
GTA VI: HEIST ANGLE
GTA VI: HEIST ANGLE
Move to unlock the heist, stand in the lock spot, become the frame.
Move to unlock the heist, stand in the lock spot, become the frame.
client:
client:
ROCKSTAR GAMES GTA VI
ROCKSTAR GAMES GTA VI
Service:
Service:
Creative Development
Creative Development
Year:
Year:
2026
2026







































about
HEIST ANGLE launches GTA VI across Times Square and Piccadilly Lights as a move to unlock mechanic built around multi perspective anamorphic content. Different viewing positions reveal different cuts of the same heist sequence, and when someone steps into the correct geo coordinate the Lock Spot triggers a real time hero lighting state, projection halo on the ground plus stage key and rim lighting, as the screen snaps into depth. The show is driven by real time rendering through a media server stack with timecode show control, with UWB and RTK positioning validated by computer vision, spatial audio zoning, and optional haptic street furniture so the moment is felt as well as seen. Social, PR, and creator output are engineered through guaranteed hero frames, dedicated capture platforms, and same hour edit delivery, with timed digital drops and merch unlocks extending the street moment into sustained coverage.
Contributors
Creative Direction
ANAMORPPHIC CONTENT
Frontend Dev
Ada Moreau
UX/UI Design
Elias Sava
[Other works

GTA VI: HEIST ANGLE
GTA VI: HEIST ANGLE
Move to unlock the heist, stand in the lock spot, become the frame.
Move to unlock the heist, stand in the lock spot, become the frame.
client:
client:
ROCKSTAR GAMES GTA VI
ROCKSTAR GAMES GTA VI
Service:
Service:
Creative Development
Creative Development
Year:
Year:
2026
2026







































about
HEIST ANGLE launches GTA VI across Times Square and Piccadilly Lights as a move to unlock mechanic built around multi perspective anamorphic content. Different viewing positions reveal different cuts of the same heist sequence, and when someone steps into the correct geo coordinate the Lock Spot triggers a real time hero lighting state, projection halo on the ground plus stage key and rim lighting, as the screen snaps into depth. The show is driven by real time rendering through a media server stack with timecode show control, with UWB and RTK positioning validated by computer vision, spatial audio zoning, and optional haptic street furniture so the moment is felt as well as seen. Social, PR, and creator output are engineered through guaranteed hero frames, dedicated capture platforms, and same hour edit delivery, with timed digital drops and merch unlocks extending the street moment into sustained coverage.
Contributors
Creative Direction
ANAMORPPHIC CONTENT
Frontend Dev
Ada Moreau
UX/UI Design
Elias Sava
[Other works

GTA VI: HEIST ANGLE
GTA VI: HEIST ANGLE
Move to unlock the heist, stand in the lock spot, become the frame.
Move to unlock the heist, stand in the lock spot, become the frame.
client:
client:
ROCKSTAR GAMES GTA VI
ROCKSTAR GAMES GTA VI
Service:
Service:
Creative Development
Creative Development
Year:
Year:
2026
2026







































about
HEIST ANGLE launches GTA VI across Times Square and Piccadilly Lights as a move to unlock mechanic built around multi perspective anamorphic content. Different viewing positions reveal different cuts of the same heist sequence, and when someone steps into the correct geo coordinate the Lock Spot triggers a real time hero lighting state, projection halo on the ground plus stage key and rim lighting, as the screen snaps into depth. The show is driven by real time rendering through a media server stack with timecode show control, with UWB and RTK positioning validated by computer vision, spatial audio zoning, and optional haptic street furniture so the moment is felt as well as seen. Social, PR, and creator output are engineered through guaranteed hero frames, dedicated capture platforms, and same hour edit delivery, with timed digital drops and merch unlocks extending the street moment into sustained coverage.
Contributors
Creative Direction
ANAMORPPHIC CONTENT
Frontend Dev
Ada Moreau
UX/UI Design
Elias Sava
[Other works

