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ReportNews · Oct 20, 2026

No One at Rockstar Knows All of GTA 6, Report Says

Aaron Garbut reportedly linked the game's scale to developers having autonomy to create unexpected details.

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GTA 6 is reportedly so large and detailed that no single person inside Rockstar knows everything contained in the game. The claim was attributed to head of development Aaron Garbut by journalist Jason Schreier. The project's size, combined with the autonomy given to developers, could leave room for details that did not originate from a central feature list.

A game no one knows in full

Schreier shared the story after visiting Rockstar North to prepare a Bloomberg report about the development of GTA 6. In a YouTube video, the journalist discussed some of the information he said he learned during that visit. Eurogamer collected those comments and highlighted what they suggest about the game's development structure.

According to the report, Garbut said there is no single person at Rockstar who has the entire project in their head. That does not mean GTA 6 is being produced without coordination, but rather that its scale would prevent any one employee from knowing every element made by its different teams. The comment offers a sense of how many parts of the game are being developed in parallel.

Garbut reportedly illustrated that structure with one of Red Dead Redemption 2's best-known details: horse testicles that change size depending on the temperature. According to the story shared with Schreier, the feature did not come from a large list of requirements or an order from an art director. One person or a group allegedly chose to pursue the idea autonomously because they found it interesting, although Eurogamer said it was checking that specific anecdote with Rockstar.

The example matters for GTA 6 because Schreier was also told that developers have the autonomy to add things they consider cool. On a project that no single person knows in full, decisions like these could produce features that are unexpected even to other people within the company. The report does not identify which GTA 6 details originated this way or confirm that the game contains a direct equivalent to the Red Dead Redemption 2 example.

Narrower roads and larger teams

Among the details tied directly to gameplay, Schreier was reportedly told that GTA 6's roads are significantly narrower than those in GTA 5. The goal would be to make players feel the effects of traffic more strongly. This choice was linked to the greater level of realism sought for the new game, but the source does not explain its traffic density or driver behavior.

The scale of production is also reflected in the art team. Some artists have reportedly been working on GTA 6 for 11 years, covering several different stages of the project. While GTA 5's art production team was said to have around five or six people, GTA 6's equivalent team reportedly grew to 65.

That increase comes alongside a broader expansion at Rockstar. According to the figures cited by Eurogamer, the company grew from 2,441 employees to 4,711 after the 2018 release of Red Dead Redemption 2. Those employees are spread across 12 offices, illustrating the size of the organization involved in its current production work.

The figures do not reveal how many employees are assigned exclusively to GTA 6 or how the 65 art production staff divide their responsibilities. Even so, the difference from the team attributed to GTA 5 helps explain why knowledge of the new game would be distributed across so many groups. It also suggests that the increase in detail depends not only on development time, but on a substantially larger organization.

Autonomy without discarding familiar ideas

Another example of autonomy involved Red Dead Redemption 2's contextual interaction system, which is activated by holding the left trigger. According to Schreier, the idea was developed by Phil Hooker, now director of technology, rather than originating with one of the game's creative leads. The case supports the description of a structure in which individual developers can independently explore new solutions.

Not every experiment, however, ends with the adoption of a new system. The team reportedly tested several possible replacements for GTA's traditional radial menu before ultimately returning to it. The account does not clarify which version of the menu will appear in the finished game, only that the attempted replacements did not surpass the familiar solution during the tests discussed.

What this changes for players

For players, the clearest effect described so far is the use of narrower roads, which could make traffic a more noticeable part of exploration. The teams' autonomy also raises the possibility of discovering small systems or details that were never previewed by the marketing campaign. That should be treated as an expectation created by the production process, not confirmation of any particular unannounced feature.

GTA 6 is listed for release on November 19, but it remains unclear which autonomously created details will reach the final version, how the roads will affect pursuits and general travel, or exactly how the radial menu will work. Verification of the specific Red Dead Redemption 2 story used as an example also remains open. The information was reported by Jason Schreier and compiled by Eurogamer.