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GTA 6 has been in development since 2015, three years before most of Rockstar joined it

Early work began the year GTA V hit PC. Most of the team only joined after Red Dead Redemption 2 shipped in 2018, and that changes how the whole timeline looks.

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Image: Rockstar Games
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Rob Nelson, co-studio head at Rockstar North, told the French outlet TroisCouleurs that Grand Theft Auto 6 has been in development since 2015, and that most of the team started rolling onto it after Red Dead Redemption 2 came out in 2018.

That makes it an eleven-year project from first work to release, and roughly an eight-year one with most of the studio on it.

What 2015 actually means

It's worth being precise here, because the number's going to get flattened into a headline. Early work in 2015 doesn't mean a team of hundreds building Vice City for eleven years. In practice it means concepting, technology research, and a small group working out what the game is while the rest of the studio was busy elsewhere.

Where the studio was in 2015 helps explain it. Grand Theft Auto V had come to PC in April that year, Grand Theft Auto Online was turning into the business it is now, and Red Dead Redemption 2 was in production for its 2018 release.

So the order goes like this: finish Grand Theft Auto V's rollout, start thinking about the next one, build Red Dead Redemption 2 with the bulk of the studio, then put most of that team onto Grand Theft Auto 6 once Red Dead Redemption 2 shipped in late 2018.

Eleven years of work, ending in November
Eleven years of work, ending in NovemberImage: Rockstar Games

Eight years with most of the studio is the real number

GameEarly workReleaseMain production
Grand Theft Auto Varound 20082013roughly 5 years
Red Dead Redemption 2around 20102018roughly 8 years
Grand Theft Auto 620152026roughly 8 years from late 2018

With most of the team arriving in late 2018 for a November 2026 release, this game sits level with Red Dead Redemption 2. It isn't in some unprecedented category. The difference is the longer run-up of early work before that.

What's changed is less the length and more the cost per year. The scale described elsewhere, including over 600,000 animations and a dedicated Los Angeles team working only on non-player characters, is what eight years with most of the studio buys at 2026 prices.

What eleven years does to a game

Two things, and they pull against each other.

Technology shifts underneath you. A project that started concepting in 2015 was aimed at a console generation that didn't exist yet, and everything built in the first few years has to survive contact with hardware nobody had specified. Some of it won't have.

And the world changes. A satire of contemporary America dreamed up in 2015 lands in a 2026 that isn't the one anybody was writing for. Rockstar's setting is modern-day Miami with an in-game social feed running through the trailers, which is about the most datable choice you could make, and the studio's had to keep re-aiming at a target that won't hold still.

Nobody knows the whole game

Rob Nelson has separately said the game's grown so large that nobody on the team knows the whole of it. When the co-head of the studio says that out loud, the project's well past the point where any one person can hold it in their head.

Depending on your disposition, that's either the most exciting thing about this game or the most worrying, and nobody outside Rockstar will know which until November.

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