Rockstar didn't build GTA VI's Florida from a reference folder. According to head of development Aaron Garbut, speaking to LOVE Magazine's new Issue 27 — on sale since October 5 — it started the way every Rockstar game starts: with researchers getting in a car and driving until the place gave up its secrets. For Leonida, that meant Miami, the surrounding towns, and the long ribbon of the Florida Keys all the way to Key West, with cops, gang members, and one memorable helicopter ride along the way.
01 The tradition: every Rockstar game starts with a road trip
Garbut's first point in the LOVE Magazine interview is that none of this is new for Rockstar — it is simply how the studio works. Every Rockstar game, he said, begins with research trips, and GTA VI was no different. The detail that changed is the address: this time the research caravan pointed itself at the Florida peninsula.
It's the same research-first culture that built Red Dead Redemption 2's frontier. Rockstar writing director Michael Unsworth has described how that game's team did extensive research into historical material to understand the culture of the 1800s, drawing on resources from the Library of Congress, Columbia's Architectural Library, and the New York Historical Society just to get the dialogue right — then threw out drafts that sounded too much like rootin'-tootin' clichés. The GTA VI team brought that same obsession to a place you can still drive to.

That culture has been unusually visible this week: Rockstar's orbit even produced a story about former co-founder Dan Houser deliberately keeping his distance from the game he never made. The machine, clearly, runs on curiosity either way.
02 A car full of friends, driving for days on end
The Florida trips started small. Garbut described a group driving from Miami through the surrounding towns, then down through the Florida Keys to Key West — "a car full of friends, driving for days on end." It reads less like a corporate scouting mission and more like a road movie, which is presumably the point: Rockstar wants the texture of a place before it builds the place.

That first pass was the gentle one. The real reporting started when the team stopped being tourists and started being guests — and the invitations, by Garbut's telling, came from both sides of the law.
03 "We travel around with cops and with gang members"
This is the quote that will travel furthest from the interview, and it deserves to be read whole. Garbut told LOVE Magazine:
"We do go in-depth, we hang with locals and we hear lots of stories and learn as much as we can. We travel around with cops and with gang members. Everyone is lovely. Some people are equally scary. We experience the underside as well; although the people who showed us around were among the nicest we've met, the stories, the places, the details could be terrifying."
There is a lot packed into those few sentences. The method is immersion, not observation: hanging with locals, collecting stories, letting the underside show itself. The people were lovely; the material was sometimes terrifying. It is the clearest window yet into how Leonida's criminal ecosystem got its particular flavor — not assembled from movie references but taken down, more or less, as oral history.
It also explains something players have sensed across two decades of Grand Theft Auto: the world's texture is too specific to be invented. The bodega arguments, the roadside preachers, the small-time hustles — Rockstar has always sourced them from somewhere, and that somewhere is a car ride with people who live them.
04 The helicopter day
Not all the research happened at street level. Garbut revealed that he and the art directors spent a day in a helicopter filming low over the Everglades' mangrove inlets, downtown Miami, and the beaches — gathering the kind of aerial reference that makes a map feel like it was built from memory rather than assembled from satellite tiles.

The day had a coda. The helicopter hovered above a stadium during a live Beyoncé concert — and Garbut joked, "I think we made the local news that day." Somewhere out there, presumably, is a local broadcast about an unexplained helicopter over the stadium that night, which is now canonically part of the making of the most anticipated game on earth. It is also a small parable about the whole project: Rockstar goes low over real Florida, real Florida notices, and the game gets weirder and better for it.
05 The extremes of Miami
What did they bring back from all of it? Garbut's description of Miami sounds like a design document in one breath: "lovely people, incredible wealth, incredible poverty, excess, craziness, the hustle, and showing it all off." Then the kicker — all of that, he said, "finds its way into the game in surprising ways."
It is worth sitting with that line, because it is the operating philosophy of the entire series. GTA has never been a documentary; it is a funhouse mirror held up to an American place. The wealth gap, the hustle culture, the performance of success — Florida, as Garbut paints it, doesn't need satire applied to it. It needs to be shown, and the showing itself becomes the satire. The "surprising ways" phrasing suggests the team found connections between the research material and the game's systems that they didn't plan — the details that could be terrifying finding their way into missions, NPCs, and the ambient noise of Leonida.
06 Trimmed realism, deliberately vague satire
The same Issue 27 reporting also surfaced Rockstar's current design philosophy on two other fronts — and both are craft decisions, not culture-war ones. According to coverage of the issue, the team is deliberately trimming realism where it gets in the way of player comfort, and keeping the satire deliberately vague rather than pointed. VGC separately reported that GTA 6 is "deliberately avoiding direct political references."
Read against the research story, this is a coherent position, not a contradiction. Rockstar went to extraordinary lengths to see Florida clearly — cops, gang members, the Keys, the Everglades from a helicopter — and then made a deliberate craft choice about what to do with that clarity: keep the player comfortable, keep the comedy pointed at types rather than targets. The research is about authenticity of place; the restraint is about the experience of play. Forty-four days from launch, the message from the studio is that it trusts the material enough not to shout over it.
07 Forty-four days to Leonida
Grand Theft Auto VI launches November 19, 2026 on PlayStation 5 and Xbox Series X|S — 44 days from today. LOVE Magazine's Issue 27, on sale since October 5, has been a steady drip of revelations all week: our newsroom covered the issue's four new screenshots last night, and Rockstar's comments on Leonida's size, density, and NPCs earlier. This is the other half of that story — not what the game looks like, but how the studio learned what to look at.
Garbut's interview is, in the end, a story about a method that predates the hype cycle. Get in a car. Drive for days. Ride with cops and gang members. Hover over the Everglades. Listen to Florida until it starts talking back. Then build the game. Somewhere over a stadium in Miami, a helicopter full of art directors once made the local news doing exactly that.
Sources
- Dexerto — "Rockstar joined gang members and cops for GTA 6 research trips in Florida" (Oct 5, 2026)
- epicflix — "GTA 6 devs flew over the Everglades by helicopter and rode with ex-cops to build Leonida" (Oct 5, 2026)
- femalefirst — "Rockstar travelled across Florida with gang members and police officers for Grand Theft Auto research" (Oct 5, 2026)
- GamingBolt — "GTA 6 team traveled with cops and gang members to research Florida: Everyone is lovely" (Oct 5, 2026)
- GTAVice.net — "LOVE Magazine: new GTA 6 details on Jason, Lucia, Raul, NPCs, satire, and the making of Leonida" (Oct 5, 2026)
- thedailygame.news — "Rockstar on GTA 6: realism trimmed for player comfort, satire kept deliberate" (Oct 5, 2026)
- FandomWire — Rockstar writing director Michael Unsworth on Red Dead Redemption 2's historical research



