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Former Rockstar director details GTA’s two-week bug hunt as GTA VI looms

A picture of Rockstar North Edinburgh's Level Design department from the 2010s
ⓘ Obbe Vermeij via X
A picture of Rockstar North Edinburgh's Level Design department from the 2010s
Former Rockstar North technical director Obbe Vermeij says developers spent the final two weeks before GTA III through GTA IV went gold playing each game from start to finish to identify lingering bugs. It remains unclear whether Rockstar still follows the tradition as Grand Theft Auto VI approaches its November 19, 2026 release.

Just months before Grand Theft Auto VI hits store shelves globally on November 19, 2026, former Rockstar North technical director Obbe Vermeij shared a reflective account of Rockstar’s endgame QA process. Two weeks before every GTA game went gold, Rockstar would freeze all work, and the developers would play their own game.

A team that played what they created prior to launch

Vermeij worked as Rockstar North’s technical director from 1995 to 2009 and helped shape GTA’s 3D Universe, with credits on Grand Theft Auto III, Vice City, San Andreas, and the first mainline HD Universe game, GTA IV. According to his account, before every GTA game went gold, the studio would pause development, and the whole development team would play the game from start to finish to find any bugs.

The two-week freeze became a tradition because most developers at Rockstar Games worked headphones-on in different departments for eight hours a day, with only occasional meetings. As a result, coders and artists rarely got a glimpse of how missions panned out until they tried the final master build of each GTA game. According to Vermeij’s own words on X:

"Working on GTA 3, Vice City, SA, and GTA 4 was more like a regular job than people imagine. Most of us worked with 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. Especially toward the end, much of the job was 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. That would be the first time I played the missions in order and experienced the story. There would be missions I hadn't seen before.”

A tradition that held till at least GTA IV

This continued through the development eras of GTA III through GTA IV. However, it’s unknown whether the tradition is still alive at the studio. Vermeij left Rockstar North in 2009 and has no idea whether it lives on.

It was also the first time many coders, artists, and designers got to experience the story and missions they had tirelessly worked on and see details and narratives they hadn’t seen or heard of before.

Another interesting revelation in his X thread: Vermeij said that most of the GTA games’ codebase was written in C++, with level designers working in a separate in-house scripting language for mission logic.

Rockstar hasn’t said whether the two-week gold freeze is still in play. The missions-in-order playthrough belonged to an era when the studio was smaller than the one currently working on Grand Theft Auto VI and finishing Leonida and Vice City.

Preorder GTA VI on Amazon here

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> Expert reviews and news on laptops, smartphones and tech innovations > News > News Archive > Newsarchive 2026 09 > Former Rockstar director details GTA’s two-week bug hunt as GTA VI looms
Rahim Amir Noorali, 2026-09- 6 (Update: 2026-09- 6)