Obbe Vermeij @obbevermeij.bsky.social · 04/09/2026Photo:Rockstar North, Calton Square, Edinburgh, 2010-ish. This area was level design. The programmers are just visible in the distance on the right (that’s where I sat before I left). Art was behind the photographer. QA and Audio were in a separate wing. The wall art is from when we moved in, 2004 170
Obbe Vermeij @obbevermeij.bsky.social · 04/09/2026That would be the first time I played the missions in order and experienced the story. There would be missions I hadn't seen before. 170
Obbe Vermeij @obbevermeij.bsky.social · 04/09/2026Especially towards the end, a lot of the job is fixing an endless stream of bugs. Fun fact: We used to have ‘pencils down’ 2 weeks before going gold. Then we'd all play through the game to find the last bugs. 150
Obbe Vermeij @obbevermeij.bsky.social · 04/09/2026Working on gta3, Vice, SA and gta4 was more like a regular job than people imagine. Most of us worked headphones on in our own area - art, code, music - for 8 hours a day. We had very few meetings. Only a small number of people made the big decisions about gameplay and story. 1291
Obbe Vermeij @obbevermeij.bsky.social · 22/08/2026My youngest is 2 inch taller than me and works out. Carrying him is a thing of the distant past. Yeah, getting old sucks. My eyebrow hair is now so long it touches my eye balls. That was never a problem. 010
Obbe Vermeij @obbevermeij.bsky.social · 22/08/2026Also; Even if the leaker has a copy of the game running on a devkit, there is no way to run it on a retail ps5. The devkits have more memory. During development the game would not fit in the memory of a retail unit. It also can't feasibly be distributed. 140
Obbe Vermeij @obbevermeij.bsky.social · 22/08/2026It was a nightmare for management (R*NewYork) but didn’t affect us (R*North) much. The current leaks are far less consequential than HC was. It looks like gta6 will be phenomenal and sell for the next 15 years or so. The leaks are just a tiny blip. 150
Obbe Vermeij @obbevermeij.bsky.social · 22/08/202690% of future players don’t spend their time on the internet looking for video snippets. They don’t have the time and don’t want spoilers. I imagine the teams are a little annoyed about it but not more than that. I was there during Hot Coffee. 140
Obbe Vermeij @obbevermeij.bsky.social · 22/08/2026Calm down everybody. The leaks are a nothing burger. As a marketing strategy R* is trying to keep the game under wraps longer than other publishers. All that has happened is that some footage has escaped. Slightly ahead of the Netflix thing next week. 1150
Obbe Vermeij @obbevermeij.bsky.social · 22/08/2026Yeah. They emailed yesterday. Still a bit special. the beebs. Is that a fresh kid stick to your head or an old profile picture? 111
Obbe Vermeij @obbevermeij.bsky.social · 05/08/2026Every drop of water in my new game is simulated. I made a video about how it works. (Interesting for gamedevs & simulation fans) www.youtube.com/watch?v=n_I9...youtube.comI Simulated Every Drop of Water in My GameYouTube video by Obbe Vermeij 0122
Obbe Vermeij @obbevermeij.bsky.social · 27/11/2025Demo (& wishlist) on Steam: store.steampowered.com/app/3044790/...store.steampowered.comPlentiful on SteamPlentiful is a Human Terrarium — Sculpt the land, redirect rivers, and grow food as you nurture your tribe. Guide your people through a perilous Stone Age and protect them from nature’s whims. 082
Obbe Vermeij @obbevermeij.bsky.social · 27/11/2025This is my very first 'developer plays' video for Plentiful. Apparently that's how you market games these days. It has "Geek Builds World To Be Happy In" vibes but anyway... Hope you like the game. www.youtube.com/watch?v=pOVJ...youtube.comDeveloper Plays Plentiful — Nature Sandbox & Water SimulationYouTube video by Obbe Vermeij 1181
Obbe Vermeij @obbevermeij.bsky.social · 27/09/2025You could do worse than giving the 'Plentiful' demo a shot this weekend. It's like a 90s god game but with modern world building, dynamic water & visuals. Demo & wishlist on steam: store.steampowered.com/app/3044790/... #Indiegame #Indiedev #godgame 1294
Obbe Vermeij @obbevermeij.bsky.social · 30/08/2025I don't remember why we chose not to affect driving. Yeah, it's a pill because certain drugs speed you up. 000
Obbe Vermeij @obbevermeij.bsky.social · 28/06/2025Yes it was a blast. We probably couldn't have gotten away with it. It was a little glitchy sometimes but still very impressive for a mod. 000
Obbe Vermeij @obbevermeij.bsky.social · 28/06/2025I did hear about those but never played them. R*Leeds went and did their own thing and did it well. 010
Obbe Vermeij @obbevermeij.bsky.social · 19/06/2025GTA4 is when we finally nailed it. 4 programmers and several level designers worked full-time. We’d always envisioned a two-game strategy: First: Basic multiplayer Then: Online experience Both North and NY had wanted to make this happen since the gta3 days. 4390
Obbe Vermeij @obbevermeij.bsky.social · 19/06/2025We pushed for multiplayer again in Vice City. Even hired a couple of network coders. But with tight deadlines, it was abandoned once more. For San Andreas, we didn’t even try. It was the final PS2-era game — not worth the effort. We added local co-op instead. But yeah... not the same. 2290
Obbe Vermeij @obbevermeij.bsky.social · 19/06/2025…but we ran out of time. We needed lobbies, scripts working over network etc. We decided to cut the effort. #ifdef GTA_NETWORK in the source code is a leftover. 1180
Obbe Vermeij @obbevermeij.bsky.social · 19/06/2025For GTA3, I prototyped a simple deathmatch. Players could kill each other, drag each other from cars, and respawn around the city. It was promising... 1160
Obbe Vermeij @obbevermeij.bsky.social · 19/06/2025In practice, this wasn’t always reliable. I remember a test match where everyone thought they'd won. Turns out all the games had drifted out of sync. This wasn’t how multiplayer would be built in the future. 1160
Obbe Vermeij @obbevermeij.bsky.social · 19/06/2025GTA1 and 2 had LAN multiplayer. To save bandwidth, they only sent keypresses between machines — assuming the game state was 100% deterministic. That meant every game had to run in perfect sync, at the framerate of the slowest PC. 3684
Obbe Vermeij @obbevermeij.bsky.social · 06/06/2025Wishlist & Demo: store.steampowered.com/app/3044790/... 040
Obbe Vermeij @obbevermeij.bsky.social · 06/06/2025Hey #PitchYaGame, Plentiful is a wholesome nature sim. - Shape the landscape by stacking stones. - Capture water in lakes and ponds. - Grow fruit and vegetables to feed your people. - Chill 1240
Obbe Vermeij @obbevermeij.bsky.social · 07/05/2025store.steampowered.com/app/3044790/...store.steampowered.comPlentiful on SteamStack stones to shape the world. A relaxing game about harnessing nature. 040
Obbe Vermeij @obbevermeij.bsky.social · 29/04/2025Also: If it was my call I wouldn’t release any additional trailers. There is more than enough hype around VI and the element of surprise is going to make the release only bigger as an event. 2330
Obbe Vermeij @obbevermeij.bsky.social · 29/04/2025 I’m guessing decision-day for VI will be similar. Fingers crossed for Take2’s August earnings report. (Before you ask; I have no inside info) 1280
Obbe Vermeij @obbevermeij.bsky.social · 29/04/2025The original release date was October 16th 2007, in time for Christmas. We made the decision to delay the game in July 2007. Only at that time did it become clear we were going to miss the deadline. 1191
Obbe Vermeij @obbevermeij.bsky.social · 29/04/2025We finally realized the 32 player network game which later evolved into gta-online. I left R*North 9 months later. With the project and team getting bigger I didn’t enjoy work as much as I used to. I also thought the game would continue to get darker and more serious. gta5 proved me wrong there. 1221
Obbe Vermeij @obbevermeij.bsky.social · 29/04/2025The missions were designed to suit the story. Previously it had been the other way around. The ps3 was difficult to work with so the 360 became the lead platform. R*San Diego produced their Rage engine to replace the discontinued RenderWare engine. 1301
Obbe Vermeij @obbevermeij.bsky.social · 29/04/202517 years ago, on April 29th 2008 we released Grand Theft Auto IV. On order to focus on making the game truly next-gen, we dropped a ton of game features from San Andreas. Stats (fitness, weight), Multiple cities, Stealth, Underwater swimming, Jet packs, Tanks, Bicycles, Monster trucks, Car modding 915334
Obbe Vermeij @obbevermeij.bsky.social · 29/04/2025No, I just used English phrases. It's just that because of the hash key bug, random sequences also triggered the cheats. 010
Obbe Vermeij @obbevermeij.bsky.social · 14/02/2025Map artists just placed the lights, ran the game, and it all worked—no extra setup needed. Simple, but it still worked this way in IV. During gta3, I gave players a 1-star wanted level for running red lights. This was not popular with the team. I quickly removed it. 0330
Obbe Vermeij @obbevermeij.bsky.social · 14/02/2025In gta3, traffic lights cycle through 3 states: North/South East/West Pedestrians The traffic light’s model orientation determines its cycle, and at startup, my code stored the cycle in the road nodes. This is why, even if the light was knocked over, cars still obeyed the light. 1495
Obbe Vermeij @obbevermeij.bsky.social · 06/02/2025Not sure why that got lost. Could be a bug/oversight. 030
Obbe Vermeij @obbevermeij.bsky.social · 06/02/2025There must be a misunderstanding. The PC and Xbox version of gta3 and Vice weren't forked. The codebase moved forward as one. (It may have been different for SA as we didn't do that pc version) 120
Obbe Vermeij @obbevermeij.bsky.social · 10/01/2025That was someone else. I handed over the camera to another coder (Derek Ward) who joined SA after finishing Manhunt. 010
Obbe Vermeij @obbevermeij.bsky.social · 08/01/2025 There are a few things that can cause the next viewpoint to occur. The line of sight from the camera to the train is broken (for more than a second or something) Or the train is far away and also moving away. Probably a timer in there as well. 030
Obbe Vermeij @obbevermeij.bsky.social · 08/01/2025I had a look at it but it's not clear to me why that is happening. I did the code for the general crimes. But the level designers also had script commands. They handle the military base for instance. So there's either a bug in the code or in the script. Sorry I can't be more specific. 110
Obbe Vermeij @obbevermeij.bsky.social · 08/01/2025zit was just like when driving a car. From behind and above the train carriage. 110
Obbe Vermeij @obbevermeij.bsky.social · 08/01/2025Somebody suggested trying the same in a car. I added the wheel cam, as well as the view from chasing cars. The team found it surprisingly entertaining so the cinematic camera stayed in. 1341
Obbe Vermeij @obbevermeij.bsky.social · 08/01/2025When working on the train in gta3 I found riding it boring. I considered letting the player jump ahead to the next station but this would cause streaming issues. Instead, I made the camera switch between random viewpoints near the track. This made the ride more interesting. 2473
Obbe Vermeij @obbevermeij.bsky.social · 08/01/2025The Steam demo of my world crafter is now live. Plentiful v21 introduces: Volcanos, Lightning, Fire and Locusts store.steampowered.com/app/3044790/... A follow to anyone who kills the spiders on the 'Islands' level. 0163
Obbe Vermeij @obbevermeij.bsky.social · 08/01/2025We had too many features in SA in retrospect. I can't think of anything I'm sad didn't make it. I guess the skateboard is the biggest I can think of but did anyone really miss it? 210
Reposted by Obbe VermeijTJGM @tjgm.bsky.social · 07/12/2024A new video is now live! Ever wonder why vehicles in San Andreas can't reach their top speed in certain areas? Let's take a look! (Sorry @obbevermeij.bsky.social, I believe I said your name wrong in this one 😅) youtu.be/vp9WlW9reG4?...youtu.beThe Hidden Speed Limits of GTA San AndreasYouTube video by TJGM 0183
Obbe Vermeij @obbevermeij.bsky.social · 12/12/2024I think there was an RC mission in gta1 and we carried on from there. We thought they were fun. 110
Obbe Vermeij @obbevermeij.bsky.social · 05/12/2024I don't know. It wasn't unusual for stuff to remain between games. Usually it would get cleared out at some point but sometimes it wasn't. 030
Obbe Vermeij @obbevermeij.bsky.social · 30/11/2024Sandy Roger made a rag doll gun for the testers. It would fire rag dolls (corpses) so that the testers could look for hole in the map. I don't think it was ever considered as a serious cheat (again, too many issues including potential crashes) but it would have been good. 120