
Director of Community @Wizards_DnD. Roll for initiative! Every day is community day š
LA (heart is in SF though =)
Joined May 2010
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Aaron Kaufman retweeted
No exaggeration, this guy might be the best interview in pro sports right now
Aaron Kaufman retweeted
This is what France needs. The autists to go ultra instinct and stand up. This photo deserves a Pulitzer. The autism shield says āNot today, villains.ā Heās channeling his inner Goku. Iconic photo.
Aaron Kaufman retweeted
Hey man you never know whatās happening in other cities but Tiktok is here to save us and let us know
Aaron Kaufman retweeted
Bloomberg has released a massive article, detailing in-depth the development of GTA 6 and why it took so long, with exclusive information that we've never heard before.
Here are the highlights:
- GTA VI has been in full development for over 8 years, making it Rockstar's biggest and most ambitious project.
- The original vision included large areas of North and South America, but the scope was eventually reduced to Vice City (Miami) and its surrounding regions.
- Rockstar initially planned to develop GTA VI alongside Red Dead Redemption 2, but RDR2 required most of the company's resources, delaying GTA VI's development.
- Rockstar shifted from developing multiple games simultaneously to focusing most of its workforce on one major game.
- Rockstar's workforce nearly doubled, growing from 2,441 employees in 2018 to 4,711 in 2026, spread across 12 offices.
- Rockstar's three heads of development are Rob Nelson, Aaron Garbut, and Phil Hooker, rather than one traditional game director.
- The game's basic story, featuring Jason Duval and Lucia Caminos, was established by late 2019.
- The developers experienced a difficult early development phase, described internally as a "dark period," when the game's overall vision remained unclear.
- By 2022, enough of the game's systems had come together for the developers to begin seeing the complete vision.
- GTA VI features Rockstar's most realistic and detailed open world yet, building heavily on systems introduced in Red Dead Redemption 2
- Rockstar invested heavily in making NPCs feel believable, rather than simply populating the world with generic characters.
- The developers struggled to balance realism and entertainment, debating how interactive everyday activities should be, such as purchasing drinks or preparing food.
- Jason and Lucia can spend time together throughout the open world, rather than interacting only during scripted missions.
- Players controlling Jason can text Lucia and arrange to meet up.
- Making the couple behave naturally required complex traditional AI systems, which took years to develop.
- Rockstar considers the dynamic interactions between Jason and Lucia one of GTA VI's biggest innovations.
- GTA VI aims to balance GTA 5's chaotic, satirical gameplay with RDR2's realism and emotional storytelling.
- GTA VI's NPC systems are designed to generate unpredictable interactions and situations naturally.
- Bloomberg was shown a gameplay session by development head Phil Hooker, which emphasized this series of entirely unscripted event: He accidentally collided with another driver, Hooker attempted to visit a convenience store to recover health then another NPC insulted him, triggering a violent confrontation. he found the cash register unattended and robbed the store. Police pursued him, forcing him to abandon his vehicle so he stole another valuable vehicle intending to sell it then another vehicle blasting loud music nearly hit him, following that vehicle led him to discover a compound containing valuables. he stole the goods, visited a fence to sell them, and received another lead for an activity.
- Two hours passed without Hooker reaching the story mission he originally intended to test, that's how much fun there is to have in the GTA 6 open world, its insane!
- Hooker described this experience as one of the moments that convinced the team they had created something special.
- The game is designed to create these emergent gameplay experiences through overlapping NPC behaviors, police reactions, exploration, and criminal opportunities.
- Rockstar discovered it lacked the production capacity to create all the NPC content it wanted. To address this, Rockstar established a new Los Angeles studio dedicated to creating NPCs, employing writers, producers, and directors.
- Rockstar's leadership says the GTA 6 delays resulted from the immense complexity of bringing all the game's systems together, rather than one major technical problem.
- Some gameplay systems and design decisions were still being changed during the final months of development.
- Rockstar chose to delay the game rather than release a version that failed to meet its quality ambitions.
- Take-Two CEO Strauss Zelnick was reportedly shocked by the second delay but ultimately supported the decision.
- At Rockstar North, developers were heavily focused on bug fixing ahead of release, with internal progress indicators showing more resolved issues than outstanding ones.
- In September 2022, GTA VI suffered a massive leak after an attacker used phishing to access Rockstar's Slack communications.
- Dozens of unfinished gameplay videos were released publicly, exposing early development work.
- Rockstar developers described the leak as deeply invasive and emotionally difficult.
- The COVID-19 pandemic also significantly disrupted development, particularly performance capture.
- Several senior designers departed during development amid frustration over slow progress.
- Rockstar experienced another major leak in August 2026, despite introducing stricter security measures.
By 2024, Rockstar required employees to work five days a week in the office.
- Developers were prohibited from accessing company development servers and tools remotely, a policy Rockstar said was necessary for security.
- Rockstar intends to reconsider its remote-work policy after release, although a conventional hybrid arrangement is considered unlikely.
- Rockstar sought to eliminate the prolonged crunch periods associated with RDR2, which involved months of approximately 60-hour workweeks for some employees.
- The company introduced improved scheduling, additional hiring, and compensation or paid leave for extra hours.
- Leadership acknowledges that crunch was not entirely eliminated but claims working conditions improved considerably.
- Rockstar leadership says it will recognize a union if employees want one.
- Rockstar specifically rejected the rumor that development exceeded $1.5 billion.
- GTA VI's online component is expected to arrive in 2027, although Rockstar has not yet discussed it in detail.
So here's a big part: What is next for Rockstar?
- Rockstar believes GTA VI establishes a new technological and production foundation for its future games and content.
- The company says it has invested heavily in improving its engine, development tools, and production pipelines.
- Developers believe these improvements will allow them to create future content substantially faster.
- Rockstar's leadership says its next release should not require another eight years of development.
- The team points to GTA III and Vice City as an example of how a strong technological foundation can accelerate follow-up projects.
- Garbut says much of the fundamental technology has now been rebuilt and Rockstar does not intend to overhaul it again.
- The three development heads believe GTA VI represents the culmination of almost 30 years of accumulated experience.
Overall, this is a deeply interesting look inside of Rockstar and the development of GTA 6, it's clear that this game is now just the basis of what Rockstar intends to do going forward. I hope that with this foundation, they put out games like Bully 2, RDR3, GTA 7 and more much faster as they get back to faster releases.
Aaron Kaufman retweeted
Coming soon to the South Side.
#GuardsBall | #StandGuard
Aaron Kaufman retweeted
If you grew up in my era, you didnāt skip the HBO movie opener. You watched that little neighborhood come alive, blasted into space, and somehow knew whatever came next was going to be GOOD.
That music still hits.
Aaron Kaufman retweeted
The Rock responds to Dave Meltzerās report that people in WWE were surprised by his praise for AEW during his PAC tribute video:
āā¦when one of our own passes away, I donāt care nor do I see āour competition,ā I care about the wrestlers and how it affects them. Iāve been there. To me, humanity matters most.ā
Aaron Kaufman retweeted
LOTR might genuinely be one of the greatest things humans have ever put on a screen and Iām not even exaggerating. You can watch it as a kid and think itās about hobbits and swords and this terrifying ring. Then you watch it as an adult and realize itās basically about everything that actually matters.
Power corrupts people and evil usually starts really small..Good people can be tempted and courage isnāt about being fearless. Friendship can literally carry you when you canāt carry yourself anymore. The smallest person in the room can change the course of history. You do the right thing not because you know youāre going to win, but because itās the right thing to do.
Honestly⦠I think it should be mandatory viewing for kids at some point. Not just āwatch the movieā but actually dissect it. Why does Boromir fail? Why can Sam resist what other people canāt? Why does Frodo show Gollum mercy? Why is Aragorn a good leader when he spends half the story reluctant to have power? What happens when someone becomes consumed by resentment, fear, or the desire to control other people? Then make kids apply those questions to their own lives. Friendship, temptation, loyalty, courage, responsibility, choosing who you want to be when nobody is forcing you to choose correctly. There are probably more useful lessons about becoming a decent human being buried in those movies than in half the stuff we make kids memorize in schoolā¦and those are learnings and lessons that would stick and could carry you through all of life.
My favorite part is that the heroes arenāt these invincible characters either. Theyāre tired, scared, tempted, and completely outmatched. Half the time they have no idea what theyāre doing but they just keep goingā¦.
Then somehow Peter Jackson took ALL of THAT and made three epic movies at the same time, filled them with real sets, real landscapes, thousands of extras, incredible music,⦠and made something that still looks better than movies being made with $200M budgets 25 years later.
I really donāt think weāll ever get another thing like it.
Aaron Kaufman retweeted
Star Wars Galactic Racer in VR is the best non-simulation VR driving experience ever seen in Unreal Engine; the sense of speed, the fantastic and breathtaking views of the planets in the Star Wars galaxy will bring tears of emotion to my eyes. I've been waiting for this moment since 1999 when I saw Episode I: The Phantom Menace. Thank you, praydog, for your gift!
full video here: youtu.be/c0nziGwUwTM




























