Skip to main content
GamesRadar+ GamesRadar+
US EditionUS CA EditionCanada UK EditionUK AU EditionAustralia
Sign in
  • View Profile
  • Sign out
  • Games
    • Game Insights
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • Big in 2026
      • The Big Preview
      • On The Radar
      • Indie Spotlight
      • Future Games Show
      • Golden Joystick Awards
    • Genres
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
    • Franchises
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • Movie News
      • Movie Reviews
      • Big Screen Spotlight
      • Superhero Movies
      • Action Movies
      • Anime Movies
      • Sci-Fi Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • Marvel Comics
      • DC Comics
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Hardware
    • Insights
      • Hardware News
      • Hardware Reviews
      • Hardware Features
    • Computing
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
    • Accessories & Tech
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • Game Deals
    • Tech Deals
    • TV Deals
    • Buying Guides
  • Video
  • Newsletters
    • Quizzes
    • About Us
    • How to pitch to us
    • How we score
    • Newsarama
    • Retro Gamer
    • Total Film
  • home
  • Games
    • View Games
      • Games News
      • Games Features
      • Games Reviews
      • Games Guides
      • Big in 2026
      • The Big Preview
      • On The Radar
      • Indie Spotlight
      • Future Games Show
      • Golden Joystick Awards
      • Action Games
      • RPGs
      • Action RPGs
      • Adventure Games
      • Third Person Shooters
      • FPS Games
    • Platforms
      • View Platforms
      • PS5
      • Xbox Series X
      • PC
      • Nintendo Switch
      • Nintendo Switch 2
      • Tabletop Gaming
      • Grand Theft Auto
      • Pokemon
      • Assassin's Creed
      • Monster Hunter
      • Fortnite
      • Cyberpunk
      • Red Dead
      • The Elder Scrolls
      • The Sims
  • Entertainment
    • View Entertainment
    • TV Shows
      • View TV Shows
      • TV News
      • TV Reviews
      • Anime Shows
      • Sci-Fi Shows
      • Superhero Shows
      • Animated Shows
      • Marvel TV Shows
      • Star Wars TV Shows
      • DC TV Shows
    • Movies
      • View Movies
      • Movie News
      • Movie Reviews
      • Big Screen Spotlight
      • Superhero Movies
      • Action Movies
      • Anime Movies
      • Sci-Fi Movies
      • Horror Movies
      • Marvel Movies
      • DC Movies
    • Streaming
      • View Streaming
      • Apple TV Plus
      • Disney Plus
      • Netflix
      • HBO
      • Amazon Prime Video
      • Hulu
    • Comics
      • View Comics
      • Marvel Comics
      • DC Comics
    • Toys & Collectibles
    • Lego
    • Dungeons and Dragons
    • Merch
  • Hardware
    • View Hardware
      • Hardware News
      • Hardware Reviews
      • Hardware Features
      • Desktop PCs
      • Laptops
      • Handhelds
    • Peripherals
      • View Peripherals
      • Headsets & Headphones
      • TVs & Monitors
      • Gaming Mice
      • Gaming Keyboards
      • Gaming Chairs
      • Speakers & Audio
      • Gaming Controllers
      • Tech
      • SSDs & Hard Drives
      • VR
      • Accessories
      • Retro
  • Deals
    • View Deals
    • Game Deals
    • Tech Deals
    • TV Deals
    • Buying Guides
  • Video
  • Newsletters
    • Quizzes
    • About Us
    • How to pitch to us
    • How we score
    • Newsarama
    • Retro Gamer
    • Total Film
Trending
  • Pokemon Winds and Waves
  • New Games for 2026
  • GamesRadar+ Replay
  • Mario Day deals
  1. Games
  2. Action

With GTA 6 taking us back to Miami, here's how the original GTA Vice City came to life

Features
By Adam Barnes published 27 December 2023

Holiday Long Read | How Grand Theft Auto Vice City went from a reskin to a revolution for the GTA series

When you purchase through links on our site, we may earn an affiliate commission. Here’s how it works.

GTA Vice City
(Image credit: Rockstar Games)
  • Facebook
  • X
  • Pinterest
  • Flipboard
  • Email
Share this article
Join the conversation
Follow us
Add us as a preferred source on Google
Get the GamesRadar+ Newsletter

Weekly digests, tales from the communities you love, and more


By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

You are now subscribed

Your newsletter sign-up was successful


Want to add more newsletters?

GamesRadar+

Every Friday

GamesRadar+

Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them.

GTA 6 O'clock

Every Thursday

GTA 6 O'clock

Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts.

Knowledge

Every Friday

Knowledge

From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon.

The Setup

Every Thursday

The Setup

Hardware nerds unite, sign up to our free tech newsletter for a weekly digest of the hottest new tech, the latest gadgets on the test bench, and much more.

Switch 2 Spotlight

Every Wednesday

Switch 2 Spotlight

Sign up to our new Switch 2 newsletter, where we bring you the latest talking points on Nintendo's new console each week, bring you up to date on the news, and recommend what games to play.

The Watchlist

Every Saturday

The Watchlist

Subscribe for a weekly digest of the movie and TV news that matters, direct to your inbox. From first-look trailers, interviews, reviews and explainers, we've got you covered.

SFX

Once a month

SFX

Get sneak previews, exclusive competitions and details of special events each month!


An account already exists for this email address, please log in.
Subscribe to our newsletter

Through the eyes of a retro lover, Grand Theft Auto must be such a curious franchise. For those truly devoted retroists, the original pair of PlayStation games that started life as Race ‘N’ Chase feel a world away from the massive blockbusters that dominate the gaming industry for a few months each time a new one is released. Gone is the gouranga and the dedicated fart button and in its place are narrative-driven crime operas with complicated characters, high-stakes missions and cover-based shooting. 

You could argue that Grand Theft Auto 3 was the turning point, given the fact that the runaway success of this technical showcase of what the PS2 could do for gaming essentially caused an entire industry to pivot. But ask anyone what their favourite PS2 GTA game is and you perhaps won't get GTA 3 as the answer. Vice City, with its unique mix of aesthetics, audio and cinematic feel to the story built on top of the technical achievement of its forebear, and in many cases it's the one that gamers around the world will remember the most fondly. 

But interestingly, Vice City wasn't even planned as a full-blown release at all. At some point in 2000, the original Dundee office of Rockstar closed, and with it the teams merged into the Edinburgh studio to form Rockstar North. Essentially this was two teams, one that had made Body Harvest for the Nintendo 64 and another that had created Space Station: Silicon Valley. 

"There was no direction from anyone," says Obbe Vermeij, who was the technical director on all the Grand Theft Auto games from GTA 3 right through to the final GTA 4 expansion pack. "So we started doing our own little prototypes. I worked on a fun little racing game with spheres, and there was a team of a couple of guys that worked on a Godzilla game. Basically, there was no direction. And at some point, Leslie Benzies and Aaron Garbutt decided, 'Well, you know, maybe we'll start working on GTA 3, because we sort of have that licence.'"

Extra missions 

GTA Vice City

(Image credit: Rockstar Games)
Subscribe

The latest issue of Retro Gamer

(Image credit: Future PLC)

This feature originally appeared in Retro Gamer magazine. For more in-depth features and interviews on classic games delivered to your door or digital device, subscribe to Retro Gamer. 

What ensued was two-and-a-half years of intense development and hard work to ship a game that would go on, not only to be a new technical barometer of what could be done with 3D worlds in gaming, but was a massive success for the company having sold 6 million copies in its first year and grew to over 15 million in its lifetime. It thrust the newly coined Rockstar North (having ditched the DMA Design moniker) into a household name, not only for the popularity of the game but also for the headlines of hate that shone a spotlight on the violent, killing- spree-infused PS2 shooter. 

"Obviously it did really well," says Obbe, "sort of better than we expected. So at that point, Rockstar New York asked us to do what was going to be essentially an add-on to GTA 3, like a mission pack basically." Initially the idea wasn’t going to be a completely new game at all, but rather a quick turnaround of extra missions and weapons to capitalise on the sudden wave of success that the then comparatively unknown Rockstar Games was just starting to ride. 

The plan for the add-on was for a year of development, but as the team worked on it, the game became much bigger, big enough to be a standalone product. "That year on Vice was kind of crazy," recalls Obbe, "particularly for the programmers, because we also had the PC version of GTA 3. Rockstar wasn't famous like it is now, that was like the first game that made it big." 

Sign up to the GamesRadar+ Newsletter

Weekly digests, tales from the communities you love, and more

By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over.

A lot of the work had already been done thanks to the existing engine used for GTA 3, so the artists started shortly after the end of development on GTA 3 with the programmers coming in later and having only six months to wrap up everything. A large part of what it is that many love about Vice City, and arguably the thing that truly makes it iconic, is its unique setting. Games set in the Eighties even to this day aren’t especially common, but the Miami-in-the-Eighties setting was just a perfect lay-up for the amalgamation of classic gangster movies that broadly tied the story together. 

"Well, that was the only thing that was sort of decided firmly at the start," says Obbe. "That sort of came from New York. They sort of said, 'OK, well we think Miami in the Eighties would be a good setting.' So the rest of it was quite kind of organic at the time. The level designers would go and do experiments and they would maybe code like little missions to see if it was fun." Obbe adds that aside from that there wasn’t actually that much that was designed from day one of development, and highlighted the more organic approach to development of the game than was the case in GTA 3. 

"I remember halfway through development, one of the level designers came up with the idea to have these locations that you could buy, so you can buy the club and you could buy the movie studio and things like that. And I thought that was a great idea because back in GTA 3, it was just like you worked your way through the story, but it never felt like you owned the city. Whereas in Vice City, you would have enough money and then you would buy the club, and then you'd get missions from there."

Location, location

GTA Vice City

(Image credit: Rockstar Games)

This became one of the major gameplay changes for Vice City, with the game's story unfolding more naturally through the player's decision to purchase businesses throughout the city and interacting with those hired to work in those locations, rather than having a mute protagonist numbly trot along from mobster to mobster. 

"Actually, anyone in the company could have an idea and suggest it," says Obbe. "And then the good missions would just survive. Then the script writers, which was half in New York and half with us, they would then find a way to fit that mission into the story. Whereas in the later games, it was more the other way around where the story was written first, and then the missions were sort of fitted into the story.”

Naturally it stands to reason that a design process this "chaotic" (Obbe's choice of word) and a deadline this tight called for a very strict system of tracking and planning, something high-tech that would be able to match the ever-shifting mix of missions, characters and locations. "So, the producer, Leslie Bensies, would have these Post-It notes," says Obbe. 

"I can't remember his system, but like, yellow Post-It notes would be characters and green ones would be missions and pink ones would be locations or whatever. And then he had a wall in the design room, and he would constantly be moving them around like, 'OK, so that mission, that has to go a little bit further down. So then we'll stick it to this contact point and then, oh yeah, this, this can move to that location.' He was still moving things around quite late on."  

Luckily the team didn't have to worry too much about that tight deadline, since a large portion of the game – at least from a code perspective – was already made. The engine that powered GTA 3 was of course bundled with a few additional extras, but everything worked the same way just with a neon-infused aesthetic. “There's a lot of systems that got tweaked under the hood," recalls Obbe, "like the streaming was always a problem. Adam Fowler, the other technical director, was constantly tweaking that and trying to improve it. But yeah, from a technology point of view, there weren’t that many changes." 

Moving to Vice City  

GTA Vice City

(Image credit: Rockstar Games)

Since the programmers in particular only had six months allocated to working on Vice City, there was "just not enough time to do things". That didn't mean there weren't new additions, however, boats were now drivable, planes had some missions dedicated to them and of course a bunch of new or reskinned weapons. "I would say it's like 90% GTA 3 code, 10% is some add-ons really," suggests Obbe. 

It wasn't just the underlying engine work that set the foundation for Vice City, though. Having worked on the earlier GTA 3 for two-and-a-half years meant that, naturally, there were a good number of learnings from that game that were automatic design choices in creating the sequel. "So for instance, when we started GTA 3, there was a really big road going through the first island," recalls Obbe, "and we had to change it because the player could go too fast and then by the time it got to the end of the road, the models weren't loaded in. It was terrible. So we actually changed the layout of the city." 

This was helpful when designing the layout of Vice City, since Rockstar knew the various technical limitations that the engine already had. "You could have a big coastal road because then you didn't have to load the models where the sea was, so there would be less streaming issues," explains Obbe. It helped that, at least in terms of the engine anyway, that Vice City wasn't as vast a technical step up as GTA 3 had been for GTA 2, so the programming time could be better split across refining the code as much as adding in new content and features.

GTA Vice City

(Image credit: Rockstar Games)

"With GTA 3, we just didn't have that much time." says Obbe. "We just threw everything together and said, 'Yeah, this is gonna have to be it.'" It's not a surprise given the short turnaround that Vice City was not such a dramatic shift, but the changes that were there were critical to pushing it out from the shadow of the technical achievement that was GTA III and out into its own success. A large part of that was the story and the setting which, more than earlier games, the player could actually feel a part of. 

"Looking back, GTA 3 was a good game and everything, but it didn't have any sort of personality," admits Obbe. "I think that's because GTA 3 was made up of more technical people, artists and just more gameplay people, whereas the people in New York are more concerned with style and story." 

So when Ray Liotta got on board to voice player character Tommy Vercetti, the quality of the story could stand out quite a bit more. Then with the likes of Danny Dyer, Burt Reynolds and Jenna Jameson and many others all on board for various roles in the game, it became a more serious effort than GTA 3's narrative.

Vibes

GTA Vice City

(Image credit: Rockstar Games)

This all came from the New York studio, which was managed by the Houser brothers, who were the guiding vision behind the story and the vibes that would ultimately go on to transcend Vice City into the hall of fame. "I do remember it being an awful lot of fun when I started working on it, because just changing a few little things completely changed the vibe of the game," says Obbe. 

"I did the code for the weather, so GTA games cycle through weather and it's just a list, so it's sunny, cloudy, cloudy, rain, foggy, foggy, whatever. It was just one table of numbers and in Vice City I changed it purposely, cause in Miami it's just sunny, sunny, sunny. And it completely changed the vibe of the game. It was just, you know, five minutes of work." 

Obbe recalls how these things just kept happening, adding moments such as when the artists added neon UI elements and pick-up FX, or when another programmer changed the water from GTA III’s opaque brown to more transparent with waves in Vice. "That had a huge visual impact. It was remarkable how just a few non-technical things made the game just go from grey, boring, GTA 3 to sort of sunny, happy Vice." It had an effect on the final product, too, since while many remember GTA 3 for its technical prowess, they don’t remember quite

as much about the game itself aside from the joy of living within a gritty New York-esque cityscape. Vice City wasn't really an overhaul, but a refining of what came before it, and it was all the stronger for it. 

Even with just a year of development, Vice City managed to stand on the shoulders of its predecessor and achieve something far bigger, better and more stylish. "I remember that GTA III was kind of hard work, but it wasn't crazy," says Obbe. "Everybody still went home at seven, nobody worked over the weekends. But Vice City was kind of crazy, because we knew we had a one-year deadline and there were more expectations and there were so many things we wanted to do. That year was probably the most stressful year that I had at Rockstar." 

Despite the intense work that the team faced, Obbe still looks back on the project with a great deal of fondness. "It was really a joy to see the game come together because while I love GTA III and essentially it was the same game, with Vice City we were able to do the style and that made it completely different. It's probably my favourite game from the games that I worked on."


This feature originally appeared in issue 250 of Retro Gamer magazine. For more fantastic in-depth features, interviews, and more on classic games, subscribe to Retro Gamer or pick up a single issue today. 

TOPICS
Rockstar Games
PRODUCTS
Retro Gamer Print Magazine Grand Theft Auto: Vice City
Adam Barnes
Adam Barnes
Freelance Writer

Adam Barnes is a regular contributor to Retro Gamer, and in the past has written for publications like Play Magazine, NowGamer, Games™, PCGN, Kotaku, Ginx, and more. Adam was once your go-to for all things Minecraft and retro, but now he also writes about technology, travel, and design.

Latest in Action
Kratos approaches Aphrodite's bedchamber in God of War 3
"The God of War sex mini-games were designed by women," which is why Aphrodite's bed looks "like a labia"
 
 
GTA 6
Some of GTA 6's big ideas are likely hiding in GTA 5, ex-Rockstar dev predicts – and you can look at GTA 4 to see why
 
 
Screenshot from Ratcheteer DX, showing a GBC-style cave with four pixelated characters finding warmth around a fire.
The Legend of Zelda-esque game mimics the GameBoy to GameBoy Color transition, goes from retro handheld to PC and Switch
 
 
Musashi examines the oni gauntlet with a confused expression in Onimusha: Way of the Sword
Not content with stopping the avalanche of AAA games Capcom teases even more unannounced games before April 2027
 
 
A crop of the MindsEye key art for a review header
"Overwhelming evidence of organized espionage": MindsEye CEO blames launch on "corporate sabotage" amid more layoffs
 
 
Castlevania: Belmont's Curse
Castlevania: Belmont's Curse "is not a roguelike or roguelite game" despite the developer's Dead Cells heritage
 
 
Latest in Features
Underside of Alienware 16 Area-51 gaming laptop with glass viewing window and RGB fans
We could get a shock when 2026 gaming laptop prices are unveiled, here's what you need to know about buying this year
 
 
In Hitman World of Assassination, Agent 47 sits at the departure gate in an airport during the loading screen
After weeks spent locked into Hitman's Freelancer mode, I realize there's one vital thing 007 First Light needs to learn
 
 
Mario gadgets, accessories, and games on a blue background
The ultimate Mario Day starter pack, kit up for the plumber's big day
 
 
Glen Powell as Becket in How to Make a Killing
How to Make a Killing is Glen Powell's latest mid-budget movie, and I hope he never stops making them
 
 
Jensen Huang next to AI robot on stage at GTC 2024
Nvidia's CEO says "we created the modern video game industry," but all its push into AI upscaling has done is destroy good game optimization
 
 
Cillian Murphy as Tommy Shelby walking in Peaky Blinders: The Immortal Man
Peaky Blinders: The Immortal Man ending explained: does Tommy Shelby die and will there be a new season?
 
 
LATEST ARTICLES
  1. Close up of PS1 console on woodgrain TV bench next to OSSC with Sir Dan MediEvil figure on top.
    1
    If Sony thinks surge pricing won't prompt me to shun new-gen consoles and go back to the PS1, it should think again
  2. 2
    Spider-Noir showrunner says the goal is "to make a version of Spider-Man that no one had seen before," clarifying it's the "same character, different universe" from the Spider-Verse variant
  3. 3
    Helldivers 2 support agent says "there's no balance team" at Arrowhead because "it's all a team effort": "No dev gets to just change whatever they want without oversight"
  4. 4
    Resident Evil director Shinji Mikami has been working on a new AAA action RPG for at least 1 year after Microsoft closed his last studio, and no one noticed
  5. 5
    How to complete the Marathon Introducing Sekiguchi contract

GamesRadar+ is part of Future US Inc, an international media group and leading digital publisher. Visit our corporate site.

Add as a preferred source on Google Add as a preferred source on Google
  • Terms and conditions
  • Contact Future's experts
  • Privacy policy
  • Cookies policy
  • Accessibility statement
  • Careers
  • About us
  • Advertise with us
  • Review guidelines
  • Write for us
  • Accessibility Statement

© Future US, Inc. Full 7th Floor, 130 West 42nd Street, New York, NY 10036.

Please login or signup to comment

Please wait...