
DMA Design is born in Dundee
David Jones forms DMA Design in Dundee, Scotland. Some sources use 1987 for the initial activity and 1988 for the formal founding; that is why the dossier records both dates.
The trajectory of Rockstar Games and the people behind GTA: DMA Design, the Houser brothers, Leslie Benzies, Rockstar North and current studios.
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David Jones forms DMA Design in Dundee, Scotland. Some sources use 1987 for the initial activity and 1988 for the formal founding; that is why the dossier records both dates.

The concept of chases and urban crime evolves into Grand Theft Auto, created at DMA Design by David Jones and Mike Dailly with the studio team.

GTA is born before Rockstar North exists. The first game is published in the BMG Interactive/DMA Design period.

Take-Two acquires BMG Interactive's assets. In December 1998, Rockstar Games is founded by Sam Houser, Dan Houser, Terry Donovan, Jamie King and Gary Foreman.

The old DMA goes through restructurings and becomes Rockstar North, the main development studio of the GTA franchise.

The third-person camera, the 3D city, the radios and the cinematic missions create a model that influences the entire industry.

Vice City, San Andreas, Liberty City Stories and Vice City Stories consolidate a criminal continuity full of recurring characters.

GTA IV opens the HD phase with RAGE, Euphoria and a more realistic, dense and somber Liberty City.

GTA V combines three protagonists, heists and a gigantic Los Santos; GTA Online grows from a multiplayer mode into a living platform.

GTA VI is officially set for November 19, 2026, set in Leonida/Vice City, with Lucia Caminos and Jason Duval.

A central figure in the birth of DMA Design in Dundee. Before GTA existed, Jones had already turned DMA into a respected studio with Lemmings; later, he helped drive the idea that would become Grand Theft Auto.

One of the most important names of DMA's early phase. He's frequently cited as the designer of Lemmings and creator of the original prototype that would lead to Grand Theft Auto, when the idea still orbited Race'n'Chase.

The name most associated with Rockstar's public leadership. Coming from BMG Interactive, Sam Houser helped turn GTA from a transgressive game into a franchise of cultural scale, with an identity of music, cinema, satire and marketing.

He was one of the central voices of Rockstar's writing during the phase when GTA became mass satire. His work helps explain the aggressive dialogue, the radios, the contradictory characters and the acid gaze on the USA.

Part of the founding group that gave Rockstar Games its corporate shape. His importance lies in building the label, running publishing operations, and bringing games, music, clubs, and urban culture closer together.

One of Rockstar's five founders. He played a role in structuring the company's production and technology during its growth phase, before leaving and taking part in founding 4mm Games.

The founder least remembered by the general public, but essential in Rockstar's early formation. He's cited in historical records as one of the five founders and later appears tied to technical and production roles outside the company.

A key producer of the period when the old DMA became Rockstar North and GTA became an open-world machine. Benzies is associated with GTA III, Vice City, San Andreas, GTA IV, and GTA V.

A fundamental name for the visual identity of Rockstar's cities. Garbut is associated with designing worlds that feel observed, documented, and satirized all at once.

Historic Rockstar North programmer, also known for recording technical memories on his blog. His work helps illuminate the behind-the-scenes of streaming, urban systems and hardware limits of the PS2 era.

Design leadership tied to modern Rockstar games. His profile represents the phase when GTA stops being just missions and a map and becomes an ecosystem of activities, economy, vehicles, upgrades and heists.

Part of Rockstar's modern leadership, when the company began operating with global teams and productions of gigantic scale. He is an important name for understanding the leap from GTA V/Online to the company's contemporary structure.

Helped give voice to modern GTA. Radios, fake commercials, absurd interviews, hosts and the 'Lazlow' caricature itself made the city feel alive even when the player was just driving.