body Harvest'' was torn between differing demands from Nintendo and its American branch.<ref name="Scottish Games: Manual Override 2" /><ref name="Retro Gamer: N64 Years" /> The team sought to keep up its relationship with Nintendo and caved in to these demands. Despite stark changes to the game's design, Nintendo was dissatisfied with the result and cancelled the game.<ref name="Retro Gamer: N64 Years" /> Still in financial disarray and wanting his company to focus on game development,<ref name="Grand Thieves & Tomb Raiders: Hit and Run" /><ref name="Retro Gamer: N64 Years" /> Jones arranged for Gremlin Graphics (since renamed Gremlin Interactive) to acquire DMA Design for {{GBP|4.2 million}} in April 1997.<ref name="Develop: IP profile" /><ref name="The Daily Telegraph: Gremlin float" /> The publisher was impressed with DMA Design's multi-use 3DMA ] and wanted the two companies to cooperate on ].<ref name="Retro Gamer: From the Archives" /> It also expected DMA Design to become profitable within two years of the acquisition.<ref name="The Daily Telegraph: Gremlin financials" /> Gremlin Interactive introduced several project management methods—including ] and ]—that the studio perceived as unnecessary bureaucracy. Additionally, the company required that DMA Design began finishing games as quickly as possible, as opposed to Jones's prior methodology of releasing a game only once it is good.<ref name="Retro Gamer: N64 Years" /> Jones received a 5% stake in Gremlin Interactive and became a member of its ].<ref name="Daily Record: game and fortune" /><ref name="Edge: Gremlin" /> He subsequently moved into the creative director role for DMA Design.<ref name="Retro Gamer: From the Archives" /> In May, the studio had 100 employees.<ref name="Daily Record: game and fortune" /> | |||
], was based near the Devil's Thumb rock formation it was later named after (pictured in 1996).]] | |||
As another result of the acquisition, the Boulder studio was ].<ref name="The Courier: where are they now" /><ref name="Steve Hammond: GTA Q&A" /> Under Harman's continued leadership, it was renamed {{Visible anchor|Devil's Thumb Entertainment}}.<ref name="NGen: Hired Guns" /><ref name="Engadget: Devil's Thumb" /> At the time, the studio was developing a ] of ''Hired Guns'' for Psygnosis with Hammond as the writer. Being more passionate about this project than ''Grand Theft Auto'', he left DMA Design to work on the remake in a freelance position, which he later said he regretted "ever since".<ref name="The Courier: where are they now" /><ref name="Steve Hammond: GTA Q&A" /> The ''Hired Guns'' remake was announced in 1998 as using ] and targeting the Nintendo 64.<ref name="NGen: Hired Guns" /><ref name="IGN: Hired Guns" /> Devil's Thumb Entertainment also developed '']'' and ''Tides of War'' for GT Interactive.<ref name="IGN: Hired Guns" /> In March 1999, the studio was acquired and absorbed by the developer VR-1, also based in Boulder.<ref name="VR-1: Devil's Thumb" /><ref name="Herald News: VR-1" /> The ''Hired Guns'' remake was never released.<ref name="Retro Gamer: Hired Guns" /> | |||
Two months after DMA Design's acquisition, Gremlin Interactive became a ] on the ].<ref name="Develop: IP profile" /><ref name="The Independent: Gremlin public" /> Jones's stake in the company was valued at {{GBP|55 million}} at the time.<ref name="Daily Record: game and fortune" /> Meanwhile, Bertelsmann had decided to withdraw from the ] and shut down the American division of BMG Interactive. In its place, the release in North America was licensed to ].<ref name="Grand Thieves & Tomb Raiders: Hit and Run" /> Gremlin Interactive also picked up the rights to ''Body Harvest'' and engaged ] as the publisher in North America.<ref name="Retro Gamer: From the Archives" /><ref name="IGN: Body Harvest US" /> For ''Tanktics'', the North American publishing rights were sold to ].<ref name="GameSpot: Interplay" /> DMA Design further negotiated back the rights to ''Attack!'' and ''Clan Wars'' from GT Interactive.<ref name="Gremlin: Interim Results" /> | |||
In July 1997, ] at the ] presided over The Liaison and Promotion Company's {{GBP|1.5 million}} lawsuit against DMA Design over ] in relation to the deal with BMG Interactive. The judge opined that the marketing firm had been pivotal in the deal being reached and that DMA Design had taken a "rather cynical action" by excluding it from the negotiations. He therefore asserted that the actions did constitute breach of contract, although the damages were to be assessed in another hearing.<ref name="The Herald: Liaison" /> Also in 1997, DMA Design was one of the founding members of the Scottish Game Alliance, alongside Creative Edge, Digital Animations, Inner Workings, Red Lemon Studios, ], and Visual Sciences.<ref name="Daily Record: AIM for the NET" /> In academics, Jones helped the Dundee Institute of Technology (now called the University of Abertay Dundee) to establish the world-first computer games degree in November 1997, and DMA Design developed games for a ] course at Dundee College in 1998.<ref name="The Courier: where are they now" /><ref name="Daily Record: Hollywood CALLS" /> | |||
=== Sale to Take-Two Interactive (1997–2000) === | |||
In the lead-up to the debut of ''Race'n'Chase'', now renamed '']'', BMG Interactive hired the publicist ], who set out to market the game by having it garner negative publicity. ] warned of the game at the United Kingdom's ] in May 1997, and several ]s called for it to be banned in the country.<ref name="Grand Thieves & Tomb Raiders: Hit and Run" /> ''Grand Theft Auto'' was released in November 1997 and, despite mixed reviews, quickly sold 500,000 units and generated {{GBP|25 million}}.<ref name="Jacked: Eating the Hamster" /> Visual Sciences developed the PlayStation port for ''Grand Theft Auto'', which was largely programmed by Kay and produced by Houser.<ref name="The Courier: where are they now" /><ref name="Grand Thieves & Tomb Raiders: Hit and Run" /><ref name="Retro Gamer: Grand Theft Auto making of" /> The success diminished the focus on other games, particularly ''Space Station Silicon Valley'', and a sequel was soon greenlit.<ref name="Jacked: Liberty City" /><ref name="Retro Gamer: Space Station Silicon Valley" /> Bertelsmann considered BMG Interactive's operations too expensive and decided to ramp down the division entirely. At the same time, Ryan Brant was looking to grow the publishing business of his company, ]. After coming across BMG Interactive, Houser pitched his vision for game development to Brant.<ref name="Jacked: Liberty City" /> As a result, Take-Two acquired BMG Interactive, since dormant, for 1.85 million ] worth {{US$|14.2 million}} in March 1998.<ref name="Jacked: Liberty City" /><ref name="GameSpot: BMG acquisition" /> Through the acquisition, Take-Two also obtained the ] of ''Grand Theft Auto'' and ''Space Station Silicon Valley'', and it published the former's PlayStation version in North America later that year.<ref name="Grand Thieves & Tomb Raiders: Hit and Run" /><ref name="GameSpot: BMG acquisition" /> | |||
Houser subsequently moved over to Take-Two as its "vice president of worldwide product development", in charge of internal and external development studios.<ref name="Jacked: Liberty City" /> The company also incrementally purchased all individual publishing rights for ''Grand Theft Auto'' from other companies to hold the exclusive rights to the game worldwide.<ref name="Wireframe: chaotic origins" /> ''Body Harvest'' and ''Space Station Silicon Valley'' were released in late 1998 but were scarcely marketed, leading to meagre sales.<ref name="Retro Gamer: N64 Years" /> Houser and some of his former BMG Interactive colleagues formed Rockstar Games as a publishing label for Take-Two in December 1998.<ref name="Wireframe: chaotic origins" /> The newborn company commissioned its internal studio, ], to develop two expansions for the original game, '']'' and '']'', which were released in 1999.<ref name="Wireframe: chaotic origins" /> | |||
In March 1999, after less than two years on the stock market, the poor sales of ''Body Harvest'' contributed to dire financials at Gremlin Interactive that forced it into a {{GBP|24 million}} takeover by the French publisher ].<ref name="Develop: IP profile" /><ref name="The Guardian: cyber takeovers" /> During this year, Dailly left the company to join Kay at Visual Sciences as its head of research and development.<ref name="The Courier: where are they now" /><ref name="Retro Gamer: Desert Island Disks" /> Under the new ownership, Gremlin Interactive published DMA Design's '']'' in May and ''Tanktics'' in June.<ref name="PC Zone: Wild Metal Country" /><ref name="PC Zone: Tanktics" /> As Infogrames was more conservative and sought to produce child-friendly games, it did not wish to hold on to any assets related to ''Grand Theft Auto''.<ref name="The Herald: play for the future" /><ref name="Grand Thieves & Tomb Raiders: Hit and Run" /> Take-Two Interactive bought DMA Design from the publisher in September 1999 for the nominal price of {{GBP|1}} while assuming {{US$|12.3 million}} in debt.<ref name="Develop: IP profile" /><ref name="Take-Two Interactive: 10-K 2000" /> The acquisition was announced on 29 September and DMA Design was aligned with Rockstar Games, which Houser described as a "perfect match".<ref name="Take-Two: Acquisition" /> During these ownership and managerial changes, several projects were cancelled, including ''Attack!'', ''Grand Theft Auto'' and ''Wild Metal Country'' for the Nintendo 64, and an '']'' version for the ].<ref name="Retro Gamer: From the Archives" /> At the time of Take-Two's acquisition, DMA Design was working on ''GTA 3D'' and ''Grand Theft Auto: Online Crime World''.<ref name="The Guardian: Take two" /><ref name="PC Zone: No Stopping GTA" /> | |||
'']'', published by Rockstar Games, was released in October 1999 and quickly sold more than 1 million copies, the first Take-Two game to do so.<ref name="GameSpot: GTA2 release" /><ref name="MCV: Sam Houser's CV" /> Shortly thereafter, DMA Design established a satellite studio in the ] area of Edinburgh to house the former teams of ''Body Harvest'' and ''Space Station Silicon Valley''.<ref name="Wireframe: chaotic origins" /><ref name="The Scotsman: Scottish references" /> Among those who relocated there were ], Aaron Garbut, and Obbe Vermeij, all of whom had worked on ''Space Station Silicon Valley''.<ref name="Grand Thieves & Tomb Raiders: Hit and Run" /><ref name="Retro Gamer: N64 Years" /> Under the direction of Andrew Semple, the branch launched with 25 people.<ref name="Develop: Inside Rockstar North Part 2" /> While the Edinburgh location continued to develop a 3D ''Grand Theft Auto'' game, now modelled after '']'', the Dundee office was working on an expansion for ''Grand Theft Auto 2'' set in ], of which the former was ultimately prioritised and became '']''.<ref name="Grand Thieves & Tomb Raiders: Hit and Run" /> Jones was the last member of the original DMA Design team to work on this game.<ref name="Retro Gamer: From the Archives" /> However, unhappy with his studio being owned by an overseas company and failing to see eye-to-eye with Take-Two, he departed the company in early 2000.<ref name="Retro Gamer: From the Archives" /><ref name="Grand Thieves & Tomb Raiders: Hit and Run" /> With three other DMA Design employees, he formed ] and, in February, ] hired him to lead its new Scotland operations.<ref name="Game Developer: Philosophy Of Denki" /><ref name="NWR: Ragin' online GBA" /> Jones bought out these operations in 2002 to form ], which went on to hire many former DMA Design staffers.<ref name="Retro Gamer: From the Archives" /><ref name="Gamasutra: Catch Up" /> | |||
Rockstar Games released a ] port of ''Wild Metal Country'', renamed ''Wild Metal'', in February 2000.<ref name="IGN: Wild Metal" /> Under Take-Two, DMA Design ceased creating several games at once and was instead made to focus on only few large projects at a time. Many staffers felt at odds with this shift, as it diminished the prior atmosphere they felt was driven by creativity.<ref name="Wireframe: chaotic origins" /> The publisher closed the Dundee studio in March 2000, relocating many of the 35 staffers to Edinburgh and laying off the rest.<ref name="Grand Thieves & Tomb Raiders: Hit and Run" /><ref name="The Herald: DMA pulls out" /> The move was intended to be part of a merger between DMA Design, Rockstar Games, and the ]-based Pixel Broadband Studios, which Take-Two was acquiring at the time, under the combined brand of "Broadband Studios".<ref name="The Herald: DMA pulls out" /><ref name="YouTube: Broadband Studios" /> Pixel Broadband Studios was developing online-focused game technology, such that the combined Broadband Studios would have increasingly focused on this market.<ref name="IGN: Broadband Studios" /><ref name="The Herald: DMA to expand" /> However, the merger was quickly cancelled and DMA Design was instead integrated more closely with Rockstar Games.<ref name="YouTube: Broadband Studios" /> Jim Woods, who had become the DMA Design's ] by this time, resigned as he wished to stay in Dundee.<ref name="The Herald: DMA pulls out" /> | |||
=== ''Grand Theft Auto'' trilogy and rebranding as Rockstar North (2000–2004) === | |||
]''.<ref name="Time Extension: Logo" />]] | |||
During the development of ''Grand Theft Auto III'', DMA Design again expanded rapidly, forming a core team of 20 people for the game and engaging "dozens more" in some capacity.<ref name="Retro Gamer: Grand Theft Auto III making of" /> The total team encompassed 60 people.<ref name="Eurogamer: not really interesting" /> The team retained the focus on a mostly unconstrained ] from the prior two games while introducing fully 3D graphics and a ].<ref name="Retro Gamer: Grand Theft Auto III making of" /><ref name="Retro Gamer: Grand Theft Auto history" /><ref name="Retro Gamer: Vice City" /> With much of the game planned out from the start, the development progressed smoothly. Upon its release for the ] in late 2001, it became the best-selling game of that year, as well as the second-best in 2002.<ref name="Retro Gamer: Grand Theft Auto III making of" /> The game sold 6 million copies within one year and more than 15 million in total, exceeding the development team's expectations.<ref name="Retro Gamer: Vice City" /> ''Grand Theft Auto III''{{'}}s approach to 3D open worlds has been referred to as genre-defining and inspired a number of successful titles, also spawning the category of ], which includes '']'', '']'', '']'', and '']''.<ref name="Retro Gamer: Grand Theft Auto history" /><ref name="Retro Gamer: Grand Theft Auto III open worlds" /> | |||
Plans to outfit ''Grand Theft Auto III'' with an ] component were scrapped in favour of a follow up, '']''.<ref name="Retro Gamer: Grand Theft Auto III making of" /> Rockstar Games initially sought the studio to produce an expansion pack for ''Grand Theft Auto III'' before its expanding scope led it to be considered a standalone product. ''Vice City'' reused its predecessor's engine, such that the programmers were not engaged until six months before the end of the production, and lessons learned from the previous development cycle allowed the designers to plan features more efficiently. In the meantime, the programmers worked on bringing ''Grand Theft Auto III'' to ]s.<ref name="Retro Gamer: Vice City" /> In March 2002, DMA Design was renamed Rockstar Studios, which Houser described as the studio's "final integration" with Rockstar Games.<ref name="IGN: Rockstar Studios rename" /><ref name="Eurogamer: Rockstar Studios rename" /> The name was revised to Rockstar North in May.<ref name="IGN: Rockstar North rename" /> ''Vice City'' was completed in one year and released in late 2002.<ref name="Retro Gamer: Vice City" /> For its work on the game, Rockstar North won the "best in-house development studio" and "creativity" awards at the first ] in August 2003.<ref name="The Guardian: N-Gage" /> | |||
Following ''Vice City''{{'}}s release, Rockstar North began work on ''Z'', a zombie ] set on a Scottish island. The game repurposed code from ''Vice City'' and was in production for around one month before the concept lost traction at the studio.<ref name="Eurogamer: Vermeij" /><ref name="RPS: Vermeij" /> The studio's '']'', a stealth game, was released in 2003 after roughly three years in development.<ref name="IGN: Manhunt" /> Due to its dark tone and focus on realistic violence, it was handled as the studio's pet project as most people at Rockstar Games wanted no part in it.<ref name="RPS: Manhunt" /> Rockstar North assisted ] and later ] in the production of a sequel, '']'', which entered into production in January 2004.<ref name="IGN: Manhunt 2" /><ref name="Ars Technica: Manhunt 2" /> | |||
Rockstar North's '']'' was given one year of additional development time over ''Vice City'', which allowed the team to rework core parts of the gameplay and visuals.<ref name="Eurogamer: Art of GTA San Andreas" /> It had a budget of less than {{US$|10 million|long=no}}.<ref name="WSJ: San Andreas budget" /> By the end of the game's production, Rockstar North had relocated to offices on Calton Square in Edinburgh.<ref name="The Scotsman: Scottish references" /><ref name="MCV: Profile" /> ''San Andreas'' was released in October 2004 and, within four days, sold 2.1 million copies, 45% above ''Vice City''{{'}}s sales in the same time span, and generated {{US$|101 million|long=no}}.<ref name="GameSpot: San Andreas sales" /> Alongside several other year-end accolades, ''San Andreas'' was named the "]" at the 2004 ] and 2005 ].<ref name="Game Developer: Spike Video Game Awards 2004" /><ref name="The Guardian: Golden Joystick Awards 2005" /> ''Grand Theft Auto III'', ''Vice City'', and ''San Andreas'' were bundled as '']'' in 2006.<ref name="IGN: The Trilogy" /> By 2008, they had attained sales of 14.5 million, 17.5 million, and 21.5 million, respectively.<ref name="Take-Two: Sales" /> | |||
=== ''Grand Theft Auto IV'', ''Grand Theft Auto V'', and development collaborations (2004–2013) === | |||
After ''San Andreas'', Rockstar North began producing '']''. At the same time, the studio commenced the production of a stealth game called '']'' (codenamed ''Jimmy'' in reference to ]). A game with the same name and concept had previously been cancelled at the sister studio ], and Benzies was interested in furthering the idea. The studio was split evenly between the two projects, although ''Grand Theft Auto IV'' was soon prioritised over ''Agent''. The game was still announced in 2009 as an exclusive title for the ] but was never released. Its ] was ] in 2018, and the listing was removed from Rockstar Games's website in 2021.<ref name="Eurogamer: Vermeij" /><ref name="RPS: Vermeij" /> Rockstar North worked closely with ] on three ''Grand Theft Auto'' games for ]s: '']'', '']'', and '']''.<ref name="IGN: Liberty City Stories" /><ref name="Eurogamer: Vice City Stories" /><ref name="IGN: Chinatown Wars" /> | |||
''Grand Theft Auto IV''{{'}}s production encompassed 220 people at the studio and 1,000. Benzies estimated the budget at {{US$|100 million|long=no}}.<ref name="The Times: Grand Theft Auto IV budget" /> Upon its April 2008 release, the game broke the record for the highest revenue for a game within one day at 3.6 million copies, generating {{US$|310 million|long=no}}.<ref name="LATimes: Grand Theft Auto IV sales" /> At the 2008 Spike Video Game Awards, the game won "game of the year" and earned Rockstar North a nomination for "best studio".<ref name="Ledger-Enquirer: awards" /><ref name="VG247: VGAs 2008" /> The studio followed the game up with two expansion packs—'']'' and '']''{{hsp}}—which were later bundled as '']''.<ref name="MCV: Episodes from Liberty City" /> In the meantime, the studio contributed to Rockstar San Diego's '']'' in 2010 and ]'s '']'' in 2011.<ref name="IGN: Unseen Mastermind" /> For '']'' in 2012, Rockstar North assisted a number of other Rockstar Games studios collectively credited as "Rockstar Studios".<ref name="Rockstar Games: Max Payne 3" /> | |||
Immediately following the completion of ''Grand Theft Auto IV'', Rockstar North began preliminary work on '']''.<ref name="Develop: Inside Rockstar North Part 1" /> Rockstar North's 360 employees formed the core of a more than 1,000-strong team worldwide, including several other Rockstar Games studios.<ref name="Develop: Inside Rockstar North Part 2" /> The core development took roughly three years, and the game was released in September 2013.<ref name="Develop: Inside Rockstar North Part 1" /> The game broke the records for the best-selling and highest-grossing video game within one day and the fastest entertainment property to reach {{US$|1 billion|long=no}} in revenue at three days.<ref name="Polygon: Grand Theft Auto V records" /><ref name="IGN: Grand Theft Auto V records" /> With continuing sales and the success of its online multiplayer counterpart, '']'', the game grossed an estimated {{US$|6 billion|long=no}} by 2018, making it the most profitable entertainment product of all time.<ref name="PC Gamer: Grand Theft Auto V most profitable" /> Its 200 million copies sold as of March 2024 make it the ] and contribute to the more than 425 million total sales of the series.<ref name="VGC: Grand Theft Auto V sales" /><ref name="Digital Trends: Grand Theft Auto series sales" /> | |||
=== Continued expansion and departure of Leslie Benzies (2014–present) === | |||
].<ref name="The Scotsman: Scottish references" /><ref name="MCV: Profile" />]] | |||
In 2014, Rockstar North took over {{convert|75000|sqft|m2}} of office space in Barclay House on Holyrood Road in Edinburgh. The studio replaced as tenants the newspaper group '']'', for which the building had been built in 1999.<ref name="The Herald: Barclay House" /> In the same year, the studio began receiving ]s from the newly established Video Games Tax Relief scheme set up by the ]. According to the investigative ] TaxWatch UK, the studio received {{GBP|80 million}} by 2020, 37% of the scheme's total payout of which {{GBP|37.6 million}} in 2019 alone, while having not paid any ] since 2009.<ref name="The Guardian: TaxWatch" /><ref name="GIbiz: TaxWatch" /> In response, Rockstar Games stated that the tax credits had enabled higher investments into the country, while ] reported that the scheme had brought about a fourfold ].<ref name="GIbiz: TaxWatch" /> Benzies, until then the ], went on a ] in September 2014. He did not return and was announced as having left Rockstar North in January 2016. Garbut and Rob Nelson, both ]s for the studio, took over his responsibilities.<ref name="Kotaku: Benzies exit" /> | |||
Benzies sued Rockstar Games, Take-Two, Sam Houser, and ] on 12 April 2016, claiming that the companies had withheld {{US$|150 million|long=no}} in ]s following his departure.<ref name="GIbiz: Benzies lawsuit start" /><ref name="GIbiz: Benzies lawsuit details" /> In the suit, he claimed that the Houser brothers had persuaded him to take a six-month sabbatical and fired his son and several friends during this absence.<ref name="Polygon: Benzies lawsuit" /> As Benzies tried to return after the planned end of his sabbatical in April 2015, his building access had been disabled and the ] ordered him off the premises.<ref name="GIbiz: Benzies lawsuit start" /> The lawsuit stated that the three "Rockstar Principals"—himself and the Houser brothers—had established a ] to ] and eventually leave Take-Two. Additionally, Benzies accused Sam Houser of having built a sexually charged culture and ineptly handling the ].<ref name="GIbiz: Benzies lawsuit start" /> Take-Two quickly filed a ] and described Benzies's claims as "entirely without merit and in many instances downright bizarre".<ref name="Polygon: Benzies lawsuit" /><ref name="GIbiz: Benzies lawsuit response" /> The claim asserted that, because Benzies had departed Rockstar North without a good cause, he was not entitled to any additional compensation.<ref name="GIbiz: Benzies lawsuit start" /> The ] partially dismissed Benzies's lawsuit in April 2018 because the profit-sharing agreement did not guarantee equal pay for the Rockstar Principals, although he remained entitled to some royalties.<ref name="GIbiz: Benzies lawsuit setback" /> Take-Two later accused Benzies of ] employees from Rockstar North for his newer studio, Royal Circus Games, and argued that the company's name and trademark had been deliberately chosen to have consumers confuse the two entities.<ref name="The Herald: Benzies lawsuit" /><ref name="The Scotsman: Benzies lawsuit" /> Royal Circus Games was renamed ] in October 2018 and, following a confidential ], the case was dismissed on 8 February 2019.<ref name="The Scotsman: Benzies lawsuit" /><ref name="New York: Discontinuance" /> | |||
For '']'', all Rockstar Games studios pooled their resources to act as one team.<ref name="Variety: Red Dead Redemption 2" /> Rockstar North had grown to 650 employees by the time of the game's October 2018 release.<ref name="GQ: Red Dead Redemption 2" /> In July 2021, Rockstar North bought Barclay House, where it had become the sole tenant, for {{GBP|31 million}} and the adjacent Holyrood Park House, which it had since occupied parts of, for {{GBP|18.25 million}}.<ref name="The Scotsman: Holyrood purchase" /><ref name="Lismore: Holyrood purchase" /> During 2022, the studio grew to occupy an additional {{convert|11577|sqft|m2}} of office space in the latter.<ref name="The Scotsman: Holyrood expansion" /> | |||
== Games developed == | |||
=== As DMA Design === | |||
{| class="wikitable sortable plainrowheaders" | |||
|+ {{sronly|List of games developed by Rockstar North, 1988–2002}} | |||
|- | |||
! scope="col" | Year | |||
! scope="col" | Title | |||
! scope="col" width="50%" | Platform(s) | |||
! scope="col" | Publisher(s) | |||
! scope="col" class="unsortable" | Notes | |||
! scope="col" class="unsortable" | {{Refh}} | |||
|- | |||
! scope="row" | 1988 | |||
| '']'' | |||
| ], ], ], ] | |||
| rowspan="12" | ] | |||
| | |||
| rowspan="20" {{centred|<ref name="Retro Gamer: From the Archives" />}} | |||
|- | |||
! scope="row" rowspan="3" | 1989 | |||
| '']'' | |||
| Commodore 64, MS-DOS, ] | |||
| Port development | |||
|- | |||
| '']'' | |||
| Amiga, Atari ST, MS-DOS, Commodore 64 | |||
| | |||
|- | |||
| '']'' | |||
| Commodore 64, ] | |||
| Port development | |||
|- | |||
! scope="row" rowspan="2" | 1991 | |||
| '']'' | |||
| ], ], Amiga, ], ], ], Atari ST, ], ], Commodore 64, ], ], ], ], ], ], ], MS-DOS, ], ], PC Engine, ], ], ], ] | |||
| | |||
|- | |||
| '']'' | |||
| Acorn Archimedes, Amiga, Atari ST, Mac OS, MS-DOS, SAM Coupé | |||
| | |||
|- | |||
! scope="row" rowspan="4" | 1993 | |||
| '']'' | |||
| Amiga | |||
| | |||
|- | |||
| '']'' | |||
| Acorn Archimedes, Amiga, Atari ST, FM Towns, Game Boy, Mega Drive, MS-DOS, Super Nintendo Entertainment System | |||
| | |||
|- | |||
| '']'' | |||
| Amiga, MS-DOS | |||
| | |||
|- | |||
| '']'' | |||
| Amiga, Mac OS, MS-DOS | |||
| | |||
|- | |||
! scope="row" rowspan="3" | 1994 | |||
| '']'' | |||
| Amiga, MS-DOS | |||
| | |||
|- | |||
| '']'' | |||
| Amiga, MS-DOS | |||
| | |||
|- | |||
| '']'' | |||
| Super Nintendo Entertainment System | |||
| ] | |||
| | |||
|- | |||
! scope="row" | 1997 | |||
| '']'' | |||
| MS-DOS, ], ] | |||
| ], ], ] | |||
| | |||
|- | |||
! scope="row" rowspan="2" | 1998 | |||
| '']'' | |||
| ] | |||
| ], ] | |||
| | |||
|- | |||
| '']'' | |||
| Nintendo 64, PlayStation | |||
| Take-Two Interactive | |||
| | |||
|- | |||
! scope="row" rowspan="3" | 1999 | |||
| '']'' | |||
| Windows | |||
| Gremlin Interactive, ] | |||
| | |||
|- | |||
| '']'' | |||
| ], Windows | |||
| Gremlin Interactive, ] | |||
| | |||
|- | |||
| '']'' | |||
| Dreamcast, PlayStation, Windows | |||
| rowspan="2" | Rockstar Games | |||
| | |||
|- | |||
! scope="row" | 2001 | |||
| '']'' | |||
| ], ], ], ], ], Windows, ] | |||
| | |||
|} | |||
=== As Rockstar North === | |||
{| class="wikitable sortable plainrowheaders" | |||
|+ {{sronly|List of games developed by Rockstar North, 2002–present}} | |||
|- | |||
! scope="col" | Year | |||
! scope="col" | Title | |||
! scope="col" | Platform(s) | |||
! scope="col" | Publisher(s) | |||
! scope="col" class="unsortable" | Notes | |||
! scope="col" class="unsortable" | {{Refh}} | |||
|- | |||
! scope="row" | 2002 | |||
| '']'' | |||
| Android, Fire OS, iOS, macOS, PlayStation 2, Windows, Xbox | |||
| rowspan="15" | Rockstar Games | |||
| | |||
| {{centred|<ref name="Retro Gamer: Vice City" />}} | |||
|- | |||
! scope="row" | 2003 | |||
| '']'' | |||
| PlayStation 2, Windows, Xbox | |||
| | |||
| {{centred|<ref name="IGN: Manhunt" />}} | |||
|- | |||
! scope="row" | 2004 | |||
| '']'' | |||
| Android, Fire OS, iOS, macOS, PlayStation 2, ], Windows, ], Xbox, ] | |||
| | |||
| {{centred|<ref name="Eurogamer: Art of GTA San Andreas" />}} | |||
|- | |||
! scope="row" | 2005 | |||
| '']'' | |||
| Android, Fire OS, iOS, PlayStation 2, ] | |||
| rowspan="2" | Co-developed with ] | |||
| {{centred|<ref name="IGN: Liberty City Stories" />}} | |||
|- | |||
! scope="row" | 2006 | |||
| '']'' | |||
| PlayStation 2, PlayStation Portable | |||
| {{centred|<ref name="Eurogamer: Vice City Stories" />}} | |||
|- | |||
! scope="row" | 2007 | |||
| '']'' | |||
| PlayStation 2, PlayStation Portable, ], Windows | |||
| Supportive development for ] | |||
| {{centred|<ref name="Ars Technica: Manhunt 2" />}} | |||
|- | |||
! scope="row" | 2008 | |||
| '']'' | |||
| PlayStation 3, Windows, Xbox 360 | |||
| | |||
| {{centred|<ref name="The Times: Grand Theft Auto IV budget" />}} | |||
|- | |||
! scope="row" rowspan="3" | 2009 | |||
| '']'' | |||
| PlayStation 3, Windows, Xbox 360 | |||
| | |||
| {{centred|<ref name="MCV: Episodes from Liberty City" />}} | |||
|- | |||
| '']'' | |||
| Android, Fire OS, iOS, ], PlayStation Portable | |||
| Co-developed with Rockstar Leeds | |||
| {{centred|<ref name="IGN: Chinatown Wars" />}} | |||
|- | |||
| '']'' | |||
| PlayStation 3, Windows, Xbox 360 | |||
| | |||
| {{centred|<ref name="MCV: Episodes from Liberty City" />}} | |||
|- | |||
! scope="row" | 2010 | |||
| '']'' | |||
| ], PlayStation 3, ], Windows, Xbox 360 | |||
| Supportive development for ] | |||
| rowspan="2" {{centred|<ref name="IGN: Unseen Mastermind" />}} | |||
|- | |||
! scope="row" | 2011 | |||
| '']'' | |||
| Nintendo Switch, PlayStation 3, PlayStation 4, Windows, Xbox 360, ] | |||
| Supportive development for ] | |||
|- | |||
! scope="row" | 2012 | |||
| '']'' | |||
| macOS, PlayStation 3, Windows, Xbox 360 | |||
| Developed as part of ] | |||
| {{centred|<ref name="Rockstar Games: Max Payne 3" />}} | |||
|- | |||
! scope="row" | 2013 | |||
| '']'' | |||
| PlayStation 3, PlayStation 4, ], Windows, Xbox 360, Xbox One, ] | |||
| | |||
| {{centred|<ref name="Develop: Inside Rockstar North Part 1" />}} | |||
|- | |||
! scope="row" | 2018 | |||
| '']'' | |||
| PlayStation 4, ], Windows, Xbox One | |||
| Developed as part of Rockstar Games | |||
| {{centred|<ref name="Variety: Red Dead Redemption 2" />}} | |||
|} | |||
=== Cancelled === | |||
* ''Gore!''<ref name="Retro Gamer: From the Archives" /> | |||
* ''Cutiepoo''<ref name="Retro Gamer: From the Archives" /> | |||
* ''Covert''<ref name="Retro Gamer: N64 Years" /> | |||
* ''Zenith''<ref name="Retro Gamer: N64 Years" /> | |||
* ''Kid Kirby''<ref name="Retro Gamer: N64 Years" /> | |||
* ''Attack!''<ref name="Retro Gamer: From the Archives" /><ref name="Retro Gamer: N64 Years" /> | |||
* ''Clan Wars''<ref name="Retro Gamer: From the Archives" /><ref name="Retro Gamer: N64 Years" /> | |||
* ''Grand Theft Auto: Online Crime World''<ref name="PC Zone: No Stopping GTA" /> | |||
* ''Z''<ref name="Eurogamer: Vermeij" /><ref name="RPS: Vermeij" /> | |||
* '']''<ref name="Eurogamer: Vermeij" /><ref name="RPS: Vermeij" /> | |||
== References == | |||
{{Reflist|refs= | |||
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<ref name="Ars Technica: Manhunt 2">{{cite web |url=https://arstechnica.com/gaming/2007/02/6946/ |title=Manhunt 2 coming to the PS2, PSP, and... Wii? |first=Ben |last=Kuchera |date=8 February 2007 |website=] |access-date=16 July 2024 |archive-date=1 December 2017 |archive-url=https://web.archive.org/web/20171201033237/https://arstechnica.com/gaming/2007/02/6946/ |url-status=live}}</ref> | |||
<ref name="BBC News: birth pangs">{{cite web |url=https://www.bbc.com/news/uk-scotland-scotland-business-63742004 |title=The birth pangs of the Grand Theft Auto franchise |first=Magnus |last=Bennett |date=28 November 2022 |website=] |access-date=16 July 2024 |archive-date=12 December 2023 |archive-url=https://web.archive.org/web/20231212132438/https://www.bbc.com/news/uk-scotland-scotland-business-63742004 |url-status=live}}</ref> | |||
<ref name="BBC News: Dundee hub">{{cite web |url=http://news.bbc.co.uk/1/hi/scotland/tayside_and_central/8399935.stm |title=How Dundee became a world gaming hub |first=Christopher |last=Sleight |date=7 December 2009 |website=] |access-date=16 July 2024 |archive-date=1 September 2017 |archive-url=https://web.archive.org/web/20170901082441/http://news.bbc.co.uk/1/hi/scotland/tayside_and_central/8399935.stm |url-status=live}}</ref> | |||
<ref name="Daily Record: AIM for the NET">{{cite news |url=https://www.newspapers.com/article/daily-record-aim-for-the-net/143464597/ |title=AIM for the NET |first=Bob |last=Low |newspaper=] |date=4 July 1997 |page=55 |via=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716212138/https://www.newspapers.com/article/daily-record-aim-for-the-net/143464597/ |url-status=live}}</ref> | |||
<ref name="Daily Record: game and fortune">{{cite web |url=https://www.newspapers.com/article/daily-record-college-flops-game-and-for/143464539/ |title=College flop's game and fortune |first=Colin |last=Calder |newspaper=] |date=28 May 1997 |page=17 |via=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716212147/https://www.newspapers.com/article/daily-record-college-flops-game-and-for/143464539/ |url-status=live}}</ref> | |||
<ref name="Daily Record: Hollywood CALLS">{{cite news |url=https://www.newspapers.com/article/daily-record-hollywood-calls/143464863/ |title=Hollywood CALLS |newspaper=] – Recruitment Record |date=30 July 1998 |page=10 |via=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716212149/https://www.newspapers.com/article/daily-record-hollywood-calls/143464863/ |url-status=live}}</ref> | |||
<ref name="Develop: Inside Rockstar North Part 1">{{cite web |url=http://www.develop-online.net/studio-profile/inside-rockstar-north-part-1-the-vision/0183989 |title=Inside Rockstar North – Part 1: The Vision |first=Michael |last=French |date=3 October 2013 |website=] |archive-date=5 October 2013 |archive-url=https://web.archive.org/web/20131005065349/http://www.develop-online.net/studio-profile/inside-rockstar-north-part-1-the-vision/0183989 |url-status=dead}}</ref> | |||
<ref name="Develop: Inside Rockstar North Part 2">{{cite web |url=http://www.develop-online.net/studio-profile/inside-rockstar-north-part-2-the-studio/0184061 |title=Inside Rockstar North – Part 2: The Studio |first=Michael |last=French |date=4 October 2013 |website=] |archive-date=4 October 2013 |archive-url=https://web.archive.org/web/20131004122711/http://www.develop-online.net/studio-profile/inside-rockstar-north-part-2-the-studio/0184061 |url-status=dead}}</ref> | |||
<ref name="Develop: IP profile">{{cite web |url=http://www.developmag.com/interviews/135/IP-profile-Grand-Theft-Auto |title=IP profile: Grand Theft Auto |first1=Rick |last1=Gibson |first2=Nick |last2=Gibson |date=5 March 2008 |website=] |archive-date=9 March 2008 |archive-url=https://web.archive.org/web/20080309184934/http://www.developmag.com/interviews/135/IP-profile-Grand-Theft-Auto |url-status=dead}}</ref> | |||
<ref name="Devil's Thumb: About">{{cite web |url=http://www.devilsthumb.com/aboutus.html |title=About DTE |year=1998 |publisher=Devil's Thumb Entertainment |archive-date=2 December 1998 |archive-url=https://web.archive.org/web/19981202170806/http://www.devilsthumb.com/aboutus.html |url-status=dead}}</ref> | |||
<ref name="Digital Trends: Grand Theft Auto series sales">{{cite web |url=https://www.digitaltrends.com/gaming/grand-theft-auto-6-fall-2025-release-date/ |title=Grand Theft Auto 6 will launch in fall 2025 |first=Tomas |last=Franzese |date=16 May 2024 |website=] |access-date=16 July 2024 |archive-date=16 May 2024 |archive-url=https://web.archive.org/web/20240516221500/https://www.digitaltrends.com/gaming/grand-theft-auto-6-fall-2025-release-date/ |url-status=live}}</ref> | |||
<ref name="Dundee Culture: Nethergate">{{cite web |url=https://www.dundeeculture.com/post/the-history-of-the-wee-pink-nethergate-house-in-dundee |title=The history of the Wee Pink Nethergate House in Dundee |first=Andrew |last=Batchelor |date=28 May 2024 |website=Dundee Culture |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716214735/https://www.dundeeculture.com/post/the-history-of-the-wee-pink-nethergate-house-in-dundee |url-status=live}}</ref> | |||
<ref name="Edge: Gremlin">{{cite magazine |url=https://archive.org/details/Edge_Gaming/Edge%20Gaming%20Magazine%20045/page/n9/mode/2up |title=DMA snatched by Gremlin |magazine=] |issue=45 |date=May 1997 |publisher=] |page=11 |via=]}}</ref> | |||
<ref name="Engadget: Devil's Thumb">{{cite web |url=https://www.engadget.com/2008-09-22-agdc-interview-with-brett-close-ceo-of-curt-schillings-38-stu.html |title=AGDC: Interview with Brett Close, CEO of Curt Schilling's 38 Studios |first=Kevin |last=Kelly |date=22 September 2009 |website=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716212149/https://www.engadget.com/web/20240716212149/https://www.engadget.com/2008-09-22-agdc-interview-with-brett-close-ceo-of-curt-schillings-38-stu.html?guccounter=1 |url-status=live}}</ref> | |||
<ref name="Engadget: GTA design docs">{{cite web |url=https://www.engadget.com/2011-03-22-race-n-chase-original-gta-design-docs-posted.html |title=Race'n'Chase: Original GTA design docs posted |first=James |last=Ransom-Wiley |date=22 March 2011 |website=] |access-date=16 July 2024 |archive-date=21 May 2024 |archive-url=https://web.archive.org/web/20240521031114/https://www.engadget.com/2011-03-22-race-n-chase-original-gta-design-docs-posted.html |url-status=live}}</ref> | |||
<ref name="Eurogamer: almost cancelled">{{cite web |url=https://www.eurogamer.net/how-the-first-grand-theft-auto-was-almost-cancelled |title=How the first Grand Theft Auto was almost cancelled |first=Wesley |last=Yin-Poole |date=16 September 2013 |website=] |access-date=16 July 2024 |archive-date=21 May 2024 |archive-url=https://web.archive.org/web/20240521233037/https://www.eurogamer.net/how-the-first-grand-theft-auto-was-almost-cancelled |url-status=live}}</ref> | |||
<ref name="Eurogamer: Art of GTA San Andreas">{{cite web |url=https://www.eurogamer.net/interview-13072004-gtaaarongarbut |title=Rockstar Speaks: The Art of GTA San Andreas |first=Patrick |last=Garratt |date=14 July 2004 |website=] |access-date=16 July 2024 |archive-date=9 October 2022 |archive-url=https://web.archive.org/web/20221009075924/https://www.eurogamer.net/interview-13072004-gtaaarongarbut |url-status=live}}</ref> | |||
<ref name="Eurogamer: Christmas Lemmings">{{cite web |url=https://www.eurogamer.net/the-12-days-of-last-christmas-article |title=The 12 Days of Last Christmas |date=21 December 2007 |website=] |access-date=16 July 2024 |archive-date=21 May 2024 |archive-url=https://web.archive.org/web/20240521213419/https://www.eurogamer.net/the-12-days-of-last-christmas-article |url-status=live}}</ref> | |||
<ref name="Eurogamer: not really interesting">{{cite web |url=https://www.eurogamer.net/the-reality-is-were-not-really-interesting |title="The reality is we're not really interesting" |first=Wesley |last=Yin-Poole |date=25 November 2014 |website=] |access-date=16 July 2024 |archive-date=21 May 2024 |archive-url=https://web.archive.org/web/20240521211630/https://www.eurogamer.net/the-reality-is-were-not-really-interesting |url-status=live}}</ref> | |||
<ref name="Eurogamer: Rockstar Studios rename">{{cite web |url=https://www.eurogamer.net/article-45659 |title=DMA Design is no more.. |first=Tom |last=Bramwell |date=20 March 2002 |website=] |access-date=16 July 2024 |archive-date=21 May 2024 |archive-url=https://web.archive.org/web/20240521174330/https://www.eurogamer.net/article-45659 |url-status=live}}</ref> | |||
<ref name="Eurogamer: Vermeij">{{cite web |url=https://www.eurogamer.net/ex-rockstar-north-dev-talks-agent-abandoned-zombie-game-in-fascinating-new-blog |title=Ex-Rockstar North dev spills on Agent, abandoned zombie game, and more in fascinating new blog |first=Matt |last=Wales |date=22 November 2023 |website=] |access-date=16 July 2024 |archive-date=21 May 2024 |archive-url=https://web.archive.org/web/20240521230909/https://www.eurogamer.net/ex-rockstar-north-dev-talks-agent-abandoned-zombie-game-in-fascinating-new-blog |url-status=live}}</ref> | |||
<ref name="Eurogamer: Vice City Stories">{{cite web |url=https://www.eurogamer.net/i-vcs-gordonhall |title=Vice Captain |first=Tom |last=Bramwell |date=27 September 2006 |website=] |access-date=16 July 2024 |archive-date=22 May 2024 |archive-url=https://web.archive.org/web/20240522042026/https://www.eurogamer.net/i-vcs-gordonhall |url-status=live}}</ref> | |||
<ref name="Eurogamer: Walker">{{cite web |url=https://www.eurogamer.net/after-lemmings-was-a-hit-dma-design-declared-war-with-walker |title=After Lemmings was a hit, DMA Design declared war with Walker |first=Graeme |last=Virtue |date=14 September 2014 |website=] |access-date=16 July 2024 |archive-date=29 May 2024 |archive-url=https://web.archive.org/web/20240529144709/https://www.eurogamer.net/after-lemmings-was-a-hit-dma-design-declared-war-with-walker |url-status=live}}</ref> | |||
<ref name="Gamasutra: Catch Up">{{cite web |url=http://www.gamasutra.com/view/news/103142/Playing_Catch_Up_GTALemmings_Dave_Jones.php |title=Playing Catch Up: ''GTA/Lemmings''{{'}} Dave Jones |first=Alistair |last=Wallis |date=21 December 2006 |website=] |archive-date=13 May 2012 |archive-url=https://web.archive.org/web/20120513153844/http://www.gamasutra.com/view/news/103142/Playing_Catch_Up_GTALemmings_Dave_Jones.php |url-status=dead}}</ref> | |||
<ref name="Game Developer: Philosophy Of Denki">{{cite web |url=https://www.gamedeveloper.com/game-platforms/interview-the-philosophy-of-denki-games |title=Interview: The Philosophy Of Denki Games |first=Christian |last=Nutt |date=29 July 2009 |website=] |access-date=16 July 2024 |archive-date=26 March 2024 |archive-url=https://web.archive.org/web/20240326132253/https://www.gamedeveloper.com/game-platforms/interview-the-philosophy-of-denki-games |url-status=live}}</ref> | |||
<ref name="Game Developer: Spike Video Game Awards 2004">{{cite web |url=https://www.gamedeveloper.com/game-platforms/spike-tv-announces-2004-video-game-award-winners |title=Spike TV Announces 2004 Video Game Award Winners |first=David |last=Jenkins |date=15 December 2004 |website=] |access-date=16 July 2024 |archive-date=10 January 2024 |archive-url=https://web.archive.org/web/20240110030042/https://www.gamedeveloper.com/game-platforms/spike-tv-announces-2004-video-game-award-winners |url-status=live}}</ref> | |||
<ref name="GameSpot: BMG acquisition">{{cite web |url=http://headline.gamespot.com/news/98_03/12_taketwo/index.html |title=Take 2 Takes BMG |first=Chris |last=Johnston |date=12 March 1998 |website=] |archive-date=1 December 1998 |archive-url=https://web.archive.org/web/19981201222429/http://headline.gamespot.com/news/98_03/12_taketwo/index.html |url-status=dead}}</ref> | |||
<ref name="GameSpot: GTA2 release">{{cite web |url=http://headline.gamespot.com/news/99_10/13_vg_gta/index.html |title=Rockstar's GTA2 Goes Gold |first=Sam |last=Kennedy |date=13 October 1999 |website=] |archive-date=16 April 2000 |archive-url=https://web.archive.org/web/20000416145000/http://headline.gamespot.com/news/99_10/13_vg_gta/index.html |url-status=dead}}</ref> | |||
<ref name="GameSpot: Interplay">{{cite web |url=http://headline.gamespot.com/news/98_11/24_pc_iplay/index.html |title=Interplay Nabs More Gremlins |first=Alan |last=Dunkin |date=24 November 1998 |website=] |archive-date=16 January 2000 |archive-url=https://web.archive.org/web/20000116054211/http://headline.gamespot.com/news/98_11/24_pc_iplay/index.html |url-status=dead}}</ref> | |||
<ref name="GameSpot: San Andreas sales">{{cite web |url=https://www.gamespot.com/articles/npd-calls-october-sales-solid/1100-6113108/ |title=NPD calls October sales solid |first=Curt |last=Feldman |date=15 November 2004 |website=] |access-date=16 July 2024 |archive-date=8 August 2022 |archive-url=https://web.archive.org/web/20220808082942/https://www.gamespot.com/articles/npd-calls-october-sales-solid/1100-6113108/ |url-status=live}}</ref> | |||
<ref name="GIbiz: Benzies lawsuit details">{{cite web |url=https://www.gamesindustry.biz/grand-theft-auto-devs-planned-to-leave-take-two |title=Grand Theft Auto devs planned to leave Take-Two |first=Brendan |last=Sinclair |date=12 April 2016 |website=] |access-date=16 July 2024 |archive-date=21 May 2024 |archive-url=https://web.archive.org/web/20240521195741/https://www.gamesindustry.biz/grand-theft-auto-devs-planned-to-leave-take-two |url-status=live}}</ref> | |||
<ref name="GIbiz: Benzies lawsuit response">{{cite web |url=https://www.gamesindustry.biz/rockstar-benzies-claims-downright-bizarre |title=Rockstar: Benzies' claims "downright bizarre" |first=James |last=Brightman |date=12 April 2016 |website=] |access-date=16 July 2024 |archive-date=21 May 2024 |archive-url=https://web.archive.org/web/20240521195903/https://www.gamesindustry.biz/rockstar-benzies-claims-downright-bizarre |url-status=live}}</ref> | |||
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<ref name="Retro Gamer: Hired Guns">{{cite magazine |title=The Making Of: Hired Guns |first=James |last=Churchill |magazine=] |issue=138 |date=5 February 2015 |publisher=] |pages=34–37}}</ref> | |||
<ref name="Retro Gamer: Lemmings">{{cite magazine |title=The Making Of... Lemmings 1 and 2 |first=Kim |last=Wild |magazine=] |issue=39 |date=21 June 2007 |publisher=] |pages=78–83}}</ref> | |||
<ref name="Retro Gamer: N64 Years">{{cite magazine |title=DMA Design: The Chaotic N64 Years That Led to Rockstar North |first=Robert |last=Zak |magazine=] |issue=226 |date=28 October 2021 |publisher=] |pages=78–83}}</ref> | |||
<ref name="Retro Gamer: Space Station Silicon Valley">{{cite magazine |title=The Making Of: Space Station Silicon Valley |first=Adam |last=Barnes |magazine=] |issue=189 |date=27 December 2018 |publisher=] |pages=82–85}}</ref> | |||
<ref name="Retro Gamer: Vice City">{{cite magazine |title=The Making Of: Grand Theft Auto: Vice City |first=Adam |last=Barnes |magazine=] |issue=250 |date=1 September 2023 |publisher=] |pages=80–85}}</ref> | |||
<ref name="Retro Gamer: Walker">{{cite magazine |title=The Making Of: Walker |first=Mike |last=Bevan |magazine=] |issue=149 |date=27 November 2015 |publisher=] |pages=70–73}}</ref> | |||
<ref name="Rockstar Games: Max Payne 3">{{cite web |url=https://www.rockstargames.com/newswire/article/ak14o88381o725/asked-answered-max-payne-3-la-noire-red-dead-and-more.html |title=Asked & Answered: Max Payne 3, L.A. Noire, Red Dead and More |date=5 October 2011 |publisher=] |access-date=16 July 2024 |archive-date=8 May 2024 |archive-url=https://web.archive.org/web/20240508015825/https://www.rockstargames.com/newswire/article/ak14o88381o725/asked-answered-max-payne-3-la-noire-red-dead-and-more.html |url-status=live}}</ref> | |||
<ref name="RPS: Manhunt">{{cite web |url=https://www.rockpapershotgun.com/manhunt-made-us-feel-icky |title="Manhunt made us feel icky" |first=John |last=Walker |date=27 July 2007 |website=] |access-date=16 July 2024 |archive-date=29 May 2024 |archive-url=https://web.archive.org/web/20240529083306/https://www.rockpapershotgun.com/manhunt-made-us-feel-icky |url-status=live}}</ref> | |||
<ref name="RPS: Vermeij">{{cite web |url=https://www.rockpapershotgun.com/rockstar-once-planned-a-zombie-island-survival-game-using-gta-vice-city-code-but-it-was-too-depressing |title=Rockstar once planned a zombie island survival game using GTA: Vice City code, but it was too "depressing" |first=Edwin |last=Evans-Thirlwell |date=21 November 2023 |website=] |access-date=16 July 2024 |archive-date=26 November 2023 |archive-url=https://web.archive.org/web/20231126115002/https://www.rockpapershotgun.com/rockstar-once-planned-a-zombie-island-survival-game-using-gta-vice-city-code-but-it-was-too-depressing |url-status=live}}</ref> | |||
<ref name="Scottish Games: Manual Override 1">{{cite web |url=https://scottishgames.net/2012/06/27/steve-hammonds-manual-override/ |title=Steve Hammond's Manual Override |first=Steve |last=Hammond |date=27 June 2012 |website=The Scottish Games Network |access-date=16 July 2024 |archive-date=5 December 2023 |archive-url=https://web.archive.org/web/20231205075958/https://scottishgames.net/2012/06/27/steve-hammonds-manual-override/ |url-status=live}}</ref> | |||
<ref name="Scottish Games: Manual Override 2">{{cite web |url=https://scottishgames.net/2012/09/13/steve-hammonds-manual-override-developer-hell/ |title=Steve Hammond's Manual Override – Developer Hell |first=Steve |last=Hammond |date=13 September 2012 |website=The Scottish Games Network |access-date=16 July 2024 |archive-date=21 September 2023 |archive-url=https://web.archive.org/web/20230921195145/https://scottishgames.net/2012/09/13/steve-hammonds-manual-override-developer-hell/ |url-status=live}}</ref> | |||
<ref name="Steve Hammond: GTA Q&A">{{cite web |url=https://www.stevehammond.org/dmadesign/gta.html |title=GTA Q&A |first=Steve |last=Hammond |via=stevehammond.org |access-date=16 July 2024 |archive-date=24 May 2024 |archive-url=https://web.archive.org/web/20240524000333/https://www.stevehammond.org/dmadesign/gta.html |url-status=live}}</ref> | |||
<ref name="Take-Two Interactive: 10-K 2000">{{cite web |url=https://www.sec.gov/Archives/edgar/data/946581/000089155400000145/0000891554-00-000145.txt |title=Annual Report Pursuant to Section 13 or 15(d) of the Securities Exchange Act of 1934 for the fiscal year ended October 31, 1999 |publisher=] |date=27 January 2000 |via=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716213801/https://www.sec.gov/Archives/edgar/data/946581/000089155400000145/0000891554-00-000145.txt |url-status=live}}</ref> | |||
<ref name="Take-Two: Acquisition">{{cite press release |url=http://www.take2games.com/public/news/article.jhtml?articleid=171 |title=Take-Two Interactive Software Announces the Acquisition of DMA Design, Ltd. |publisher=] |date=29 September 1999 |archive-date=4 June 2000 |archive-url=https://web.archive.org/web/20000604032703/http://www.take2games.com/public/news/article.jhtml?articleid=171 |url-status=dead}}</ref> | |||
<ref name="Take-Two: Sales">{{cite web |url=http://taketwovalue.com/documents/TTWO_Value.pdf#page=12 |title=Take-Two Interactive Software, Inc. Recommendation of the Board of Directors to Reject Electronic Arts Inc.'s Tender Offer March 2008 |date=26 March 2008 |publisher=] |page=12 |archive-date=8 April 2008 |archive-url=https://web.archive.org/web/20080408234728/http://taketwovalue.com/documents/TTWO_Value.pdf#page=12 |url-status=dead}}</ref> | |||
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<ref name="The Daily Telegraph: Gremlin float">{{cite news |url=https://www.newspapers.com/article/the-daily-telegraph-gremlin-games-pair-t/143464668/ |title=Gremlin games pair to sell a £6m stake |first=Rebecca |last=Barrow |newspaper=] |date=28 May 1997 |page=29 |via=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716213324/https://www.newspapers.com/article/the-daily-telegraph-gremlin-games-pair-t/143464668/ |url-status=live}}</ref> | |||
<ref name="The Games Machine: Menace release">{{cite magazine |url=https://archive.org/details/thegamesmachine-11/page/n13/mode/2up |title=MENACE/Psygnosis |magazine=] |issue=11 |date=October 1988 |publisher=] |page=14 |via=]}}</ref> | |||
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<ref name="The Great British Dream Factory">{{cite book |url=https://books.google.com/books?id=IlPBBwAAQBAJ |title=The Great British Dream Factory: The Strange History of Our National Imagination |first=Dominic |last=Sandbrook |author-link=Dominic Sandbrook |year=2015 |publisher=] |isbn=978-0-14-197931-1 |pages=163–168 |via=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716213405/https://books.google.com/books?id=IlPBBwAAQBAJ |url-status=live}}</ref> | |||
<ref name="The Guardian: cyber takeovers">{{cite news |url=https://www.newspapers.com/article/the-guardian-lara-croft-falls-victim-to/143466264/ |title=Lara Croft falls victim to the French as UK loses out in cyber takeovers |first1=John |last1=Cassy |first2=Jack |last2=Schofield |newspaper=] |date=5 July 2000 |page=3 |via=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716213911/https://www.newspapers.com/article/the-guardian-lara-croft-falls-victim-to/143466264/ |url-status=live}}</ref> | |||
<ref name="The Guardian: Golden Joystick Awards 2005">{{cite web |url=https://www.theguardian.com/technology/2005/nov/10/games.guardianweeklytechnologysection1 |title=Golden Joystick awards: Winners and losers |first=Mike |last=Anderiesz |date=10 November 2005 |website=] |access-date=16 July 2024 |archive-date=20 September 2014 |archive-url=https://web.archive.org/web/20140920051223/https://www.theguardian.com/technology/2005/nov/10/games.guardianweeklytechnologysection1 |url-status=live}}</ref> | |||
<ref name="The Guardian: How we made">{{cite web |url=https://www.theguardian.com/technology/2015/may/18/how-we-made-grand-theft-auto |title=How we made ... Grand Theft Auto |first=Keith |last=Stuart |date=18 May 2015 |website=] |access-date=29 July 2019 |archive-date=29 July 2019 |archive-url=https://web.archive.org/web/20190729194600/https://www.theguardian.com/technology/2015/may/18/how-we-made-grand-theft-auto |url-status=live}}</ref> | |||
<ref name="The Guardian: N-Gage">{{cite news |url=https://www.newspapers.com/article/the-guardian-prepare-to-n-gage/143466898/ |title=Prepare to N-Gage |first=Steve |last=Boxer |newspaper=] |date=4 September 2003 |page=20 |via=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716213915/https://www.newspapers.com/article/the-guardian-prepare-to-n-gage/143466898/ |url-status=live}}</ref> | |||
<ref name="The Guardian: Take two">{{cite news |url=https://www.newspapers.com/article/the-guardian-take-two/143466206/ |title=Take two |newspaper=] |date=7 October 1999 |page=online{{!}}7 |via=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716213930/https://www.newspapers.com/article/the-guardian-take-two/143466206/ |url-status=live}}</ref> | |||
<ref name="The Guardian: TaxWatch">{{cite web |url=https://www.theguardian.com/business/2019/jul/29/grand-theft-auto-maker-uk-corporation-tax-rockstar-north-games |title=Grand Theft Auto maker has paid no UK corporation tax in 10 years – report |first=Keza |last=MacDonald |date=29 July 2019 |website=] |access-date=21 January 2020 |archive-date=22 December 2019 |archive-url=https://web.archive.org/web/20191222005841/https://www.theguardian.com/business/2019/jul/29/grand-theft-auto-maker-uk-corporation-tax-rockstar-north-games |url-status=live}}</ref> | |||
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<ref name="The Herald: Barclay House">{{cite web |url=https://www.heraldscotland.com/business_hq/13137464.scotsman-group-seeks-new-headquarters-rockstar-prepares-move-barclay-house/ |title=Scotsman group seeks new headquarters as Rockstar prepares to move into Barclay House |first=Colin |last=Donald |date=22 December 2013 |website=] |access-date=16 July 2024 |archive-date=4 December 2023 |archive-url=https://web.archive.org/web/20231204191330/https://www.heraldscotland.com/business_hq/13137464.scotsman-group-seeks-new-headquarters-rockstar-prepares-move-barclay-house/ |url-status=live}}</ref> | |||
<ref name="The Herald: Benzies lawsuit">{{cite web |url=https://www.heraldscotland.com/news/17340954.first-game-courtroom/ |title=First the game, then the courtroom |first=David |last=Leask |date=7 January 2019 |website=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716214025/https://www.heraldscotland.com/news/17340954.first-game-courtroom/ |url-status=live}}</ref> | |||
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<ref name="The Herald: DMA pulls out">{{cite web |url=https://www.heraldscotland.com/news/12199524.dma-pulls-out-of-jute-city/ |title=DMA pulls out of jute city |first=Kristy |last=Dorsey |date=22 March 2000 |website=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716214035/https://www.heraldscotland.com/news/12199524.dma-pulls-out-of-jute-city/ |url-status=live}}</ref> | |||
<ref name="The Herald: DMA to expand">{{cite web |url=https://www.heraldscotland.com/news/12225058.dma-to-expand/ |title=DMA to expand |date=16 March 2000 |website=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716214209/https://www.heraldscotland.com/news/12225058.dma-to-expand/ |url-status=live}}</ref> | |||
<ref name="The Herald: Liaison">{{cite web |url=https://www.heraldscotland.com/news/12313999.games-firm-in-15m-legal-action/ |title=Games firm in £1.5m legal action |date=30 July 1997 |website=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716214213/https://www.heraldscotland.com/news/12313999.games-firm-in-15m-legal-action/ |url-status=live}}</ref> | |||
<ref name="The Herald: play for the future">{{cite web |url=https://www.heraldscotland.com/news/12395600.making-a-play-for-the-future-dave-jones-creator-of-notorious-grand-theft-auto-his-dream-is-of-massive-multiplayer-online-gaming-finds-kristy-dorsey/ |title=Making a play for the future |first=Kristy |last=Dorsey |date=19 March 2005 |website=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716214339/https://www.heraldscotland.com/news/12395600.making-a-play-for-the-future-dave-jones-creator-of-notorious-grand-theft-auto-his-dream-is-of-massive-multiplayer-online-gaming-finds-kristy-dorsey/ |url-status=live}}</ref> | |||
<ref name="The Herald: quite some game">{{cite web |url=https://www.heraldscotland.com/news/12106933.thats-quite-some-game-boy/ |title=That's quite some game, boy |first=Jennifer |last=Cunningham |date=20 May 1995 |website=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716214226/https://www.heraldscotland.com/news/12106933.thats-quite-some-game-boy/ |url-status=live}}</ref> | |||
<ref name="The Herald: Scottish roots">{{cite web |url=https://www.heraldscotland.com/news/homenews/23913934.grand-theft-auto-scottish-roots-ahead-sixth-game/ |title=Grand Theft Auto and its Scottish roots ahead of sixth game |first=Gabriel |last=McKay |date=12 November 2023 |website=] |access-date=16 July 2024 |archive-date=27 December 2023 |archive-url=https://web.archive.org/web/20231227121007/http://www.heraldscotland.com/news/homenews/23913934.grand-theft-auto-scottish-roots-ahead-sixth-game/ |url-status=live}}</ref> | |||
<ref name="The Herald: winning game plan">{{cite web |url=https://www.heraldscotland.com/news/12579660.the-whizz-kid-with-a-winning-game-plan/ |title=The whizz-kid with a winning game plan |first=David |last=Ogilvy |date=19 November 1992 |website=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716214238/https://www.heraldscotland.com/news/12579660.the-whizz-kid-with-a-winning-game-plan/ |url-status=live}}</ref> | |||
<ref name="The Independent: Gremlin public">{{cite web |url=https://www.independent.co.uk/news/business/gremlin-sets-out-its-stall-to-double-profits-1263895.html |title=Gremlin sets out its stall to double profits |first=Cathy |last=Newman |date=27 May 1997 |website=] |access-date=16 July 2024 |archive-date=8 July 2022 |archive-url=https://web.archive.org/web/20220708032833/http://www.independent.co.uk/news/business/gremlin-sets-out-its-stall-to-double-profits-1263895.html |url-status=live}}</ref> | |||
<ref name="The One: Profile">{{cite magazine |url=https://archive.org/details/The_One_Issue_040/page/2000/mode/2up |title=The One Profile: David Jones |first=Laurence |last=Scotford |magazine=] |issue=40 |date=January 1992 |publisher=] |page=24 |via=]}}</ref> | |||
<ref name="The Scotsman: Benzies lawsuit">{{cite web |url=https://www.scotsman.com/regions/grand-theft-auto-pioneer-accused-of-poaching-staff-in-court-battle-2512695 |title=Grand Theft Auto pioneer accused of poaching staff in court battle |first=Martyn |last=McLaughlin |date=5 January 2019 |website=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716214450/https://www.scotsman.com/regions/grand-theft-auto-pioneer-accused-of-poaching-staff-in-court-battle-2512695 |url-status=live}}</ref> | |||
<ref name="The Scotsman: Holyrood expansion">{{cite web |url=https://www.scotsman.com/business/contrasting-fortunes-for-edinburgh-and-glasgow-office-markets-in-2022-after-end-of-year-flurry-4046153 |title=Contrasting fortunes for Edinburgh and Glasgow office markets in 2022 after end-of-year flurry |first=Scott |last=Reid |date=1 March 2023 |website=] |access-date=16 July 2024 |archive-date=1 October 2023 |archive-url=https://web.archive.org/web/20231001065028/https://www.scotsman.com/business/contrasting-fortunes-for-edinburgh-and-glasgow-office-markets-in-2022-after-end-of-year-flurry-4046153 |url-status=live}}</ref> | |||
<ref name="The Scotsman: Holyrood purchase">{{cite web |url=https://www.scotsman.com/business/pandemic-dents-commprop-investment-but-reasons-for-optimism-emerging-3318262 |title=Pandemic dents commercial property investment in Scotland but 'reasons for optimism' emerging |first=Scott |last=Reid |date=22 July 2021 |website=] |access-date=16 July 2024 |archive-date=29 November 2023 |archive-url=https://web.archive.org/web/20231129101123/https://www.scotsman.com/business/pandemic-dents-commprop-investment-but-reasons-for-optimism-emerging-3318262 |url-status=live}}</ref> | |||
<ref name="The Scotsman: Inside the minds">{{cite web |url=https://www.scotsman.com/whats-on/the-perfect-crime-inside-the-minds-of-the-scottish-creators-of-grand-theft-auto-2473026 |title=The perfect crime: Inside the minds of the Scottish creators of Grand Theft Auto |first=Martyn |last=McLaughlin |date=11 March 2012 |website=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716214445/https://www.scotsman.com/whats-on/the-perfect-crime-inside-the-minds-of-the-scottish-creators-of-grand-theft-auto-2473026 |url-status=live}}</ref> | |||
<ref name="The Scotsman: Scottish legends">{{cite web |url=https://www.scotsman.com/news/people/we-were-basically-the-big-bang-theory-but-30-years-ago-the-dundee-developers-who-became-scottish-video-game-legends-with-lemmings-3147464 |title='We were basically The Big Bang Theory but 30 years ago': the Dundee developers who became Scottish video game legends with Lemmings |first=Liv |last=McMahon |date=28 February 2021 |website=] |access-date=16 July 2024 |archive-date=8 March 2024 |archive-url=https://web.archive.org/web/20240308150821/https://www.scotsman.com/news/people/we-were-basically-the-big-bang-theory-but-30-years-ago-the-dundee-developers-who-became-scottish-video-game-legends-with-lemmings-3147464 |url-status=live}}</ref> | |||
<ref name="The Scotsman: Scottish references">{{cite web |url=https://www.scotsman.com/news/grand-theft-autos-scottish-references-and-easter-eggs-606030 |title=Grand Theft Auto's Scottish references and easter eggs |date=31 January 2017 |website=] |access-date=16 July 2024 |archive-date=6 June 2023 |archive-url=https://web.archive.org/web/20230606003642/https://www.scotsman.com/news/grand-theft-autos-scottish-references-and-easter-eggs-606030 |url-status=live}}</ref> | |||
<ref name="The Times: Four geeks">{{cite web |url=https://www.thetimes.co.uk/article/four-geeks-meet-and-form-worlds-richest-entertainment-franchise-77vn36fj0pd |title=Four geeks meet — and form world's richest entertainment franchise |first=Marc |last=Horne |date=2 December 2015 |website=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716214458/https://www.thetimes.com/article/four-geeks-meet-and-form-worlds-richest-entertainment-franchise-77vn36fj0pd |url-status=live}}</ref> | |||
<ref name="The Times: Grand Theft Auto IV budget">{{cite web |url=https://www.thetimes.com/article/grand-theft-auto-producer-is-godfather-of-gaming-qhgtk0d3d8h |title=Grand Theft Auto producer is Godfather of gaming |first=Gillian |last=Bowditch |date=27 April 2008 |website=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716214458/https://www.thetimes.com/article/grand-theft-auto-producer-is-godfather-of-gaming-qhgtk0d3d8h |url-status=live}}</ref> | |||
<ref name="Time Extension: Logo">{{cite web |url=https://www.timeextension.com/news/2024/01/random-the-creator-of-the-dma-design-logo-reflects-on-its-legacy-30-years-later |title=Random: The Creator Of The DMA Design Logo Reflects On Its Legacy 30 Years Later |first=Jack |last=Yarwood |date=25 January 2024 |website=] |access-date=16 July 2024 |archive-date=24 May 2024 |archive-url=https://web.archive.org/web/20240524203850/https://www.timeextension.com/news/2024/01/random-the-creator-of-the-dma-design-logo-reflects-on-its-legacy-30-years-later |url-status=live}}</ref> | |||
<ref name="Variety: Red Dead Redemption 2">{{cite web |url=https://variety.com/2018/gaming/features/red-dead-redemption-2-narrative-interview-1202992401/ |title=The Story Behind the Story of 'Red Dead Redemption 2' |first=Brian |last=Crecente |date=24 October 2018 |website=] |access-date=16 July 2024 |archive-date=13 July 2022 |archive-url=https://web.archive.org/web/20220713095526/https://variety.com/2018/gaming/features/red-dead-redemption-2-narrative-interview-1202992401/ |url-status=live}}</ref> | |||
<ref name="VentureBeat: Gamelab">{{cite web |url=https://venturebeat.com/games/grand-theft-auto-creator-dave-jones-you-never-know-when-youve-got-a-hit-idea/view-all/ |title=Grand Theft Auto creator Dave Jones: You never know when you've got a hit idea |first=Dean |last=Takahashi |author-link=Dean Takahashi |date=9 July 2018 |website=] |access-date=16 July 2024 |archive-date=16 July 2024 |archive-url=https://web.archive.org/web/20240716214503/https://venturebeat.com/games/grand-theft-auto-creator-dave-jones-you-never-know-when-youve-got-a-hit-idea/view-all/ |url-status=live}}</ref> | |||
<ref name="VG247: Plaque">{{cite web |url=https://www.vg247.com/lemmings-celebrates-20th-birthday-with-commemorative-plaque |title=Lemmings celebrates 20th birthday with commemorative plaque |first=Brenna |last=Hillier |date=15 February 2011 |website=] |access-date=16 July 2024 |archive-date=21 May 2024 |archive-url=https://web.archive.org/web/20240521223136/https://www.vg247.com/lemmings-celebrates-20th-birthday-with-commemorative-plaque |url-status=live}}</ref> | |||
<ref name="VG247: VGAs 2008">{{cite web |url=https://www.vg247.com/vga-2008-the-winners |title=VGA 2008 – The winners |first=Patrick |last=Garratt |date=15 December 2008 |website=] |access-date=16 July 2024 |archive-date=22 May 2024 |archive-url=https://web.archive.org/web/20240522051421/https://www.vg247.com/vga-2008-the-winners |url-status=live}}</ref> | |||
<ref name="VGC: Grand Theft Auto V sales">{{cite web |url=https://www.videogameschronicle.com/news/gta-5-has-surpassed-200-million-copies-sold-according-to-take-two/ |title=GTA 5 has surpassed 200 million copies sold, according to Take Two |first=Jordan |last=Middler |date=16 May 2024 |website=] |access-date=16 July 2024 |archive-date=27 May 2024 |archive-url=https://web.archive.org/web/20240527003812/https://www.videogameschronicle.com/news/gta-5-has-surpassed-200-million-copies-sold-according-to-take-two/ |url-status=live}}</ref> | |||
<ref name="VR-1: Devil's Thumb">{{cite press release |url=http://www.vr1.com/about/press/aquires/dtacquire.html |title=Online Game Developer VR-1, Inc. Acquires Two Console Game Developers to Expand into the Online Console Game Market |publisher=VR-1 |date=4 March 1999 |archive-date=30 September 1999 |archive-url=https://web.archive.org/web/19990930034748/http://www.vr1.com/about/press/aquires/dtacquire.html |url-status=dead}}</ref> | |||
<ref name="Wireframe: chaotic origins">{{cite magazine |url=https://archive.org/details/Wireframe51/page/28/mode/2up |title="It was a mess": The chaotic origins of Grand Theft Auto |first=Jack |last=Yarwood |magazine=Wirefram |issue=51 |date=3 June 2021 |publisher=] |pages=28–33 |via=]}}</ref> | |||
<ref name="WSJ: San Andreas budget">{{cite web |url=https://www.wsj.com/articles/SB110243451698593254 |title=Videogame Publishers Place Big Bets on Big-Budget Games |first1=Marcelo |last1=Prince |first2=Peter |last2=Roth |date=21 December 2004 |website=] |access-date=16 July 2024 |archive-date=10 February 2020 |archive-url=https://archive.today/20200210052050/https://www.wsj.com/articles/SB110243451698593254 |url-status=live}}</ref> | |||
<ref name="YouTube: Broadband Studios">{{cite AV media |url=https://www.youtube.com/watch?v=AhPHxa61zsQ |title=When Rockstar Games Nearly Merged with an Israeli Developer |publisher=Game Brain |date=28 November 2018 |via=] |access-date=16 July 2024 |archive-date=18 January 2021 |archive-url=https://web.archive.org/web/20210118080705/https://www.youtube.com/watch?v=AhPHxa61zsQ |url-status=live}}</ref> | |||
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Latest revision as of 13:48, 18 December 2024
British video game developer
Headquarters at Barclay House | |
Trade name | Rockstar North |
---|---|
Formerly |
|
Company type | Subsidiary |
Industry | Video games |
Founded | 1988; 36 years ago (1988) in Dundee, Scotland |
Founder | David Jones |
Headquarters | Edinburgh, Scotland |
Key people | Andrew Semple (studio director) |
Products |
|
Number of employees | 650 (2018) |
Parent |
|
Website | rockstarnorth.com |
Rockstar North (Rockstar Games UK Limited; formerly DMA Design Limited and Rockstar North Limited) is a British video game developer and a studio of Rockstar Games based in Edinburgh. The studio is best known for creating the Lemmings and Grand Theft Auto series, including Grand Theft Auto V, the second-best-selling game and most profitable entertainment product of all time.
David Jones founded the company as DMA Design in 1988 in his hometown of Dundee. During his studies, he had developed the game Menace and struck a six-game publishing deal with Psygnosis, which released Menace in October 1988. While making its sequel, Blood Money, Jones dropped out, hired several of his friends—including Mike Dailly, Steve Hammond, and Russell Kay, whom he had met at the Kingsway Amateur Computer Club—and opened the company's first offices above a former fish and chip shop in 1989. Following the successful 1991 release of Lemmings, the studio rapidly expanded and moved into proper offices, after which Kay left to establish Visual Sciences. Several Lemmings expansions and sequels later, 1994's All New World of Lemmings was DMA Design's final game in the series and its last with Psygnosis.
Starting in 1994, DMA Design partnered with Nintendo and BMG Interactive for several projects, many of which stalled or were cancelled. Jones sold the financially stricken studio to Gremlin Interactive in April 1997, which also led to the spin-off of DMA Design's satellite studio in Boulder, Colorado, and Hammond's departure. After BMG Interactive released DMA Design's Grand Theft Auto in November 1997 to commercial success, Take-Two Interactive bought the publisher and the game's intellectual property to form Rockstar Games in December 1998. At the same time, Body Harvest's underperformance led Infogrames to purchase Gremlin Interactive, with DMA Design sold to Take-Two in September 1999. The studio was aligned with Rockstar Games, which soon released Grand Theft Auto 2. Amid these changes, Dailly left for Visual Sciences, while Jones founded Denki and Real Time Worlds.
A few months after an Edinburgh branch was established for DMA Design, the prior Dundee location was closed. Grand Theft Auto III, the first Grand Theft Auto game presented fully in 3D, was released in 2001 and sold 6 million units in one year. Considered genre-defining, the game gave rise to a number of Grand Theft Auto clones. Take-Two integrated DMA Design with Rockstar Games as Rockstar Studios in March 2002, which was renamed Rockstar North in May. Since then, the studio has continued the Grand Theft Auto series with Grand Theft Auto: Vice City (2002), Grand Theft Auto: San Andreas (2004), Grand Theft Auto IV (2008), and Grand Theft Auto V (2013), as well as a number of smaller games in the franchise. Rockstar North also created Manhunt in 2003 and collaborated with other Rockstar Games studios on Manhunt 2 (2007), Red Dead Redemption (2010), L.A. Noire (2011), Max Payne 3 (2012), and Red Dead Redemption 2 (2018).
History
Background and formation (1983–1988)
Having frequently played Space Invaders in his youth, the Dundee native David Jones gained early programming knowledge when his secondary school, Linlathen High, obtained an Apple II computer and piloted O-level qualifications in computer studies. In 1983, after leaving school, he took up an apprenticeship at the local plant of the electronics manufacturer Timex. Although the company was best known for producing watches, the Dundee factory also built home computers for Sinclair Research, including the ZX81 and ZX Spectrum, which had boosted interest in hobbyist programming in the area. Timex employees could buy subsidised ZX Spectrum units, and the company paid for programming courses at the local Kingsway Technical College.
The college also hosted the Kingsway Amateur Computer Club (KACC), where attendees—including Timex employees and local youths—had to bring their computers, usually ZX Spectrum machines. Jones was the oldest member at the KACC, where he soon befriended Steve Hammond and Russell Kay. Mike Dailly joined the club at the recommendation of a friend in 1984 with the Commodore Plus/4 he had received for Christmas. He was the youngest attendee at 14 years old. The quartet bonded over their shared interest in creating games instead of playing or copying existing ones. During their time at the KACC, Dailly and Hammond developed Freek Out for the Commodore Plus/4, which they finished and sold to the publisher Cascade for "a modest fee", while Jones and Kay cooperated on Moonshadow for the ZX Spectrum, which was eventually released as Zone Trooper. Jones and Dailly also worked on The Game With No Name.
As Sinclair Research's market share dropped significantly during 1986, the Dundee Timex plant enacted layoffs. Jones accepted a voluntary redundancy for £3,000, a roughly half-year salary that he invested into an Amiga 1000, and subsequently enrolled in computer science at the Dundee Institute of Technology (DIT). Hammond also attended the DIT, and all four soon joined its computer club. Because Jones easily passed the course's first year, he had much time to learn to programme for the Amiga and spent one year creating the shoot 'em up CopperCon1. Working out of his parents' bedroom, he provisionally used the monicker "Acme". The game featured graphics by the demoscene member Tony Smith, with whom he communicated by post, and sounds Dailly and Hammond recorded from a Salamander machine at a local arcade. At the Personal Computer World Show trade event, Jones met with representatives of several publishers—including Gremlin Graphics, Hewson Consultants, Ocean Software, and the nascent Psygnosis—to demonstrate CopperCon1. While all reacted positively, Hewson Consultants and its Andrew Braybrook were the most enthusiastic about the game and quickly agreed to publish it. However, after it was showcased in the Popular Computing Weekly magazine with the title Zynaps, Jones wanted to avoid his game only becoming the Amiga version of the ZX Spectrum game and walked away from the agreement.
Instead, he turned to Psygnosis, visiting its Liverpool offices in 1987 and agreeing to a six-game publishing deal. CopperCon1 was renamed Draconia, which was ultimately changed to Menace because the name was too similar to Draconus. Jones also agreed to bring Psygnosis's Ballistix from the Amiga to the Commodore 64, for which he engaged Dailly and Hammond. In his search for a company name to replace the already taken "Acme", Jones discussed alternatives with the members of the DIT's computer club in 1988. Among others, "Milliard", "Visual Voyage", and "Alias Smith and Jones" (in reference to Menace's artist) were floated, and Jones finally settled on "DMA Design". The abbreviation "DMA" stood for "direct memory access" in Amiga manuals but carried no meaning in the company name. While "Direct Mind Access" was official briefly, Jones eventually began stating that the abbreviation was short for "Doesn't Mean Anything". He formally founded DMA Design in 1988, when he was 22 years old.
Initial games with Psygnosis and Lemmings (1988–1994)
Menace was released in October 1988 after 18 months of development. It was DMA Design's debut game and the first game under Psygnosis's Psyclapse label for budget-priced games. Although Jones only received £0.75 for every copy sold, which he retrospectively viewed as a "terrible" deal, the 20,000 sales allowed him to buy a Vauxhall Astra car and regularly visit the Psygnosis offices to meet other game developers. While working on a sequel to Menace, the difficulty of Jones's university programme spiked, leading him to drop out and pursue game development full-time, against the advice of his professors. He intended to return after one year but never finished his studies, eventually receiving an honorary degree. Jones soon began hiring his friends: Dailly, who had just been expelled from college, became the first employee in 1989 and began working on a Commodore 64 conversion of Menace. Hammond joined second on a part-time basis as he continued his education, followed shortly by Kay and Brian Watson, one of Jones's university friends. The Menace sequel, Blood Money, was released in April 1989. It sold 40,000 copies. Gary Timmons joined the studio shortly after the game was completed, while Dailly developed its Commodore 64 version and began working on a PC Engine port of Shadow of the Beast for Psygnosis. DMA Design also made Shadow of the Beast's Commodore 64 port and the PC Engine and MS-DOS versions for Ballistix.
Jones's father-in-law, the owner of the Dundee fish and chip shop The Deep Sea, lent him a small office space above the shop's former location at 134B Nethergate in Dundee. The infill building, built in 1893, is sometimes called the Wee Pink Nethergate House. When DMA Design inaugurated its office there on 1 August 1989, the ground floor housed Gooseberry Bush, a children's clothing store. The studio continued to expand, also hiring many students to work part-time. In 1990, DMA Design cancelled several projects: The Golden Axe-inspired Gore! was shelved due to technical restrictions of the Amiga at the time and the platformer Cutiepoo did not make adequate progress after one year of work by the freelance programmer Tony Colgan. Jones further put aside his game Walker as he found he could not achieve his vision for it and stopped working on the Monster Cartridge, a cheat cartridge for the Amiga, after another such product was released first.
The programmer Ian Dunlop and artist Neill Glancy, working remotely from Edinburgh on a contract basis, were soon made to experiment with Walker. While they needed an artist to create characters just sixteen pixels tall, which Scott Johnston took on, Dailly believed the sprites could be smaller and challenged himself to create eight-pixel-high characters. He spent a lunch break hour building a showcase animation of such characters walking in a line and being killed comically, to the amusement of the office. Kay remarked that a game could be created from this. Jones concurred and thought of a design in which the player should prevent the characters from being killed. Kay wrote a demo before it was passed on to Dailly and later to Jones, who worked out the gameplay foundations with Timmons. The game was named Lemmings upon Kay's suggestion and released in February 1991. It sold 55,000 copies on its first day and was swiftly brought to other regions and platforms. Jon Dye, another former KACC attendee, was hired later that year to bring the game to the ZX Spectrum.
Lemmings had 20 million lifetime sales across 21 platforms. At 25 years old, Jones became a millionaire and subsequently bought two Ferrari luxury cars. The company rapidly expanded and began working on several additional projects. As Psygnosis sought DMA Design to produce Lemmings expansion packs and sequels in the wake of this success, the studio developed Oh No! More Lemmings (1991), Lemmings 2: The Tribes (1993), and All New World of Lemmings (1994). It also made the Christmas-themed Holiday Lemmings to be distributed for free on covermounts in 1991 and 1992, before Psygnosis made it a commercial release for 1993 and 1994.
By November 1992, DMA Design had grown to 22 staff, of which 10 were former classmates of Jones, and relocated to proper offices at the Dundee Technology Park. As Kay left DMA Design in 1993 to form Visual Sciences, Jones and Dailly hired Keith Hamilton as a replacement and put him in charge of All New World of Lemmings. This entry focused on larger, more detailed lemmings, which Hamilton and Jones later believed diminished the game's charm. In the same year, Psygnosis released Walker, which remained exclusive to the Amiga, and Hired Guns, which had been created principally by Johnston with a story by Hammond. All New World of Lemmings was the final game in Jones's original deal with Psygnosis and, with fatigue for Lemmings at the studio, Psygnosis hired other developers for subsequent entries. Among them, Kay and Visual Sciences made Lemmings Paintball.
Partnerships with Nintendo and BMG Interactive (1994–1997)
After leaving Lemmings behind, DMA Design began researching development for the 3DO. In another project, Psygnosis briefly had DMA Design emulate an in-development Star Wars game on the Super Nintendo Entertainment System (SNES). During one trade show, Jones caught the attention of Nintendo with a full-motion video Star Wars clip running on the SNES, something previously believed impossible. At the time, the company was seeking development partners for its upcoming Nintendo 64 console, which was then called Project Reality. DMA Design signed a two-game contract—worth several million pounds—and joined Nintendo's "Dream Team" of external partners. When this partnership was announced in April 1994, DMA Design was only Nintendo's second partner for the platform. Using these funds, the studio grew to occupy 2,500 square feet (230 m) of office space at the Dundee Technology Park and spent around £250,000 outfitting all rooms with high-end devices. The partnership also led DMA Design to cease developing for the 3DO. The studio steered clear of other consoles, like the PlayStation and Sega Saturn, because Jones disliked "multiformat publishing for the sake of it".
DMA Design's first project for Nintendo was Unirally, a racing game featuring animated unicycles created using 2D sprites rendered from a 3D model. Following the game's 1994 release for the SNES, the animation studio Pixar sued Nintendo over perceived similarities between the game's characters and the unicycle protagonist from Pixar's 1987 animated short film Red's Dream. The judge ruled in Pixar's favour and the two companies agreed that Nintendo would cease the production of Unirally copies while Pixar was to receive a Nintendo 64 game development kit. Despite the ruling, the game sold 300,000 copies. DMA Design continued working with Nintendo on Kid Kirby, a spin-off in Nintendo's Kirby franchise made by Colgan after requesting a second chance from Jones. The game featured a young version of the title character, who would have been launched around levels using the Super NES Mouse. In November 1994, a team of five people commenced developing Body Harvest, scheduled to be a launch title for the Nintendo 64.
In the meantime, Dailly was experimenting with ways to render 3D buildings from a top-down perspective. To showcase this technology, he devised a game that saw the player control a dinosaur and destroy the city. After adding cars to make the scene more lively, a colleague suggested having the player drive these cars instead. Jones took notice of Dailly's project and passed it to a team that should turn it into a game. The Liaison and Promotion Company, which had taken on marketing for DMA Design and its games in July 1993, presented the studio with potential partners for the project. Jones consequently presented a prototype of the game, which became known as Race'n'Chase, to BMG Interactive, the recently formed games arm of Bertelsmann. The two companies signed a £3.4 million contract in March 1995, wherein the studio would develop four games for the publisher. According to The Liaison and Promotion Company, Jones had not informed the firm of the impending deal, instead claiming he would partner with another company. such as Virgin Interactive Entertainment. DMA Design and The Liaison and Promotion Company then severed ties just before the deal with BMG Interactive was finalised, such that DMA Design refused to pay the marketing firm its share of the deal.
The publishing agreement covered Race'n'Chase, Space Station Silicon Valley, Tanktics, and Covert, the latter a stealth game in the style of Metal Gear. With the acquired funds, DMA Design intended to expand its offices and increase its 40-strong headcount with 42 additional hires, quickly growing to 130 people. The company took over an additional 5,000 square feet (460 m) of office space and expanded to two adjacent buildings, therein also setting up a £500,000 motion capture studio that found little usage. Another section housed DMA Music with seven full-time musicians. Race'n'Chase formally entered into production in March 1995. The development team consisted mostly of recent graduates with little development experience, with Hamilton as the lead programmer. As such, the team was highly unorganised and struggled with the development until Gary Penn moved from BMG Interactive to DMA Design as the game's creative director and producer. BMG Interactive's production team, including the head of development Sam Houser, was hands-off during the development.
Body Harvest progressed slowly and faced numerous delays, such that it missed its intended launch with the Nintendo 64. Kid Kirby and the climbing-themed action game Zenith also stalled, and Nintendo cancelled the former following the low sales of the Super NES Mouse. Furthermore, the American division of BMG Interactive regularly pushed for Race'n'Chase to be cancelled because the team kept missing development milestones. The game was never the sole focus of the studio, and several staffers believed Body Harvest would be a bigger hit. With DMA Design struggling financially, Jones kept agreeing to game projects solely to receive sign-on bonuses and with no plans to complete them. At one point, the studio had seven or eight projects in development at the same time. In the latter half of 1996, GT Interactive signed with DMA Design for Attack! and Clan Wars, despite neither draft having a proper team assigned. Jones also sold the rights to Grand Theft Auto to BMG Interactive to help keep the studio afloat. In November 1996, DMA Design opened a satellite studio in Boulder, Colorado. Anthony Harman was installed as the studio's manager, and it had 27 employees by April 1997.
Sale to Gremlin Interactive (1997)
David Jones, founder of DMA Design, 1997Games will always be here. ... If you do good games, they'll always sell well. What I like is that people are not daft anymore. ... There was a time when you could sell anything in this business. Anything. That was more disappointing – when the business was bigger it was because of that. Times are hard now, making people focus more on quality and innovation which is great.
The development on Body Harvest was torn between differing demands from Nintendo and its American branch. The team sought to keep up its relationship with Nintendo and caved in to these demands. Despite stark changes to the game's design, Nintendo was dissatisfied with the result and cancelled the game. Still in financial disarray and wanting his company to focus on game development, Jones arranged for Gremlin Graphics (since renamed Gremlin Interactive) to acquire DMA Design for £4.2 million in April 1997. The publisher was impressed with DMA Design's multi-use 3DMA game engine and wanted the two companies to cooperate on research and development. It also expected DMA Design to become profitable within two years of the acquisition. Gremlin Interactive introduced several project management methods—including Microsoft Project and Gantt charts—that the studio perceived as unnecessary bureaucracy. Additionally, the company required that DMA Design began finishing games as quickly as possible, as opposed to Jones's prior methodology of releasing a game only once it is good. Jones received a 5% stake in Gremlin Interactive and became a member of its board of directors. He subsequently moved into the creative director role for DMA Design. In May, the studio had 100 employees.
As another result of the acquisition, the Boulder studio was spun off. Under Harman's continued leadership, it was renamed Devil's Thumb Entertainment. At the time, the studio was developing a remake of Hired Guns for Psygnosis with Hammond as the writer. Being more passionate about this project than Grand Theft Auto, he left DMA Design to work on the remake in a freelance position, which he later said he regretted "ever since". The Hired Guns remake was announced in 1998 as using Unreal Engine and targeting the Nintendo 64. Devil's Thumb Entertainment also developed Mike Piazza's StrikeZone and Tides of War for GT Interactive. In March 1999, the studio was acquired and absorbed by the developer VR-1, also based in Boulder. The Hired Guns remake was never released.
Two months after DMA Design's acquisition, Gremlin Interactive became a public company on the London Stock Exchange. Jones's stake in the company was valued at £55 million at the time. Meanwhile, Bertelsmann had decided to withdraw from the video game industry and shut down the American division of BMG Interactive. In its place, the release in North America was licensed to ASC Games. Gremlin Interactive also picked up the rights to Body Harvest and engaged Midway Home Entertainment as the publisher in North America. For Tanktics, the North American publishing rights were sold to Interplay Entertainment. DMA Design further negotiated back the rights to Attack! and Clan Wars from GT Interactive.
In July 1997, Lord Penrose at the Court of Session presided over The Liaison and Promotion Company's £1.5 million lawsuit against DMA Design over breach of contract in relation to the deal with BMG Interactive. The judge opined that the marketing firm had been pivotal in the deal being reached and that DMA Design had taken a "rather cynical action" by excluding it from the negotiations. He therefore asserted that the actions did constitute breach of contract, although the damages were to be assessed in another hearing. Also in 1997, DMA Design was one of the founding members of the Scottish Game Alliance, alongside Creative Edge, Digital Animations, Inner Workings, Red Lemon Studios, VIS Interactive, and Visual Sciences. In academics, Jones helped the Dundee Institute of Technology (now called the University of Abertay Dundee) to establish the world-first computer games degree in November 1997, and DMA Design developed games for a game design course at Dundee College in 1998.
Sale to Take-Two Interactive (1997–2000)
In the lead-up to the debut of Race'n'Chase, now renamed Grand Theft Auto, BMG Interactive hired the publicist Max Clifford, who set out to market the game by having it garner negative publicity. Baron Campbell of Croy warned of the game at the United Kingdom's House of Lords in May 1997, and several tabloid newspapers called for it to be banned in the country. Grand Theft Auto was released in November 1997 and, despite mixed reviews, quickly sold 500,000 units and generated £25 million. Visual Sciences developed the PlayStation port for Grand Theft Auto, which was largely programmed by Kay and produced by Houser. The success diminished the focus on other games, particularly Space Station Silicon Valley, and a sequel was soon greenlit. Bertelsmann considered BMG Interactive's operations too expensive and decided to ramp down the division entirely. At the same time, Ryan Brant was looking to grow the publishing business of his company, Take-Two Interactive. After coming across BMG Interactive, Houser pitched his vision for game development to Brant. As a result, Take-Two acquired BMG Interactive, since dormant, for 1.85 million shares worth US$14.2 million in March 1998. Through the acquisition, Take-Two also obtained the intellectual property of Grand Theft Auto and Space Station Silicon Valley, and it published the former's PlayStation version in North America later that year.
Houser subsequently moved over to Take-Two as its "vice president of worldwide product development", in charge of internal and external development studios. The company also incrementally purchased all individual publishing rights for Grand Theft Auto from other companies to hold the exclusive rights to the game worldwide. Body Harvest and Space Station Silicon Valley were released in late 1998 but were scarcely marketed, leading to meagre sales. Houser and some of his former BMG Interactive colleagues formed Rockstar Games as a publishing label for Take-Two in December 1998. The newborn company commissioned its internal studio, Rockstar Canada, to develop two expansions for the original game, Grand Theft Auto: London 1969 and Grand Theft Auto: London 1961, which were released in 1999.
In March 1999, after less than two years on the stock market, the poor sales of Body Harvest contributed to dire financials at Gremlin Interactive that forced it into a £24 million takeover by the French publisher Infogrames. During this year, Dailly left the company to join Kay at Visual Sciences as its head of research and development. Under the new ownership, Gremlin Interactive published DMA Design's Wild Metal Country in May and Tanktics in June. As Infogrames was more conservative and sought to produce child-friendly games, it did not wish to hold on to any assets related to Grand Theft Auto. Take-Two Interactive bought DMA Design from the publisher in September 1999 for the nominal price of £1 while assuming US$12.3 million in debt. The acquisition was announced on 29 September and DMA Design was aligned with Rockstar Games, which Houser described as a "perfect match". During these ownership and managerial changes, several projects were cancelled, including Attack!, Grand Theft Auto and Wild Metal Country for the Nintendo 64, and an Unreal version for the 64DD. At the time of Take-Two's acquisition, DMA Design was working on GTA 3D and Grand Theft Auto: Online Crime World.
Grand Theft Auto 2, published by Rockstar Games, was released in October 1999 and quickly sold more than 1 million copies, the first Take-Two game to do so. Shortly thereafter, DMA Design established a satellite studio in the Leith area of Edinburgh to house the former teams of Body Harvest and Space Station Silicon Valley. Among those who relocated there were Leslie Benzies, Aaron Garbut, and Obbe Vermeij, all of whom had worked on Space Station Silicon Valley. Under the direction of Andrew Semple, the branch launched with 25 people. While the Edinburgh location continued to develop a 3D Grand Theft Auto game, now modelled after Driver, the Dundee office was working on an expansion for Grand Theft Auto 2 set in Miami, of which the former was ultimately prioritised and became Grand Theft Auto III. Jones was the last member of the original DMA Design team to work on this game. However, unhappy with his studio being owned by an overseas company and failing to see eye-to-eye with Take-Two, he departed the company in early 2000. With three other DMA Design employees, he formed Denki and, in February, Rage Software hired him to lead its new Scotland operations. Jones bought out these operations in 2002 to form Real Time Worlds, which went on to hire many former DMA Design staffers.
Rockstar Games released a Dreamcast port of Wild Metal Country, renamed Wild Metal, in February 2000. Under Take-Two, DMA Design ceased creating several games at once and was instead made to focus on only few large projects at a time. Many staffers felt at odds with this shift, as it diminished the prior atmosphere they felt was driven by creativity. The publisher closed the Dundee studio in March 2000, relocating many of the 35 staffers to Edinburgh and laying off the rest. The move was intended to be part of a merger between DMA Design, Rockstar Games, and the Tel Aviv-based Pixel Broadband Studios, which Take-Two was acquiring at the time, under the combined brand of "Broadband Studios". Pixel Broadband Studios was developing online-focused game technology, such that the combined Broadband Studios would have increasingly focused on this market. However, the merger was quickly cancelled and DMA Design was instead integrated more closely with Rockstar Games. Jim Woods, who had become the DMA Design's managing director by this time, resigned as he wished to stay in Dundee.
Grand Theft Auto trilogy and rebranding as Rockstar North (2000–2004)
During the development of Grand Theft Auto III, DMA Design again expanded rapidly, forming a core team of 20 people for the game and engaging "dozens more" in some capacity. The total team encompassed 60 people. The team retained the focus on a mostly unconstrained open world from the prior two games while introducing fully 3D graphics and a third-person view. With much of the game planned out from the start, the development progressed smoothly. Upon its release for the PlayStation 2 in late 2001, it became the best-selling game of that year, as well as the second-best in 2002. The game sold 6 million copies within one year and more than 15 million in total, exceeding the development team's expectations. Grand Theft Auto III's approach to 3D open worlds has been referred to as genre-defining and inspired a number of successful titles, also spawning the category of Grand Theft Auto clones, which includes The Simpsons: Hit & Run, True Crime: Streets of LA, Driver 3, and Saints Row.
Plans to outfit Grand Theft Auto III with an online multiplayer component were scrapped in favour of a follow up, Grand Theft Auto: Vice City. Rockstar Games initially sought the studio to produce an expansion pack for Grand Theft Auto III before its expanding scope led it to be considered a standalone product. Vice City reused its predecessor's engine, such that the programmers were not engaged until six months before the end of the production, and lessons learned from the previous development cycle allowed the designers to plan features more efficiently. In the meantime, the programmers worked on bringing Grand Theft Auto III to personal computers. In March 2002, DMA Design was renamed Rockstar Studios, which Houser described as the studio's "final integration" with Rockstar Games. The name was revised to Rockstar North in May. Vice City was completed in one year and released in late 2002. For its work on the game, Rockstar North won the "best in-house development studio" and "creativity" awards at the first Develop Industry Excellence Awards in August 2003.
Following Vice City's release, Rockstar North began work on Z, a zombie survival game set on a Scottish island. The game repurposed code from Vice City and was in production for around one month before the concept lost traction at the studio. The studio's Manhunt, a stealth game, was released in 2003 after roughly three years in development. Due to its dark tone and focus on realistic violence, it was handled as the studio's pet project as most people at Rockstar Games wanted no part in it. Rockstar North assisted Rockstar Vienna and later Rockstar London in the production of a sequel, Manhunt 2, which entered into production in January 2004.
Rockstar North's Grand Theft Auto: San Andreas was given one year of additional development time over Vice City, which allowed the team to rework core parts of the gameplay and visuals. It had a budget of less than $10 million. By the end of the game's production, Rockstar North had relocated to offices on Calton Square in Edinburgh. San Andreas was released in October 2004 and, within four days, sold 2.1 million copies, 45% above Vice City's sales in the same time span, and generated $101 million. Alongside several other year-end accolades, San Andreas was named the "game of the year" at the 2004 Spike Video Game Awards and 2005 Golden Joystick Awards. Grand Theft Auto III, Vice City, and San Andreas were bundled as Grand Theft Auto: The Trilogy in 2006. By 2008, they had attained sales of 14.5 million, 17.5 million, and 21.5 million, respectively.
Grand Theft Auto IV, Grand Theft Auto V, and development collaborations (2004–2013)
After San Andreas, Rockstar North began producing Grand Theft Auto IV. At the same time, the studio commenced the production of a stealth game called Agent (codenamed Jimmy in reference to James Bond). A game with the same name and concept had previously been cancelled at the sister studio Rockstar San Diego, and Benzies was interested in furthering the idea. The studio was split evenly between the two projects, although Grand Theft Auto IV was soon prioritised over Agent. The game was still announced in 2009 as an exclusive title for the PlayStation 3 but was never released. Its trademark was abandoned in 2018, and the listing was removed from Rockstar Games's website in 2021. Rockstar North worked closely with Rockstar Leeds on three Grand Theft Auto games for handheld game consoles: Liberty City Stories, Vice City Stories, and Chinatown Wars.
Grand Theft Auto IV's production encompassed 220 people at the studio and 1,000. Benzies estimated the budget at $100 million. Upon its April 2008 release, the game broke the record for the highest revenue for a game within one day at 3.6 million copies, generating $310 million. At the 2008 Spike Video Game Awards, the game won "game of the year" and earned Rockstar North a nomination for "best studio". The studio followed the game up with two expansion packs—The Lost and Damned and The Ballad of Gay Tony —which were later bundled as Grand Theft Auto: Episodes from Liberty City. In the meantime, the studio contributed to Rockstar San Diego's Red Dead Redemption in 2010 and Team Bondi's L.A. Noire in 2011. For Max Payne 3 in 2012, Rockstar North assisted a number of other Rockstar Games studios collectively credited as "Rockstar Studios".
Immediately following the completion of Grand Theft Auto IV, Rockstar North began preliminary work on Grand Theft Auto V. Rockstar North's 360 employees formed the core of a more than 1,000-strong team worldwide, including several other Rockstar Games studios. The core development took roughly three years, and the game was released in September 2013. The game broke the records for the best-selling and highest-grossing video game within one day and the fastest entertainment property to reach $1 billion in revenue at three days. With continuing sales and the success of its online multiplayer counterpart, Grand Theft Auto Online, the game grossed an estimated $6 billion by 2018, making it the most profitable entertainment product of all time. Its 200 million copies sold as of March 2024 make it the second-best-selling game ever and contribute to the more than 425 million total sales of the series.
Continued expansion and departure of Leslie Benzies (2014–present)
In 2014, Rockstar North took over 75,000 square feet (7,000 m) of office space in Barclay House on Holyrood Road in Edinburgh. The studio replaced as tenants the newspaper group The Scotsman, for which the building had been built in 1999. In the same year, the studio began receiving tax credits from the newly established Video Games Tax Relief scheme set up by the government of the United Kingdom. According to the investigative think tank TaxWatch UK, the studio received £80 million by 2020, 37% of the scheme's total payout of which £37.6 million in 2019 alone, while having not paid any corporation tax since 2009. In response, Rockstar Games stated that the tax credits had enabled higher investments into the country, while The Association for UK Interactive Entertainment reported that the scheme had brought about a fourfold return on investment. Benzies, until then the studio head, went on a sabbatical in September 2014. He did not return and was announced as having left Rockstar North in January 2016. Garbut and Rob Nelson, both art directors for the studio, took over his responsibilities.
Benzies sued Rockstar Games, Take-Two, Sam Houser, and Dan Houser on 12 April 2016, claiming that the companies had withheld $150 million in royalty payments following his departure. In the suit, he claimed that the Houser brothers had persuaded him to take a six-month sabbatical and fired his son and several friends during this absence. As Benzies tried to return after the planned end of his sabbatical in April 2015, his building access had been disabled and the office manager ordered him off the premises. The lawsuit stated that the three "Rockstar Principals"—himself and the Houser brothers—had established a shell corporation to evenly share profits and eventually leave Take-Two. Additionally, Benzies accused Sam Houser of having built a sexually charged culture and ineptly handling the development of Red Dead Redemption. Take-Two quickly filed a counterclaim and described Benzies's claims as "entirely without merit and in many instances downright bizarre". The claim asserted that, because Benzies had departed Rockstar North without a good cause, he was not entitled to any additional compensation. The New York Supreme Court partially dismissed Benzies's lawsuit in April 2018 because the profit-sharing agreement did not guarantee equal pay for the Rockstar Principals, although he remained entitled to some royalties. Take-Two later accused Benzies of poaching employees from Rockstar North for his newer studio, Royal Circus Games, and argued that the company's name and trademark had been deliberately chosen to have consumers confuse the two entities. Royal Circus Games was renamed Build a Rocket Boy in October 2018 and, following a confidential settlement, the case was dismissed on 8 February 2019.
For Red Dead Redemption 2, all Rockstar Games studios pooled their resources to act as one team. Rockstar North had grown to 650 employees by the time of the game's October 2018 release. In July 2021, Rockstar North bought Barclay House, where it had become the sole tenant, for £31 million and the adjacent Holyrood Park House, which it had since occupied parts of, for £18.25 million. During 2022, the studio grew to occupy an additional 11,577 square feet (1,075.5 m) of office space in the latter.
Games developed
As DMA Design
Year | Title | Platform(s) | Publisher(s) | Notes | Ref. |
---|---|---|---|---|---|
1988 | Menace | Amiga, Atari ST, Commodore 64, MS-DOS | Psygnosis | ||
1989 | Ballistix | Commodore 64, MS-DOS, PC Engine | Port development | ||
Blood Money | Amiga, Atari ST, MS-DOS, Commodore 64 | ||||
Shadow of the Beast | Commodore 64, PC Engine | Port development | |||
1991 | Lemmings | 3DO, Acorn Archimedes, Amiga, Amiga CD32, Amstrad CPC, Atari Lynx, Atari ST, CD-i, CDTV, Commodore 64, FM Towns, Game Boy, Game Gear, J2ME, Mac OS, Master System, Mega Drive, MS-DOS, Nintendo Entertainment System, PC-98, PC Engine, SAM Coupé, Super Nintendo Entertainment System, X68000, ZX Spectrum | |||
Oh No! More Lemmings | Acorn Archimedes, Amiga, Atari ST, Mac OS, MS-DOS, SAM Coupé | ||||
1993 | Walker | Amiga | |||
Lemmings 2: The Tribes | Acorn Archimedes, Amiga, Atari ST, FM Towns, Game Boy, Mega Drive, MS-DOS, Super Nintendo Entertainment System | ||||
Hired Guns | Amiga, MS-DOS | ||||
Holiday Lemmings 1993 | Amiga, Mac OS, MS-DOS | ||||
1994 | All New World of Lemmings | Amiga, MS-DOS | |||
Holiday Lemmings 1994 | Amiga, MS-DOS | ||||
Unirally | Super Nintendo Entertainment System | Nintendo | |||
1997 | Grand Theft Auto | MS-DOS, PlayStation, Windows | BMG Interactive, ASC Games, Take-Two Interactive | ||
1998 | Body Harvest | Nintendo 64 | Gremlin Interactive, Midway Home Entertainment | ||
Space Station Silicon Valley | Nintendo 64, PlayStation | Take-Two Interactive | |||
1999 | Tanktics | Windows | Gremlin Interactive, Interplay Entertainment | ||
Wild Metal Country | Dreamcast, Windows | Gremlin Interactive, Rockstar Games | |||
Grand Theft Auto 2 | Dreamcast, PlayStation, Windows | Rockstar Games | |||
2001 | Grand Theft Auto III | Android, Fire OS, iOS, macOS, PlayStation 2, Windows, Xbox |
As Rockstar North
Year | Title | Platform(s) | Publisher(s) | Notes | Ref. |
---|---|---|---|---|---|
2002 | Grand Theft Auto: Vice City | Android, Fire OS, iOS, macOS, PlayStation 2, Windows, Xbox | Rockstar Games | ||
2003 | Manhunt | PlayStation 2, Windows, Xbox | |||
2004 | Grand Theft Auto: San Andreas | Android, Fire OS, iOS, macOS, PlayStation 2, PlayStation 3, Windows, Windows Phone, Xbox, Xbox 360 | |||
2005 | Grand Theft Auto: Liberty City Stories | Android, Fire OS, iOS, PlayStation 2, PlayStation Portable | Co-developed with Rockstar Leeds | ||
2006 | Grand Theft Auto: Vice City Stories | PlayStation 2, PlayStation Portable | |||
2007 | Manhunt 2 | PlayStation 2, PlayStation Portable, Wii, Windows | Supportive development for Rockstar London | ||
2008 | Grand Theft Auto IV | PlayStation 3, Windows, Xbox 360 | |||
2009 | Grand Theft Auto IV: The Lost and Damned | PlayStation 3, Windows, Xbox 360 | |||
Grand Theft Auto: Chinatown Wars | Android, Fire OS, iOS, Nintendo DS, PlayStation Portable | Co-developed with Rockstar Leeds | |||
Grand Theft Auto: The Ballad of Gay Tony | PlayStation 3, Windows, Xbox 360 | ||||
2010 | Red Dead Redemption | Nintendo Switch, PlayStation 3, PlayStation 4, Windows, Xbox 360 | Supportive development for Rockstar San Diego | ||
2011 | L.A. Noire | Nintendo Switch, PlayStation 3, PlayStation 4, Windows, Xbox 360, Xbox One | Supportive development for Team Bondi | ||
2012 | Max Payne 3 | macOS, PlayStation 3, Windows, Xbox 360 | Developed as part of Rockstar Studios | ||
2013 | Grand Theft Auto V | PlayStation 3, PlayStation 4, PlayStation 5, Windows, Xbox 360, Xbox One, Xbox Series X/S | |||
2018 | Red Dead Redemption 2 | PlayStation 4, Stadia, Windows, Xbox One | Developed as part of Rockstar Games |
Cancelled
- Gore!
- Cutiepoo
- Covert
- Zenith
- Kid Kirby
- Attack!
- Clan Wars
- Grand Theft Auto: Online Crime World
- Z
- Agent
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