Marcel Winatschek

City Bones

Kim Laughton deleted the textures from Grand Theft Auto V and drove around Los Santos with a camera, documenting what the city looks like underneath all the visual detail. What you get is pure geometry—the wireframe skeleton of a place, all the structure and none of the seduction. It’s depressing in exactly the way you’d expect a city stripped of everything that makes it feel alive to be depressing.

The game works through texture, and I mean that literally. Everything about GTA V’s design depends on surface: the weathering on the buildings, the sheen on the cars, the ads screaming from every available surface. That’s what makes Los Santos feel like a real place, like somewhere worth exploring or corrupting or just existing in. It’s overwhelming by design. Take all that away and you’re driving through a diagram, a layout with no ornament, no reason to be anywhere.

What gets me is how little separates the two. The underlying structure is identical, but without the texture layer the whole emotional quality of the space collapses. It starts to feel post-apocalyptic, like you’re driving through a city after everyone left, or before the world was finished. Just infrastructure with no life. Just the plan without any flesh on it.

It’s smart work because it makes visible something you never really see while playing: how much of the game’s world is painted on. The feeling of excess, of a space too rich and detailed to take in, that’s entirely surface. Strip that away and the game reveals that it’s always been a lot smaller than it felt.