
Back when Grand Theft Auto III was originally released for the PS2, it was a game-changer, popularizing the 3D open-world sandbox and putting its developer Rockstar North firmly on the map.
But what you might not know is that it actually owes a great debt of gratitude to the Dreamcast, with the game originally coming about thanks in part to a bunch of different tech demos for the Sega platform — one of which even featured a rampaging kaiju that wasn't entirely dissimilar from Godzilla.
According to former DMA producer Gary Penn and former DMA support engineer Alan Jack, after the release of the sci-fi platformer Space Station Silicon Valley in 1999, the future Grand Theft Auto team was looking for a brand-new title to work on.

Elsewhere in the studio, the original Grand Theft Auto team was hard at work finishing up Grand Theft Auto II in 2D, while another team had started development on what would eventually become Manhunt. There wasn’t much of a plan for what they could do next, until a couple of programmers – led by the future Rockstar producer Leslie Benzies – appeared in the office one day with a 3D tech demo of a city they had been building.
A 3D open world was something the Grand Theft Auto II team had been struggling to get working at the time, and Rockstar was increasingly putting pressure on the company and its development partners to get it done. For example, speaking to the author of this article back in 2021, the Rockstar co-founder Jamie King told us the team had even contacted Rockstar Toronto to prove the technology, with the Dreamcast once again being the platform of choice.
As he recalls, "We had Kevin Hoare who ran Rockstar Toronto really trying to use a Dreamcast devkit to get GTA into 3D and he was like, ‘The best we can do is kind of like isometric’. And that’s why they ended up doing The Warriors. But the PlayStation 2 came out and then DMA were like, ‘Okay, now we can get this into 3D.’"
Despite others having difficulty getting a Grand Theft Auto-esque cityscape to work in 3D, the small group inside DMA had made some encouraging progress in this regard but were reluctant to cause "a bloodbath" by pouring cold water on the efforts of the GTA 2 team. So, instead, it started spitballing ideas for other city-based projects.
“It had essentially grown out of a combination of Body Harvest's open-world roaming mechanics and Space Station Silicon Valley's final level with a city full of vehicles,” Alan Jack tells us. “They had built a tech demo on a Dreamcast dev kit that demonstrated cars whizzing around in 3D, with beautiful lights and full deformation on the car bodies. I remember that Gary basically didn't want to kill their creativity, [so he] gathered a few of us office loose ends together and said ‘Let's make something that is 3D, uses this city prototype, and is on the Dreamcast’”.

From here, DMA's founder Dave Jones suggested to the team that they transform the project from a generic city-based tech demo into a game modelled after the Godzilla license, with Jones assuring the team he could eventually get the rights. So, with a potential project beginning to take shape, Penn and the Silicon Valley team started working on designs.
"I remember Gary being rightly excited about the Dreamcast's analogue controller triggers," says Jack. "He had proposed a system whereby one trigger would control the neck and the other the jaw, which created this little core challenge of carefully picking things up (people/eggs/boxes) and not properly crushing them. We had a few sketched gameplay systems where you had to rescue/defend eggs, or you could pick people up and carry them as hostages."
Penn comments, "It controlled quite nicely. You stomped around, you’d eat people and grow, and then you'd destroy even more things. And the idea was as you ate and destroyed, you’d grow and you’d eat and destroy some more. They had got the guts of that working on Dreamcast."
So what happened? And why aren't we all playing Godzilla Takes America V with multiple protagonists and an online playground complete with roleplaying Kaiju? And why did Dreamcast owners instead have to endure the rather average Godzilla Generations and its equally forgettable sequel, Godzilla Generations: Maximum Impact? Well, in September 1999, Take-Two bought DMA from Infogrames for $1 – plus the assumption of certain debts the developer had accrued – bringing with it a number of sweeping changes to the studio.
Over several weeks, we managed to create a number of blocks of a city with docks, retail areas, and brownstones. We were playing, really, but we added characters walking the streets and cars driving around.
Rockstar moved DMA from its historic home in Dundee to a new location in Edinburgh, where it became Rockstar North, and the Silicon Valley and Grand Theft Auto II teams were then consolidated into a single entity to work on the third Grand Theft Auto game.
Development of Grand Theft Auto III continued on Dreamcast, but exactly how long this version of the game was worked on or how far these experiments got depends on the source. In 2023, Aaron Garbut, the current co-studio head at Rockstar North, told Game Informer about the Dreamcast tech demo:
"When we finished our first game at DMA Design, we had some time to prototype and come up with ideas. We also got access to a couple of Dreamcast devkits. Over several weeks, we managed to create a number of blocks of a city with docks, retail areas, and brownstones. We were playing, really, but we added characters walking the streets and cars driving around."
The Rockstar North technical director Obbe Vermeij, meanwhile, provided a slightly more conservative account of events on Twitter yesterday, claiming that development on Grand Theft Auto III for the Dreamcast continued for roughly four months, with the team producing a simple demo featuring "a basic character walking around".
As he writes, "We started developing gta3 on the DC but then switched to PS2 when it became clear the DC was not commercially viable. It was a shame. We were all into Phantasy Star Online at the time.
He continues, "If I'd have to guess I'd say we used the DC for about 4 months before switching to ps2. It wasn't for technical reasons. It looked like the DC could have handled gta3. It was for commercial reasons."
Though it's unlikely that Grand Theft Auto III alone could have saved the Dreamcast, especially given the timing of its eventual release, it's fascinating to think about how the game would have turned out if it had been released on Sega's hardware instead.
In the end, Grand Theft Auto III on the Dreamcast was never meant to be, though it's clear that the console had a small yet significant part in bringing the series into the third dimension.
Comments 15
This is interesting. I'm willing to bet had GTA 3 released on Dreamcast, it would have bought the system at least another year. Would it have saved Dreamcast though? No.
@Uncharted2007 Indeed. Similar to how RE4 couldn't reverse the fortunes of the GameCube. Capcom couldn't wait to port that to the PS2.
I'm always a little sad we never got to see the Dreamcast's true potential. Later PS2 games look so much better than early titles, but the Dreamcast didn't really last long enough for devs to squeeze every drop out of it. I suspect GTA3 would have run on it.
@UK_Kev The guy in the article literally said he thinks it could have run it, so I'm going to go with that. If it had been developed from the ground up for the Dreamcast, it obviously would have run on it!
@UK_Kev This claim about disc space keeps circulating around the internet, but it's false: GTA III is under 1 GB, so it could have fit on a Dreamcast or GameCube disc.
San Andreas, on the other hand... its audio alone is too big to fit on a GameCube disc!
@smoreon Right. And compression is a thing, too. I need to point no further than Angel Studios (which later became ROCKSTAR) and RE2 on the N64, a two disc game on one N64 cartridge.
@no_donatello The thing is even though the PS2 had the advantage in storage space via bigger DVD size disc, its processor is a bit slower than the GameCube. Resident Evil 4 may be on one full disc on PS2 and 2 discs on GameCube but the GameCube version not only look better but runs smoother at 60fps whereas the PS2 version despite having the full game and extra contents look a bit too jagged and only runs at 30fps.
@UK_Kev Is this not an assumption based on the final version of the game? If they had worked on it in parallel it may well have been ok
@Serpenterror The GameCube version of RE4 (along with the Wii, 360, and PS3) was only 30fps. But it did look considerably better, with way more geometric detail and lighting effects. The PS2 made all kinds of smart downgrades that aren't too noticeable at a glance, but do make it look a little less impressive overall. And then there are its cutscenes, which were just recordings of the GameCube graphics!
As a general rule, the GameCube could handle PS2 ports just fine, with few/no downgrades, whereas the PS2 always struggled with GameCube ports: halved framerates, less geometry, worse textures, etc.
@smoreon GTA III is definitely bigger than 1gb. It probably could have been optimized for gcn, but I don't know where you are getting that number from.
@UK_Kev The DC would probably have better textures though as it had double the VRAM of the PS2.
@UK_Kev @poodlestargenerica Sorry, I should have been more thorough. There are a lot of conflicting numbers, but (TL;DR) my point stands, in that the actual game data appears to fit within DC/GCN media specs.
Wow that Godzilla Dreamcast game might as well be Blast Corps on the N64!
(replays Blast Corps on the N64)
Ok fine, this has 1/4 the resolution, 1/10 the polygons, and you never even get to see the sky!
@N64-ROX Godzilla Generations was a launch title for Dreamcast in Japan, aka 1998, before even Sonic Adventure hit the console. It's not a stretch to call it a tech demo made into a game. The fully destructible buildings would have been impressive at the time. Very tedious game. The sequel is actually pretty interesting and better because they made that one a rail shooter.
Great read! Gta 3 is one of my favorite games ever. I replayed it a few years back and got 100% completion. Fun times.
@UK_Kev lol, that's not at all how game dev works.
GTA3 on the DC would've been built from the ground-up to work fully optimized for that platform, just as GTA3 for PS2 was built from the ground-up optimized to work on that platform. For the most part, provided you have decent documentation, you go in knowing the limitations of the hardware, and you plan accordingly, and/or you find clever workarounds. Compression is often necessary.
Sure, the DC version probably would've been a slightly different game, but to suggest that it would have been an -inferior- game is just nonsense. I mean look at Chinatown Wars on the DS: nowhere near the size or power of the DC...but one of the best, most polished games in the series.
Porting a game from one platform to another is a completely different beast entirely.
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