OBBE VERMEIJ AND THE 32 MEGABYTES OF FREEDOM

The PlayStation 2 was a monolith of ambition, but its heart was a mere 32 megabytes of RAM. In the early 2000s, that wasn't just a spec—it was a cage. Every car, every raindrop, and every profanity-laced NPC shout had to fight for a few kilobytes of digital dirt.

Stephen Bliss cover art

Obbe Vermeij's entry into the world of professional game development carries the hazy, charmed energy of mid-90s serendipity. A Dutch physics graduate recently untethered from mandatory military service, he wasn't so much hunting a career as drifting toward one—until a single, glossy issue of Edge Magazine changed his trajectory.

In the early 1990s, while navigating the halls of the Technical University of Delft, Vermeij was already building for the Amiga. Wrangling Assembly language—a punishingly granular way to communicate with silicon—he had spent his student years crafting digital curiosities. There was The Shepherd, a pastoral "god-game" where players guided flocks across pixelated vistas, and Gravity Force 2, a gravity-bound shooter that found a second life in the "Coverdisks" of magazines like Amiga Format.

By 1994, degree in hand, Vermeij found himself at a loose end. Across the North Sea, the British games industry was vibrating with chaotic, gold-rush energy. Edge—then the industry's high-gloss arbiter of cool—was thick with recruitment ads from studios that felt more like pirate ships than corporations. DMA Design, fueled by the global phenomenon of Lemmings, was flush with cash and expanding with reckless ambition. They had five projects in flight but a deficit of the technical minds required to build them. Vermeij reached out to several British developers and, in 1995, packed his life for a role at DMA's outpost in Dundee, Scotland.

His fluency in low-level Assembly programming was an immediate asset in an era when consoles were stubborn boxes that had to be coaxed into performance. Before he would touch the project that defined a generation, Vermeij was assigned to Space Station Silicon Valley, a surrealist Nintendo 64 platformer. He joined a skeleton crew of what would become Rockstar's old guard, including producer Leslie Benzies and artist Aaron Garbut. While the game remained a cult curiosity rather than a commercial juggernaut, its technical foundations were sophisticated; Vermeij helped pioneer an inverse kinematics system for animal movement—a way of teaching digital creatures how to "feel" the ground beneath them.

What began as an accidental pivot from physics and hobbyist tinkering became the foundation for one of the industry's most influential technical directors. Vermeij would remain at the heart of the studio (later Rockstar North) until 2009, his work present in every gear and piston of the 3D Grand Theft Auto era. In retrospect, his journey reflects a vanished version of the industry—one that rewarded raw talent, timing, and a willingness to relocate to a rainy corner of Scotland.

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TakuhatsuA descriptive alt textFeb 22, 2026
How did GTA III get started? Was there any doubt that a fully 3D version was realistically possible? And were you working on a sequel or a completely new game?
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Obbe VermeijFeb 22, 2026

Leslie Benzies and Aaron Garbut took the step to go 3D with gta. There was no doubt the 3d part was possible. It was more memory/streaming considerations. It's a little known fact that the original gta1&2 team went on to work on gta2.5. It was called 2.5 because it was isometric (2.5 dimensional). I guess they weren't confident going full 3d. I've never seen this game and it could cancelled during the big reorganization. (It was set in Miami)

It didn't feel like a sequel. gta2 had failed and the franchise had lost steam. The step from 2d to 3d was a big one and we decided to re-write the entire code base with an entirely new team. Even though the design of gta3 was largely based on gta1; it felt like a new game.

We were forward thinking. It was more important to make a good game in it's own right rather than preserving the spirit of the original games. For the city, the artists took inspiration from the look and feel of gta1 but this could easily have been different.

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TakuhatsuA descriptive alt textFeb 22, 2026
Decades later, GTA III is seen as a revolution in the gaming industry. What did it feel like while you were working on it?
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Obbe VermeijFeb 22, 2026
We felt everything we did was of a 8/10 quality. Pretty good but not exceptional. It was only in the last 6 months or so that everything came together and the magic happened. So no, it did not feel like we were working on something revolutionary from the start.
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TakuhatsuA descriptive alt textFeb 22, 2026
When did you realize you had something special?
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Obbe VermeijFeb 22, 2026
Creatively I would say it was 5 months or so before release. The music went in. The crashes were fixed. The frame rate was getting decent. That's when we all realized we had made something a bit different. Commercially it was maybe 3 months after release. The game sold ok but rather than tapering off it just kept selling.
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TakuhatsuA descriptive alt textFeb 22, 2026
What was the mood inside the studio during those final months?
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Obbe VermeijFeb 22, 2026

6 months before release there was a real buzz around the company. Everybody was enjoying work and working together to make the best possible game. Even during crunch time most people worked no more than 10 hours a day and during the weekend the office was usually empty. There was a chef making dinner for people working late. People from work would often socialize together. Often going drinking on Fridays or meeting up in the pub to watch football.

Even at the height of crunch time I think a work week for me was somewhere around 50 hours. We never did the crazy hours other companies were known for at the time.

The key to programming is concentration and it is very difficult for people to concentrate more than 8 hours a day. I think it is more important for people to be focussed on work when they are in the office, rather than spending more time in the office.

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TakuhatsuA descriptive alt textFeb 22, 2026
Did you think of yourself as technical leadership—or just another programmer trying to make it work?
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Obbe VermeijFeb 22, 2026
Me and Adam Fowler (The other technical director on gta3) were spending 95% of our time coding. It felt like we were leading by example. Actually; it felt the team was so small and focussed that a separate layer of leadership wasn't really needed.
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TakuhatsuA descriptive alt textFeb 22, 2026
The PlayStation 2 had just 32 megabytes of RAM. If you'd had one more, what would you have done with it?
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Obbe VermeijFeb 22, 2026
Yes, it was very tight. Adam Fowler managed the memory. We immediately would have increased the streaming budget with that extra Meg. Maybe an extra car model in memory. 2 extra npc models and a bit more breathing room for the map streaming.
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TakuhatsuA descriptive alt textFeb 22, 2026
How much of Liberty City's look came from creative intent—and how much from technical limits?
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Obbe VermeijFeb 22, 2026

It was more the memory/streaming limitations. Had we been able to load models from the DVD more quickly then we could have had higher resolution textures.

Adam had developed some tools to find textures that were used unnecessarily. Textures that were in an overall bank as opposed to an area specific back for instance. We started without streaming. The artists tried to texture the whole map with a limited texture budget. When streaming was introduced they were able to do a lot more. Other games (ie The Getaway) at the time took the opposite approach. Start big and then try to cut it down to fit. I think our approach worked better.

From Obbe's Threads post on October 10, 2024.

Tokyo 1979

Streaming

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TakuhatsuA descriptive alt textFeb 22, 2026
Why RenderWare?
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Obbe VermeijFeb 22, 2026
We needed a low level engine that rendered models and didn't do much else. Unreal was around but it was geared towards fps games and too heavy for our liking. Tbh I can't remember too much about making the choice (It was mostly Adam Fowler's domain) but RW was the logical choice at the time.
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TakuhatsuA descriptive alt textFeb 22, 2026
Liberty City is famous for feeling alive. Which subtle details are you most proud of?
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Obbe VermeijFeb 22, 2026
I love it when people say the city feels ‘lived in’ without realizing it's because of all the little details we put in. Personally I'm proud of the weather/clouds, litter, wet roads, skid marks, shadows on npc and cars. People don't notice them but the city would be sterile without them.
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TakuhatsuA descriptive alt textFeb 22, 2026
Some of the game's most memorable behaviors—the aggressive police, for example—were they intentional comedy?
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Obbe VermeijFeb 22, 2026
I did the AI for the cop cars. They're hilariously aggressive. It would have looked dumb in a more realistic game but for gta3 it was perfect.
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TakuhatsuA descriptive alt textFeb 22, 2026
Players often assumed certain quirks were design choices. Were they sometimes just technical compromises?
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Obbe VermeijFeb 22, 2026
It always made me smile when players thought our random number generator was broken. Why is it once I see this car I see so many of them? Players didn't realize we only had the memory to load 8 models at any one time. Yes there were many things like this. When on a train you couldn't jump to the destination station because the streaming would take a long time.
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TakuhatsuA descriptive alt textFeb 22, 2026
The city's fog became part of its identity. Was that hiding technical limits?
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Obbe VermeijFeb 22, 2026

The Fog was purely cosmetic. A particular scene had to be rendered during fog as well as on a clear day so there was no advantage to pulling in the fog further other than the look. I coded the glow around light to fade and grow in size during fog. That made a big difference. I think the narrow streets were also more of an esthetic/gameplay choice and not for speed. We didn't have any culling behind building until 4 weeks before the end so making alleys narrower wouldn't have helped much for speed.

Apart from the breaking up the long straight on the first island I can't think of any other places. No wait, I think a subway line was moved away from a busy area once.

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TakuhatsuA descriptive alt textFeb 22, 2026
With the city and story being so dynamic during development, how did you manage the technical fallout when mission locations or ‘contact points’ were shifted late in the game?
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Obbe VermeijFeb 22, 2026
The mission logic was handled by our own custom scripting language, which allowed level designers to move contact points around without much extra work on the code side. However, it was often annoying for the artists; they might spend weeks detailing a specific alleyway or corner for a mission, only to have the design team move the contact point to a different part of the city. Everything was very fluid during GTA III, and the whole team just had to adapt to those shifts on the fly.
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TakuhatsuA descriptive alt textFeb 22, 2026
Moving to a dual-stick controller fundamentally changed how players occupied space. Did that shift how you thought about control, camera—and even how cinematic the game could be?
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Obbe VermeijFeb 22, 2026
The separate stick to control the camera did add a lot of awareness to the player. It became much easier to scan the environment. That made it feel more fair when we sprung surprises on the player. Maybe. It also allowed the camera to be closer in. Did that make it more cinematic? Probably.
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TakuhatsuA descriptive alt textFeb 22, 2026
There's a myth that GTA's chaos emerged from bugs. Did any survive because they felt right?
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Obbe VermeijFeb 22, 2026
With bugs it is a matter of fixing the most important ones until the time runs out. You assess each bug and sometimes they're not worth fixing. Bugs that you really can't explain make a programmer uneasy. You'd rather fix those rather than risking another unintended more serious problem. One bug I was aware of but didn't have time to fix properly were the crashing small planes in SA. It was messy but better than removing them altogether. There were more important things to fix. We aimed to fix all A and B bugs (crashes and getting stuck) and most of the C bugs (quite obvious ones) but there were plenty of D and E bugs that we knew about but didn't have time for.
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TakuhatsuA descriptive alt textFeb 22, 2026
After GTA II, the franchise had faded. What was it like watching GTA III take off?
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Obbe VermeijFeb 22, 2026
After gta2 the franchise had indeed suffered. But the marketing Sony and R* did created a fair amount of buzz around the launch of gta3. The game had great reviews and sold according to expectations initially. It was just that it didn't seem to taper off. It just kept going. It was a different world then and news travelled slower.
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TakuhatsuA descriptive alt textFeb 22, 2026
How did the events of September 11th affect the team?
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Obbe VermeijFeb 22, 2026
The changes I remember was the police cars. They were changed to be less like the police cars from actual NY. I had a little plane flying around that looked like it crashed into a building. I raised the path of it to avoid that visual. The mood in Edinburgh was one of shock. Not really about the game but more the event itself. Of course the guys in R*NY were much closer to it. As I remember it wasn't entirely clear we were going to release the game at all for a week or so.
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TakuhatsuA descriptive alt textFeb 22, 2026
You now work alone again. Does that feel like coming home?
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Obbe VermeijFeb 22, 2026
Yes. I love games because of the gameplay experience and as the team grew I got further and further removed from that. During the trilogy everybody still had a chase to get their ideas in the game but for gta4 the team was so big and most things were decided in NY. With Plentiful I love being able to add gameplay features by myself the day I think of them.
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TakuhatsuA descriptive alt textFeb 22, 2026
Do you still use tricks—the old cheats—to make worlds feel alive?
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Obbe VermeijFeb 22, 2026
Plentiful is all about shaping the world to suit your people. The people themselves have fairly basic behaviour. Not really much more advanced than a gta3 npc. But yes, you can have more of them. It is really nice not to have to worry about optimizing that much. That gives me more time to implement gameplay features, little hidden mechanics and stuff.
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TakuhatsuA descriptive alt textFeb 22, 2026
When you see modern open-world games with effectively unlimited memory, do you ever feel nostalgia for the era when every decision had a visible cost?
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Obbe VermeijFeb 22, 2026
Yes. I do feel nostalgia. There was a real art to prioritizing and implementing features. A craft that is not needed that much today. You can see it in the teams. Programmers are less important now and storytellers & producers more. This is because technical limitations are less punishing. The games are better for it. It is Progress,
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TakuhatsuA descriptive alt textFeb 22, 2026
Do you think a game like GTA III could exist today—not technologically, but culturally—made by a small group of people improvising inside hard limits?
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Obbe VermeijFeb 22, 2026
There basically are no technical limits. You can make anything you can imagine. Having said that; I think there is a real demand for smaller games. Games that you can install and have fun with in minutes. Games that don't have a steep learning curve. That's why I love Indie games so much. I can have fun for an hour and put it aside. An hour doesn't even get you past the tutorial in most AAA games.
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TakuhatsuA descriptive alt textFeb 22, 2026
Looking back, do you feel like you were building a city—or discovering one hidden inside the hardware?
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Obbe VermeijFeb 22, 2026
We were building a city and the hardware was trying to stop us.
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