Three weeks before launch, Rockstar North's senior developers have given one of their most detailed interviews about Grand Theft Auto VI. The interview is the cover feature of Edge magazine's issue 430, which went on sale on October 29, 2026. Aaron Garbut, Rob Nelson and Phil Hooker all speak on the record.
We haven't read the print magazine yet. This article is based on the quotes and details reported on October 29 by PC Gamer, GamesRadar+ and Polygon, which all cite the Edge feature. The quotes below are from Rockstar developers, but we're relying on those outlets to have relayed them accurately. Where an outlet describes something without a direct quote, we say so.
What Rockstar's developers said
Aaron Garbut's comments were mostly about density rather than size. PC Gamer reports that he told Edge GTA VI contains "an order of magnitude more interiors" than Rockstar's earlier games. He also argued that the quieter corners of the map haven't been neglected: "Every back alley is as densely detailed and interesting as the others. You can go anywhere, any random location, and so many people have thought about that location."
He also spoke about expectations. "We can't just trot out something that's what people might expect, or that was the easy thing to do," Garbut said, as quoted by PC Gamer. "We've not compromised on the scale, the detail, the interactivity, the story, the open world." Then came the line most likely to be quoted all week: "I feel like we've built a pyramid on Everest."
Rob Nelson spoke about the game's pedestrians. GamesRadar+ reports that Rockstar set up a dedicated team in Los Angeles to bring the NPCs to life. He described the kinds of questions the team worked through: "Who's going to be aggressive? How many people are going to go for a weapon? How many are going to test me?" According to Polygon, Nelson also credited long-serving teams for much of the progress: "The teams individually had a strong idea of what they wanted to evolve."
Phil Hooker spoke about public transport. Polygon reports that buses and trains in Leonida run to their own routes and timetables, and quotes him: "I'm obsessed with making sure they always turn up." GamesRadar+ adds that he rides the buses during playtests to check they work, and quotes him: "I've memorized all of the routes."
Pace, roads and pedestrians
GamesRadar+'s two write-ups, which we read directly, add the clearest account yet of why GTA 6 moves differently from GTA 5. Rockstar tested the new game on GTA 5's timings and found, in Edge's account, that "everything felt too fast" for a world rendered at this fidelity. Vice City's roads are narrower than Los Santos's because Nelson wanted "a more believable size", and the day and night cycle runs longer.
Nelson tied the same thinking to pedestrians: "As the resolution of the worlds goes up, I think there are things you can't get away with in the same way. If you want a pedestrian population to behave believably, and you can stand in front of them and produce an automatic shotgun out of nowhere and they don't react, then that doesn't work. That barely held in GTA 5."
Garbut framed the whole thing as choice rather than checklist: "You can really make the game what you want it to be at the time, whether that's more of a roleplay experience where you're buying cigarettes and beer in the shop and going on the train for the day, or going to a club. You can have your life in the game." Nelson's counterweight, in the same feature: "You don't want to feel like you're foisting things on the player and then have them reject those things. It's more about trying to let people lean into the way they want to play."
What is reported, not quoted
These details come from the outlets' summaries of the Edge feature, not from direct Rockstar quotes. Treat them as reported for now:
- NPC animations: GamesRadar+ says around 600,000 animations were created for the game's NPCs, and that pedestrians have personality traits such as temperament and aggression, which, along with how you treat them, shape how they react.
- Police: Polygon says officers can identify you from your last sighting, including on CCTV, and can use car trackers and reports from NPCs. In a demo Edge watched, a K9 unit joined a chase after a motorcycle crash, and a police dog pinned Jason to the ground.
- Weather: Polygon says clouds move independently and are shaped by wind, humidity, fog, time of day and season.
- Map size: PC Gamer says Vice City and its surroundings are "said to be" almost as large as the maps of GTA IV, GTA V and Red Dead Redemption 2 combined. The article doesn't make clear whether that comparison comes from Rockstar or from Edge. Rockstar has still not published an official figure for Leonida's size.
Some of this builds on details Rockstar has already confirmed. The six-star Wanted system and the "Heat" system, where police take your clothing, appearance and vehicle into account, were shown in the Extended Look in August. A K9 unit and CCTV fit that picture, but we'll wait to read Edge itself before calling them confirmed.
Why it matters
Most pre-launch GTA VI coverage has been about scale. This interview is mostly about depth instead: interiors, NPCs that react differently from one another, transport that runs on a schedule, and police who track you down instead of simply losing sight of you. Those systems are harder to show in a trailer than a skyline, and they are exactly what players will judge in the first weeks after launch.
What to watch next
We'll read the full Edge issue and update this piece with confirmed quotes, especially on map size. The South Park episode that aired new GTA VI footage this week is also on our list. GTA VI launches on November 19 for PlayStation 5 and Xbox Series X|S.


