
Alternative views on films, games, books, music and more! Collaborated with @tonywarriner on ‘Revolution: The Quest for Game Development Greatness'.
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Martin Mulrooney retweeted
Today I turn 88…I’ve seen some serious shit. The most serious of it all is love. I love my family, my friends, and my wonderful fans. The power of love remains.
Martin Mulrooney retweeted
25 years ago, on October 22, 2001, Grand Theft Auto III was released.
This is the team that made it. (I'm second from the right)
Here's what I remember about making it.
For most of development, GTA3 was in a sorry state. It crashed frequently, the frame rate was terrible and the map was full of holes. Only in the last six months did everything come together.
For the longest time, it looked like the frame rate was going to be 20 fps. Only in the final months did we manage to hit 30.
In 1999, DMA Design, based in Dundee, Scotland, was going through some changes. The company had recently been bought by Take-Two Interactive, and a satellite office had opened in Edinburgh.
Space Station Silicon Valley for the N64 had been finished in 1998, but there was no new project lined up. Leslie Benzies and Aaron Garbut started working on GTA3. Unprompted.
Meanwhile, the original GTA1 and GTA2 team had started work on GTA2.5, set in Miami. It was called 2.5 because it used the 2.5D (isometric) perspective.
In March 2000, the Dundee office was closed and GTA2.5 was cancelled. Take-Two/Rockstar gave GTA3 the green light.
Everything was written from scratch. Only two people worked on both GTA2 and GTA3, and no code or art from GTA2 was reused.
The way we worked was organic. People would come up with ideas for missions and we'd just try them. If they were fun, they were in. The story was secondary. In fact, the opening plot involving Catalina trying to kill Claude was added well into development.
Leslie Benzies (the producer) plastered a wall in the boardroom with Post-it notes. They were yellow, green and pink, representing missions, contacts and locations.
Missions were moved around all the time, often handed from one contact to another. Only once the voice acting was recorded were these things set in stone.
You sometimes come across locations on the map that are more detailed than you'd expect. Chances are there used to be a mission contact there that got moved elsewhere.
Working on GTA3 was a lot of fun. Every day there was something new going in. A new mission, radio station, car, pedestrian, building or whatever. The game was growing at an incredible rate.
Other than the multiplayer mode we did some work on, I can’t remember a lot of wastage.
Although everybody worked hard, I don't remember many people doing crazy hours. On the rare occasions I was in over the weekend, there were usually only one or two others. Even during crunch time, most people left the office around 9 or 10 in the evening.
I always thought it was better to work eight focused hours than spend your life in the office.
Although we liked the game, it wasn't at all clear that it would be a hit.
GTA3 had a disappointing showing at E3 in May 2001. Most people weren't interested, and those who were thought it was too violent.
It had an OK launch, but sales never tapered off.
Our office was in Leith, Edinburgh. It was a fairly run-down neighbourhood at the time. Just a couple of years before we arrived, J.K. Rowling had been writing the first Harry Potter in that very same neighbourhood.
The thing I remember most is the camaraderie. In a small team, everybody relies on each other and everybody has a lot of input. Most of us were young and had only recently moved to Edinburgh. We went to the pub together.
It felt like a group of friends who happened to be working on a project together.
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For gta3, Vice and SA; Memory on the ps2 was tight. We had to limit the number of used vehicle models to 8.
My code would occasionally pick a car model to be phased out. Once there were none left on the map, this model would be removed and a new model could be loaded.
The code would pick a model that was appropriate for the area (sports cars in business district, old cars in run-down areas etc).
Most of the time this worked fine.
A few things could throw a spanner in the works:
If the player had gone up the wanted levels, some of the 8 slots would be taken up by police cars, FIB and swat vans and the police heli.
Level designers would sometimes load specific car models for missions. Often these were not appropriate to be used for ambient traffic.
Ambulance and firetrucks could be needed if there was an accident.
If the player travelled to a different area of the map; some of the loaded cars would look out of place and could not be used. It would take a while for replacement models to be loaded.
The game would keep the last player driven car, as it would be jarring if the player went back and it wasn’t there.
At times there would only be 1 or 2 cars models available for ambient traffic. This lack of variation was particularly noticeable if the player was driving the one car that had to be used.
To alleviate the problem, garages remove cars inside of them once the door has closed. This way the model could be removed. When the player opened the door, the cars were re-created in the same spot.
Npc models were loaded/removed the same way. It just wasn’t as noticeable if variety was lacking.
For each game we picked a generic looking character model that looked appropriate in each area of the map. This model was never removed and always ready to fill in.
Screenshot from this vid: youtube.com/watch?v=KWhjv4J6…
Martin Mulrooney retweeted
Seventeen years later…
The time has come for Machinarium 2 🦾🔧
Wishlist NOW on Steam.
Martin Mulrooney retweeted
I'm delighted to announce that I was a lead writer & narrative consultant on Star Wars: Galactic Racer for a year. Super proud of my teammates, honored to be trusted with the opportunity--and so excited that people are already connecting with the game.
Jump in today!!
"Our newest racer has arrived. Welcome to the Galactic League!"
STAR WARS: Galactic Racer™ has officially fired up its engines and is now available worldwide on PS5, Xbox Series X|S, and PC.
starwarsgalacticracer.com/
Martin Mulrooney retweeted
"Our newest racer has arrived. Welcome to the Galactic League!"
STAR WARS: Galactic Racer™ has officially fired up its engines and is now available worldwide on PS5, Xbox Series X|S, and PC.
starwarsgalacticracer.com/
Martin Mulrooney retweeted
This is the very first scene script that runs in a certain adventure game that did quite well :) I find it oddly comforting to take a look at it once in a while. Of course, there are thousands of these comprising the entire game...
Martin Mulrooney retweeted
20 followers away from 1000 on our new KICKSTARTER sign ups! You are amazing 😍
Get us to 1000 and we will reveal something hidden taken from the campaign!
Share and follow us here: kickstarter.com/projects/ton…
Don't forget to HIT - the NOTIFY ME button
thanks all!
Martin Mulrooney retweeted
Agent. Your mission is the following:
Get Agent 64 on Steam now! 🕵️🕵️♀️🕵️🕵️
Martin Mulrooney retweeted
Competition ends Next Thursday!
Your chance to WIN a SEGA Mega Drive signed my Tony Warriner and Stoo Cambridge
Click here and press the notify button 👉 kickstarter.com/projects/ton…
Good luck!!
Martin Mulrooney retweeted
Hello everyone! 🎮
Haven’t signed up for our 16-Bit Kickstarter yet? Don’t miss your chance to win a special prize: a Mega Drive signed by us, Stoo and Tony! ✍️
To be eligible, simply preregister here for the 16-Bit version of Urbx Warriors: kickstarter.com/projects/ton…
Info below
HAPPY BIRTHDAY INDY 🤠
To celebrate everyone's favourite explorer, we're giving away:
💎️ x10 Indiana Jones and The Great Circle steelbooks
🌎 x1 Indiana Jones and The Great Circle Collector's Edition
For your chance to win follow @XBOXUK and repost this post
Winners will be chosen on Friday 3rd of July
Following the news that GTA VI will be digital-only, this is the final nail in the coffin for game preservation. It’s a truly sad day for gamers, even if many won’t even realise it – we will now own nothing.
Important updates:
News on physical discs for new games - play.st/4v86Wg3
News on PlayStation Store on PS3 and PS Vita - play.st/4vEN9FX
Readers added context they thought people might want to know
Sony is pushing the digital format, eliminating physical media and closing its PS3 and PS Vita stores. This will severely damage the secondhand market and retail outlets.
The EU has sanctioned Apple for comparable practices regarding digital rights.
ec.europa.eu/commission/pre…
Martin Mulrooney retweeted
Alright, that's it then. The guy from Jill's desk is Kyle MacLachlan. Years of searching finally over.
@MV_archeologist
Martin Mulrooney retweeted
Grand Theft Auto VI is now available to pre-order.
All pre-orders will get the Vintage Vice City Pack, a collection of items that flash back to when the neon burned brightest.
Pre-order now: rsg.ms/1f3c5d7

ALT Grand Theft Auto 6 cover art with the Grand Theft Auto 6 logo in the center of various characters and scenes including a helicopter flying, Jason and Lucia, a character on a motorcycle, Boobie Ike, a flamingo flying over a speedboat, a gator in the water, Raul Bautista, a yellow vehicle with an open scissor door, and a woman adjusting her sunglasses while holding a drink by a pool.
Martin Mulrooney retweeted
Very proud to announce that I sang Stevie Wonder's "Isn't She Lovely" for The Amazing Digital Circus finale. I hope you caught my voice in theaters, and I'm sure you cried just as much as I did. Thank you @GooseworxMusic for the beautiful arrangement and the opportunity :)
'Like these quirky, complicated characters that we've come to know and love, the finale is flawed – but I’m choosing to embrace it anyway.'
Check out AMO's review of #TheAmazingDigitalCircus: The Last Act, created by @GooseworxMusic and @glitch_prod!
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