This city is our playground: A drive-by of Grand… | Little White Lies

Long Read

This city is our play­ground: A dri­ve-by of Grand Theft Auto machinima

21 Feb 2025

Words by Olivia Popp

Digitised portrait with glitchy, fragmented appearance; contrasting colours and geometric shapes create a surreal, cyberpunk aesthetic.
Digitised portrait with glitchy, fragmented appearance; contrasting colours and geometric shapes create a surreal, cyberpunk aesthetic.
Grand Theft Ham­let might be the high­est pro­file film made inside Rock­star’s flag­ship fran­chise, but it’s cer­tain­ly not the first – join us on a cruise through San Andreas Cinema.

The mov­ing image – what a fraught, fraught phrase. As ani­ma­tion is con­tin­u­al­ly slight­ed and short films are seen as mere­ly proof of con­cept for longer works, the hier­ar­chi­sa­tion of the mov­ing image becomes appar­ent, often as insti­tu­tion­alised by cin­e­mas, fes­ti­vals, muse­ums, and cen­tres for the pub­lic con­sump­tion of art. One of these slight­ed sub-areas are films made part­ly or entire­ly in com­put­er graph­ics engines, most often video games, known as machin­i­ma: an off-kil­ter port­man­teau of machine” and cin­e­ma”, and, as some also inter­ject, ani­ma­tion”. These works have found homes at ded­i­cat­ed video art fora like the Milan Machin­i­ma Fes­ti­val or niched-down spe­cial­i­ty side­bars such as Oberhausen’s 2023 machin­i­ma focus. Cura­tors might also have a pref­er­ence to show­case them in gal­leries, but machin­i­ma is often seen as nei­ther exper­i­men­tal enough for avant-garde show­cas­es nor main­stream enough for the cin­e­ma – per­haps until now.

In 2023, Sam Crane and Pin­ny Grylls’ Grand Theft Ham­let strolled onto the scene in the pandemic’s lin­ger­ing shad­ow, pick­ing up praise for its inno­v­a­tive form, SXSW’s Grand Jury Prize for Doc­u­men­tary, and, in turn, dis­tri­b­u­tion via MUBI in the US and UK. This new film seem­ing­ly brought machin­i­ma to the mass­es as a wit­ty, heart­felt, and pseu­do-autoethno­graph­ic exam­i­na­tion of the film­mak­ers, self-declared out-of-work actors, set­ting out to cast and pro­duce the tit­u­lar Shake­speare­an work set entire­ly with­in the mul­ti­play­er world of Grand Theft Auto (GTA) Online. But with the suc­cess of this film, we become caught up in its play­ful exhil­a­ra­tion and, in turn, sym­bol­i­cal­ly for­get what it has tak­en for video game-set films to even find an audi­ence in the realm of the mov­ing image”.

Grand Theft Ham­let is but one in a sto­ried his­to­ry of films set in dif­fer­ent instal­ments of Rock­star Games’ infa­mous­ly vio­lent and delight­ful GTA fran­chise. The film rep­re­sents a new and high­ly pub­li­cised step in what is an exten­sive his­to­ry of and mul­ti-decadal trans­me­dia fix­a­tion on film­mak­ing specif­i­cal­ly in GTA. Machin­i­ma works com­bine a wide vari­ety of approach­es to inter­act­ing with the GTA game engine, many of which can be likened to modes in doc­u­men­tary film­mak­ing. Here I pro­pose four broad modes: med­i­ta­tive, inves­tiga­tive, poet­ic, and nar­ra­tive, none of which are mutu­al­ly exclusive.

A med­i­ta­tive” mode for GTA film­mak­ing could be seen as most like that of documentary’s expos­i­to­ry mode, where a nar­ra­tor speaks over visu­als; in this approach, the visu­als can be seen as almost the basis of an essay for a reflec­tion pre­sent­ed son­i­cal­ly. An inves­tiga­tive” mode is sim­i­lar to that of reflex­ive doc­u­men­taries, where the film­mak­er seeks to inter­ro­gate the rules of the game world, appro­pri­ate its mechan­ics and envi­ron­ment, and com­bine it with a meta­tex­tu­al cri­tique of soci­ety. (Often but not always, this involves some sort of hack­ing or exter­nal inter­ven­tion, known as mod­ding”.) Like in doc­u­men­tary film­mak­ing, machin­i­ma films can also lie more on the poet­ic” side of the spec­trum, rely­ing on the ambi­ence of the game envi­ron­ment rather than strict nar­ra­tive lin­ear­i­ty to cre­ate an affec­tive expe­ri­ence for the view­er. Final­ly, machin­i­ma films can also be cre­at­ed pri­mar­i­ly using a game engine as an ani­ma­tion tool, lead­ing to what can be seen as a nar­ra­tive” mode, either fic­tion or documentary.

A person wearing a white shirt with "Benedetto" written on the back, standing on a beach during a sunset.

Recent­ly, crit­i­cal and audi­ence recep­tion has been par­tic­u­lar­ly pos­i­tive toward works that seek to use the mechan­ics of the game engine to draw par­al­lels to con­tem­po­rary soci­ety, as in the pro­posed inves­tiga­tive mode. This was recent­ly made pop­u­lar by the suc­cess of Aus­tri­an guer­ril­la media col­lec­tive Total Refusal’s Hard­ly Work­ing (2022), which scooped up arm­fuls of awards and took mul­ti­ple vic­to­ry laps around the fes­ti­val space for its exam­i­na­tion of non-play­er char­ac­ters (NPCs) in Red Dead Redemp­tion 2 as a com­men­tary on mar­gin­alised com­mu­ni­ties and those ren­dered invis­i­ble in a cap­i­tal­ist sys­tem. One of the collective’s new­er works, 11-minute short Kinder­film (2023), inter­ro­gates the absence of chil­dren in GTA V (2013), the franchise’s most recent main-series instal­ment. View­ers nav­i­gate the world through the lens of Edgar, a man dri­ving around in vain for some­thing that feels miss­ing from his envi­ron­ment. The film­mak­ers point to what this is by pass­ing emp­ty school bus­es and soul­less play­grounds, all while the pro­tag­o­nist embarks on an increas­ing­ly absurd jour­ney where he goes to great lengths in his search, plung­ing him into the ocean and plac­ing him atop build­ings, star­ing up into space.

Hum­ble begin­nings, how­ev­er, must be right­ful­ly heed­ed. In the 2000s, late acclaimed exper­i­men­tal US film­mak­er Phil Solomon shift­ed away from ana­logue work, par­tic­u­lar­ly in the dis­tor­tion of cel­lu­loid emul­sion, to appro­pri­ate the physics of a new space: the dig­i­tal realm of the GTA fran­chise. Set in the fic­tion­al Lib­er­ty City – based on New York City – GTA III (2001) allowed for a new vir­tu­al cam­era nav­i­ga­tion of the open-world game envi­ron­ment, as the franchise’s first 3D instal­ment. With these games, he cre­at­ed some of the ear­li­est machin­i­ma films with­in hacked ver­sions of the game, which allowed him to manip­u­late and add new in-game objects. (Solomon also made Empire (2012), an aston­ish­ing abridged remake of Andy Warhol’s 1964 Empire as cre­at­ed in GTA IV’s ver­sion of Lib­er­ty City, while Dublin-based media artist Alan But­ler made the more self-explana­to­ry shot-for-shot Koy­aanis­G­TAV (2017).)

The ethe­re­al, drone-like sound design heard in Kinder­film imme­di­ate­ly calls back to Solomon’s haunt­ing three-part thren­ody In Memo­ri­am”, shot entire­ly in GTA and ded­i­cat­ed to film­mak­er and friend Mark LaPore, with whom he first began explor­ing the games. The exper­i­men­tal ambi­ent seg­ments, which most reflect the pro­posed poet­ic” mode of machin­i­ma, include Rehearsals for Retire­ment (2007) and the black-and-white Last Days in a Lone­ly Place (2007), which use the set­ting of GTA: San Andreas – a state based off of an amal­ga­ma­tion of San Fran­cis­co (San Fier­ro), Las Vegas (La Ven­turas), and Los Ange­les (Los San­tos) – while Still Rain­ing, Still Dream­ing (2008), shot in GTA IV, is set also in Lib­er­ty City. Out­side of ret­ro­spec­tive sec­tions at fes­ti­vals, these films can all be dis­cov­ered on cult-archival YouTube chan­nels. There is an audi­ence, but per­haps they all live online.

Shot in GTA V, Jonathan Vinel’s Mar­tin Cries (2017) con­veys a world in which the blue-eyed, freck­led, tit­u­lar in-game char­ac­ter feels a dis­tinct absence of some­thing from the GTA world, not unlike Kinder­film – only this time, it’s our protagonist’s friends who are miss­ing. How­ev­er, the 16-minute short, which played in the 2017 Berli­nale Shorts com­pe­ti­tion, takes a dif­fer­ent approach by extract­ing the feel­ing of loss beyond the vir­tu­al world. By bestow­ing Mar­tin with a voice that wails with anguish, Vinel uses the game to evoke the immense emo­tion of loss as expe­ri­enced in the phys­i­cal world – an exam­ple of the pro­posed med­i­ta­tive” mode. To the view­er, it thus is unclear whether Mar­tin is an NPC endowed with a human voice or a playable char­ac­ter as he beats up passers­by, brawls with police as an emo­tion­al out­let, and runs down emp­ty streets at night.

As GTA instal­ments grew more graph­i­cal­ly com­plex and detailed, film­mak­ers have also sought to awe view­ers with the beau­ty of the game worlds, as if ask­ing them to reflect on the awe of a nat­ur­al won­der or the feel­ing of sub­lime urban soli­tude. Vinel seeks to cap­ture the oth­er­world­ly, vague­ly uncan­ny beau­ty of the GTA world – notably, the graph­ics of the sparkling ocean waters and the arti­fi­cial, but still beau­ti­ful­ly ren­dered, dusky sun­sets. Mar­tin des­per­ate­ly leaves voice mes­sages for his miss­ing friends: With­out you, the city’s not the same,” he mourns. The film­mak­er thus jux­ta­pos­es anguished voic­es and real emo­tions with the arti­fi­cial­i­ty” of the GTA graph­ics, as exem­pli­fied by Martin’s expres­sion­less vis­age (akin to that of Kinderfilm’s Edgar) like all in-game characters.

Sara Sadik’s Khto­bto­gone (2021), most com­mon­ly exhib­it­ed as a sin­gle-chan­nel work in small­er fes­ti­vals and muse­um instal­la­tions, takes a sim­i­lar med­i­ta­tive approach, begin­ning with a shot of a young man look­ing out on the water from atop of a moun­tain. We are intro­duced to this char­ac­ter as Zine, a strug­gling young man who feels like he has some­thing to live for and live up to after he meets a woman named Bul­ma. Like in Mar­tin Cries, the man nar­rates his jour­ney in voiceover while he nav­i­gates the game world – Sadik wrote his mono­logue from sto­ries of her friends of Maghre­bi descent from Mar­seille: Some­times I feel like I’m noth­ing but a body, and that’s it – an emp­ty, dehu­man­ised body”.

Khto­bto­gone dis­tances the audio from the visu­als one step fur­ther by using the visu­als as a blank state for med­i­ta­tion, illus­trat­ing our protagonist’s plight; Zine is not lit­er­al­ly the in-game char­ac­ter. At one point, he is mak­ing an UberEats deliv­ery and he says, When I’m work­ing, I dis­con­nect. I feel like I’m in GTA – I’m on a mis­sion. Each delivery’s a mis­sion. And I got­ta unlock it as fast as I can.” But, as he explains, a dis­dain­ful or con­de­scend­ing look from a cus­tomer can throw him back to real­i­ty and out of the game”: It brings you back to your place in soci­ety”. With this moment, Sadik meta­tex­tu­al­ly show­cas­es the pow­er of the franchise’s world, where GTA lev­els the play­ing field by mak­ing every­one an aver­age cit­i­zen with the same capa­bil­i­ties and priv­i­leges; an actu­al meritocracy.

Skyline at sunset, with bridge and silhouetted figure on platform, vintage car in foreground, reflections in river.

Unlike med­i­ta­tive” pieces, so-called nar­ra­tive” machin­i­ma works do not seem to meet the expec­ta­tions for exhi­bi­tion in a cin­e­ma or video art forum. Instead, they join thou­sands of oth­er films wait­ing to be dis­cov­ered for free online. In 2011, Math­ieu Weschler spent three years using con­ven­tion­al live-action cin­e­mato­graph­ic tech­niques applied to GTA IV to cre­ate The Trash­mas­ter, an 88-minute fea­ture film about the epony­mous garbage col­lec­tor who goes vig­i­lante to track down a ser­i­al killer who mur­dered the exot­ic dancers at his favourite club — a fit­ting-for-GTA, if not delight­ful­ly lurid, premise. With smooth and con­trolled vir­tu­al cam­era move­ment com­bined with stag­ing of the in-game world, includ­ing side char­ac­ters and mov­ing vehi­cles, Weschler attempts to divorce the game world from games or ani­ma­tions alto­geth­er. He refus­es to toy with any of its tech­ni­cal quirks, such as mov­ing the cam­era through char­ac­ters or envi­ron­ments as is pos­si­ble in GTA or includ­ing glitchy moments. And, like oth­er film­mak­ers cap­ti­vat­ed by the game world, his work begins with a wide shot of Lib­er­ty City’s tow­er­ing sky­scrap­ers, allow­ing the view­er to absorb the enor­mi­ty of the detail embed­ded into the in-game world – its vast­ness and urban allure, accom­pa­nied by roman­tic orches­tral music.

A wide vari­ety of oth­er films com­bine dif­fer­ent tech­niques of machin­i­ma film­mak­ing, includ­ing Jacky Connolly’s 33-minute Descent into Hell, orig­i­nal­ly a four-chan­nel instal­la­tion that pre­miered at the Whit­ney Bien­nale, which takes on the inter­sect­ing themes of mod­ern lone­li­ness and iso­la­tion, vio­lence, and nat­ur­al dis­as­ter as set in GTA V to emu­late an apoc­a­lyp­tic Los Ange­les (Los San­tos in-game). Part-poet­ic and part-inves­tiga­tive, Con­nol­ly is focused on in-game aspects that are often tak­en for grant­ed, like NPCs of unhoused res­i­dents or dilap­i­dat­ed motels that sim­ply make up the cityscape. With this, the film­mak­er responds to a dis­mis­sive neolib­er­al ennui towards human suf­fer­ing as it man­i­fests under-acknowl­edged in con­tem­po­rary West­ern soci­eties — and sec­on­dar­i­ly, a col­lec­tive depres­sive mood as stim­u­lat­ed by the pan­dem­ic. Con­nol­ly uses the nat­ur­al ele­ments of the game envi­ron­ment to draw con­nec­tions to how soci­ety treats the mar­gin­alised, a per­spec­tive par­tial­ly already embed­ded into GTA’s code.

Alan Butler’s oth­er works include Le Moment Fab­riqué (The Con­struct­ed Moment, as inspired by Hen­ri Cartier-Bresson’s l’instant décisif), again doc­u­ment­ing the impov­er­ished and ostracised with­in GTA V, or Mon­do Cane!, refig­ur­ing the pro­gram­ming of an NPC that looks like US artist Sturte­vant to cre­ate a larg­er com­men­tary on com­mer­cialised, con­sump­tive soci­ety. Grayson Earle’s Why Don’t the Cops Fight Each Oth­er? uses a mod­ded GTA V envi­ron­ment to exam­ine the epony­mous phe­nom­e­non while play­ers nav­i­gate the in-game world as crim­i­nals, also com­bin­ing with it an analy­sis of the game’s source code. Also shot with­in GTA V, Mar­lowe Dri­ve by Ekiem Bar­bi­er, Guil­hem Causse and Quentin L’Helgouac’h (who lat­er togeth­er direct­ed explorato­ry game com­mu­ni­ty doc­u­men­tary Knit’s Island) emerged as a self-pro­duced stu­dent film with­out a fes­ti­val run, lay­er­ing lev­els of metafic­tion­al real­i­ty cen­tred around the char­ac­ter Adam Kesh­er from Mul­hol­land Dri­ve, as recre­at­ed in the game.

Oth­er ear­li­er works include those by Sebas­t­ian Blank, who cre­at­ed a 2009 tril­o­gy of films enti­tled Kun­st und Gesellschaft im Dia­log (Art and Soci­ety in Dia­logue) in GTA: San Andreas. While released around the same time as Solomon’s works, Blank’s films are devel­oped from an entire­ly dif­fer­ent per­spec­tive, with dif­fer­ent objec­tives both styl­is­ti­cal­ly and for­mal­ly. Solomon’s approach is high­ly med­i­ta­tive and atmos­pher­ic, while Blank leaves the flat, low-colour-con­trast game graph­ics as they first came to be, more explic­it about where his inter­ven­tions and mod­ding have occurred.

Parts I and II epit­o­mise an approach that is the inves­tiga­tive mode at its most stripped down. The first is divid­ed into three instances that explore the mechan­ics of the world, which all begin when an auto­mo­bile – an ordi­nary” car, a police vehi­cle and lat­er, a mul­ti-car pile­up – hits a large black block on the high­way, which is inscribed with speech bub­bles that read Art” and Watch Out!”. The dri­ver seem­ing­ly has no con­trol, slam­ming repeat­ed­ly into the block until it catch­es fire and explodes. After the pile­up results in appar­ent fatal dam­age, voic­es shout in the back­ground until a chain reac­tion of explo­sions con­cludes the film.

Unlike more recent machin­i­ma, Blank is fun­da­men­tal­ly con­cerned with the game world’s mechan­ics: in Parts I and II, we hard­ly see faces, and the cars them­selves become the pri­ma­ry char­ac­ters rather than the peo­ple – or even per­for­mance artists as Blank lets them respond as they would in-game. Part II zooms out and observes the envi­ron­ment; Blank has insert­ed bill­boards with the phrase Art Beyond This Point” into the world on a proxy of San Francisco’s Gold­en Gate Bridge. He then reveals he has sev­ered away a por­tion of the bridge, leav­ing every car to plum­met to its demise in the pix­e­lat­ed waters below in an eerie moment of dark simulacra.

These afore­men­tioned are mere­ly some of the many works that have reached a large enough audi­ence to be noticed. As we wit­ness a fea­ture-length film set entire­ly in the GTA uni­verse come to a cin­e­ma near us, we must acknowl­edge this tiny cut of the undoubt­ed­ly thou­sands of machin­i­ma films made from the GTA uni­verse, most of which live mere­ly in the vir­tu­al realm and nev­er reach fes­ti­vals or exhi­bi­tion spaces. Those that do are often expect­ed to jus­ti­fy why they are made in a com­put­er graph­ics engine, such as through an inves­tiga­tive explo­ration or max­imis­ing its poet­ic poten­tial through style. But just like Crane and Grylls rack up and emo­tion­al­ly con­nect a mot­ley gang across pan­dem­ic-era iso­la­tion, film­mak­ers have always used the for­mal ele­ments of GTA’s increas­ing­ly detailed and visu­al­ly stun­ning game envi­ron­ment to scru­ti­nise real life. Regard­less of approach, they deserve to be tak­en seri­ous­ly, as this intox­i­cat­ing and deliri­ous­ly vio­lent game is, iron­i­cal­ly, where we con­tin­ue to find our humanity.

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