- Rockstar lost several familiar creative names during development, yet the next crime epic still has key writers and leaders from GTA 4, GTA 5, and Red Dead Redemption 2.
- Another major departure was Leslie Benzies.
- For Rockstar, however, the important point is who stayed.
- The story itself is shaping up to combine several familiar Rockstar ideas.
- Rockstar has already shown through Red Dead Redemption 1 and 2 that it can make you care deeply about characters before putting them through painful situations.
- Jason’s early portrayal may not represent his entire character arc.
Rockstar lost several familiar creative names during development, yet the next crime epic still has key writers and leaders from GTA 4, GTA 5, and Red Dead Redemption 2.
Concerns over Grand Theft Auto 6 writing have grown after the latest extended look, with some viewers focusing on Jason’s personality and wondering whether Rockstar’s next crime story can live up to its predecessors. That concern is understandable, especially because one major thing has changed: Dan Houser, the writer whose work helped define the series for more than two decades, is no longer at Rockstar.
Still, who remains involved paints a different picture. Grand Theft Auto 6 is not being built by an entirely new creative team. Several veterans remain, including people who worked on Grand Theft Auto 4, Grand Theft Auto 5, and both Red Dead Redemption games. That matters, given how much of Rockstar’s storytelling identity comes from its long-running staff.
Dan Houser’s absence is obviously the biggest change. He co-founded Rockstar and served as a lead writer across Grand Theft Auto and Red Dead Redemption. After leaving in 2020 following a sabbatical, Houser later made it clear that he did not write Grand Theft Auto 6.
His reasoning was fairly straightforward: after the enormous workloads behind Grand Theft Auto 5 and Red Dead Redemption 2, he felt he had reached a point where he needed to move on creatively. That does not necessarily mean Grand Theft Auto 6 is worse off. If anything, having a creatively exhausted writer continue working on a project of this scale could have created bigger problems.
Houser has since focused on his own studio, Absurd Ventures, where he has been working alongside other former Rockstar veterans. He has also said he prefers not to closely follow what other creators are doing because outside work can interfere with his creative process.

Another major departure was Leslie Benzies.
The longtime producer and former president of Rockstar North, who was central to Grand Theft Auto 3 through Grand Theft Auto 5. His departure followed a sabbatical and a dispute involving his return, office access, and royalty payments. Since then, his work outside Rockstar has included projects such as Everywhere and MindsEye. Benzies was an important production figure, but his role was not primarily about writing.
His strength was helping major projects reach completion, so his departure doesn't automatically point to weaker storytelling. The more important creative loss for the writing itself remains Houser. Lazlow Jones is another familiar name who left Rockstar in 2020 after roughly two decades.
His contribution to the series was different again. Lazlow became one of the most recognizable personalities connected to Grand Theft Auto’s humor, particularly through his appearances and fictionalized media presence. His departure means Rockstar has lost a voice that became almost inseparable from the series’ satire.
Michael Unsworth also moved on after serving as a senior writer and later vice president of writing. His credits include Grand Theft Auto 4, Red Dead Redemption, Grand Theft Auto 5, and Red Dead Redemption 2. Along with Houser and Lazlow, Unsworth is now part of the creative group at Absurd Ventures, giving that studio an unusually strong collection of former Rockstar talent.
For Rockstar, however, the important point is who stayed.
Sam Houser remains president of Rockstar and continues to serve as a major creative figure. Losing both Houser brothers would have represented a much more dramatic break with the company’s past, but Sam is still there. Rockstar North also has Rupert Humphries in a senior narrative role, and his previous writing credits include Grand Theft Auto 4, Red Dead Redemption, Grand Theft Auto 5, and Red Dead Redemption 2.
That history could make Humphries particularly important to Grand Theft Auto 6. You are not looking at someone entering Rockstar for the first time and suddenly being asked to define its storytelling style. You are looking at a writer who has already helped shape several of the company’s biggest narrative projects.
The same applies to other veterans involved with the game. Aaron Garbut, a longtime art director, is now a co-studio lead, while Rob Nelson, who worked as a producer on later Rockstar projects, has a significant role in production. James Horton and other less-publicized developers have also taken on larger responsibilities.
That should give you some perspective when judging Grand Theft Auto 6. The game is being developed after a long production period and multiple delays, but people who understand Rockstar’s approach to open-world storytelling are still leading it. Its narrative team also includes veterans connected to Red Dead Redemption 2, even without Houser and Unsworth.
The story itself is shaping up to combine several familiar Rockstar ideas.

You will play as Jason and Lucia in Leonida, a modern setting where social media and contemporary culture provide plenty of material for Rockstar to satirize. The relationship between the two leads also has a Bonnie-and-Clyde dynamic, suggesting the personal side of the crime story will matter as much as the larger criminal world around them.
The campaign also shows signs of a structure closer to San Andreas, with characters moving through different areas and new locations opening up as the story develops. Grand Theft Auto 4 used a similar sense of progression. Red Dead Redemption and Red Dead Redemption 2 also made their worlds feel bigger by shifting the setting and the situation as the story moved along.
Grand Theft Auto 5 took a different approach, which made its structure feel less connected to the location-based progression seen in some earlier games. The game appears positioned to bring back more of that movement while keeping the familiar open-world crime sandbox.
That combination could be important. Grand Theft Auto 6 appears ready to retain the loud comedy and absurd situations associated with Grand Theft Auto 5 while also giving Jason and Lucia higher personal stakes. The story can be funny without becoming weightless, and it can be serious without abandoning the series’ sense of humor.
Rockstar has already shown through Red Dead Redemption 1 and 2 that it can make you care deeply about characters before putting them through painful situations.
The biggest reason for optimism is that Rockstar’s storytelling style has never depended on one person alone. Houser was hugely important, but the series was built through writers, producers, artists, designers, directors, and other developers working together over years. That shared experience matters when a project becomes as complicated as this one.
You can also expect the modern setting to give the writers plenty of room for the kind of satire the series has always used. Social media, celebrity culture, online personalities, policing, wealth, and the strange behavior of everyday life in a modern American-inspired setting all fit naturally into the world.
The difference is that the jokes must coexist with a more serious relationship at the center of the campaign. That balance may ultimately define the story. If Jason and Lucia feel like believable characters rather than simply vehicles for chaos, the humor can land harder because the consequences matter.
The same approach helped Rockstar turn its previous protagonists into characters players remembered long after finishing their stories. The safest conclusion is that the game’s writing remains an unknown until you can actually play it. Early footage can show tone, characters, dialogue, and presentation, but it cannot prove how the full story will develop.

Jason’s early portrayal may not represent his entire character arc.
Just as first impressions of Arthur Morgan during Red Dead Redemption 2’s promotional period did not tell you where that character would eventually go. This is ultimately why the concerns about Grand Theft Auto 6 writing should be kept in perspective.
Rockstar has lost some of the names most closely associated with its previous stories, but it has also retained a surprising amount of institutional knowledge. Grand Theft Auto 6 may feel different because the people making it have changed, but different does not automatically mean worse.
If the remaining veterans can bring together the humor, scale, character development, and emotional weight they have demonstrated across earlier projects, Grand Theft Auto 6 could still deliver the kind of story Rockstar is known for. The team has changed, the industry has changed, and Rockstar itself has changed, but the people responsible for carrying that creative legacy forward are still there.









