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How GTA Was Created: The True DMA Design Story

How Grand Theft Auto was born at DMA Design in Dundee: the Race'n'Chase project, the police car bug, and the birth of Rockstar Games.

By Alfred from GTA Zone · Published June 10, 2026 · 6 min read

A beige 1990s CRT monitor showing a top-down view of a street grid dotted with tiny cars, sitting on a desk covered in floppy disks, beside a window looking out over a rainy Scottish city at dusk
Illustration: GTA Zone

It’s easy to picture Grand Theft Auto being born in a glass tower in Manhattan. The reality is humbler: gaming’s most profitable saga got its start in Dundee, an industrial city in Scotland, at a studio called DMA Design. Here’s how an ordinary top-down racing project became, almost by accident, a global phenomenon.

It All Started in Dundee, Not New York

DMA Design was founded in 1988 by David Jones, a former worker at Dundee’s Timex factory who bought an Amiga with his severance pay. The studio blew up in 1991 with Lemmings, a cult puzzle game that sold around twenty million copies across some twenty platforms. That success bankrolled the experiments that followed, including a certain car game. So before it was a criminal empire, GTA was the child of a group of friends who met at an amateur computer club, a world away from the American industry.

A Scottish industrial city at dusk on the bank of a wide river, sandstone buildings and a long road bridge, a stormy sky pierced by orange light reflecting on the water
Dundee, an industrial city in Scotland: the unlikely birthplace of Grand Theft Auto. Illustration: GTA Zone

Race’n’Chase, the Prototype Going Nowhere

Development kicked off in March 1995. The project was called Race’n’Chase back then and ran on programmer Mike Dailly’s top-down “Legovision” engine: a bird’s-eye view, three cities inspired by real American metropolises (Liberty City, San Andreas, Vice City), and modes blending racing, demolition derby, and heists where you picked your side, cop or robber. The team quickly leaned toward the robber, which was more fun, and renamed the whole thing Grand Theft Auto.

Except nothing was a sure thing. “It was a mess,” says Gary Penn bluntly, who came over from publisher BMG to the project and remembers being “pretty much the only one trying to keep it alive.” Worse: GTA wasn’t even the studio’s star. “It wasn’t the company’s golden child,” recalls designer Steve Hammond. “The one everybody cared about was Body Harvest.” At that point, GTA was just one of eight or twelve projects running in parallel.

The Police Bug: Legend or Reality?

It’s the most-told story in all of gaming history: a bug supposedly made the police cars suddenly go hysterical, charging in to ram the player, and that accidental aggression supposedly turned a boring game into an exhilarating chase. PC Gamer quotes Gary Penn, who said the police “went psycho and aggressive” overnight.

The truth is more nuanced, and that’s what makes it interesting. DMA veterans insist there was no single turning point. The project had just one weapon, no health bar (one bullet and you were done), and rested on a rigid progression. It was a complete overhaul of the driving, the addition of the in-car radio, and the switch to an arcade-style points system that, together, made GTA addictive. The myth of the game-saving bug is prettier than the reality of long hours of fine-tuning.

A stylized aerial view of an urban neighborhood at sunset, cars driving on a grid of streets, one car fleeing two police vehicles casting long shadows
The top-down view of the first GTA: the whole DNA of the saga, already there, in two dimensions. Illustration: GTA Zone

1997: The Scandal That Sold It All

Grand Theft Auto launched on PC on November 28, 1997, published by BMG Interactive, then on PlayStation. To roll it out, BMG hired the firm of notorious PR man Max Clifford, a believer in “all publicity is good publicity.” His method: play up the game’s violence to provoke the press. The British tabloids took the bait, politicians called for a ban (Lord Campbell of Croy was the first, denouncing it as “vile filth”), and DMA’s communications chief, Brian Baglow, ended up splashed across a full page of a Sunday paper, recast as a reckless driver.

The game wasn’t banned, and the scandal did exactly what Clifford promised: it drew attention. GTA became a cult hit, passed around behind parents’ backs, and sold roughly 500,000 copies for some £25 million in revenue. The “provoke to sell” playbook would go on to become a company signature.

Period footage of the studio in the thick of developing GTA, in 1996. Source: BBC Archive

From BMG to Rockstar: How the Franchise Changed Hands

The business side gets complicated. DMA Design was bought by Gremlin Interactive in April 1997 for £4.2 million, just before the game’s release. Then, in March 1998, BMG sold its entire interactive division to Take-Two for $9 million. The deal sent Sam and Dan Houser, Jamie King, and a few others off to New York, where they built Take-Two’s American label: Rockstar Games.

All that was left was to put the pieces together. Take-Two finally bought developer DMA Design from Infogrames in September 1999, for a symbolic one pound and the assumption of $12.3 million in debt. The Scottish studio was merged into Rockstar, renamed Rockstar Studios and then Rockstar North in 2002, the year GTA went 3D and changed dimensions for good.

YearMilestoneSource
1988David Jones founds DMA Design in DundeeWikipedia (Rockstar North)
1991Lemmings, around 20 million copiesWikipedia (Rockstar North)
March 1995Race’n’Chase project begins, the future GTAFilm Stories
April 1997Gremlin buys DMA for £4.2MWikipedia (Rockstar North)
Nov. 28, 1997GTA released on PC, published by BMGWikipedia (GTA, 1997)
March 1998BMG sells its division to Take-Two ($9M)Film Stories
Sept. 1999Take-Two buys DMA from InfogramesWikipedia (Rockstar North)
2002DMA Design becomes Rockstar NorthWikipedia (Rockstar North)

What Dundee Passed Down to GTA 6

Nearly thirty years later, the DNA laid down in Dundee hasn’t shifted an inch: an open world, total freedom, a biting satire of America, and those police chases that were already the whole appeal of Race’n’Chase. The three cities of the 1997 game have grown into entire worlds, from Liberty City to the Vice City being reborn in GTA VI. When you boot up Grand Theft Auto VI, on November 19, 2026, you’re really playing the same brilliant idea that was born on a Scottish cathode-ray screen.

FAQ

Who created the first GTA?

The Scottish studio DMA Design, founded in 1988 in Dundee by David Jones. The same team had made Lemmings in 1991. DMA became Rockstar North in 2002 and still develops the mainline GTA games today.

Why was the game originally called Race'n'Chase?

Because the project, launched in 1995, was first conceived as a top-down car game mixing racing, demolition derby, and heists where you could play as either the cop or the robber. The team eventually focused on the robber, and the title became Grand Theft Auto, an American legal term for car theft.

Did the police bug really save GTA?

It's the most famous legend: a bug supposedly turned the police cars hysterical, creating wildly fun chases. Studio veterans push back: there was no single turning point, but a string of changes (reworked driving, an in-car radio, an arcade-style points system) that made the game fun.

How did GTA end up at Rockstar?

In March 1998, BMG sold its interactive division to Take-Two. BMG executives, including brothers Sam and Dan Houser, left to build the New York label that would become Rockstar Games. Take-Two then bought DMA Design in 1999 and renamed it Rockstar North in 2002.

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