
The Housers, who were also passionate about cinema, decided to turn the third installment of Grand Theft Auto into a true interactive film.Īccording to David Kushner, famous for his biography dedicated to the founders of Rockstar Games, the brothers planned Grand Theft Auto III as a trilogy from the get-go. That city not only seemed more alive than ever, but by being able to move the camera at will, they had turned the game’s engine into a kind of virtual shooting set. At first, the Housers wanted to transfer that essence directly to three dimensions without more, but it was not until they saw the first prototypes of the game that they realized its immense possibilities. Hence the importance of music in all installments of the saga. It was precisely this subsidiary, BMG interactive, which did not last long, that published the first Grand Theft Auto. In fact, Houser had started his career at the BMG record company, with the providence that it tried to emulate his success in video game development. Sam Houser was passionate about pop, hip-hop and rap, whose highest aspiration was to one day emulate his admired Def Jam label. Key to the first two GTAs were the Housers’ love of the urban subcultureKey to the development of the first two Grand Theft Auto was the Housers’ love of the urban subculture. Subscribe to the 3DJuegos TRAILERS channel on YouTube One the Housers found in the seventh art. There was only one last spark of inspiration. They had just joined the dream team that Nintendo had assembled to develop cutting-edge titles for the Nintendo 64 catalog, so the entire team was already well versed in developing cutting-edge 3D graphics. Which was not going to be a problem: thanks to the success of the first Grand Theft Auto, the DMA Design studio (future Rockstar North), responsible for the programming of the first two installments, had updated its entire technological repertoire. Although at the same time they understood that a drastic facelift would be necessary for the series. They were convinced of the viability of all their ideas that total freedom in their games, and also that somewhat rogue aesthetic, would be able to attract the attention of millions of players.

The Housers thus started over from scratch.
