Arka Evren
L.A. Noire

GAME · 2011

L.A. Noire

Developer
Team Bondi
Platforms
PlayStation 3, Microsoft Windows

30 archived facts 3 topics 1 source Last reviewed Sep 2026

  • L.A. Noire — production image

All facts (30)

  1. #001

    L.A. Noire began development in 2004, shortly after Brendan McNamara founded the six-person studio Team Bondi in mid-2003 with former Team Soho developers.

    PRODUCTION STORY · SOURCED

  2. #002

    During L.A. Noire's development, the team visited Rockstar's New York headquarters every few months to show progress, and studios owned by Rockstar Games worldwide assisted the work.

    BEHIND THE SCENES · SOURCED

  3. #003

    L.A. Noire ran on a proprietary engine built by Team Bondi rather than Rockstar's Rockstar Advanced Game Engine, and it used Havok for physics.

    PRODUCTION STORY · SOURCED

  4. #004

    MotionScan, the facial capture technology central to L.A. Noire's interrogation mechanic, was developed by Depth Analysis, a sister company to Team Bondi founded under McNamara's leadership; it recorded actors at 1,000 frames per second using 32 cameras to capture expressions from every angle.

    BEHIND THE SCENES · SOURCED

  5. #005

    MotionScan's precise requirements forced extensive preparation for L.A. Noire, including hairstyling for performers, and Rockstar was doubtful about the process, leading the team to consider falling back on the technique used in other Rockstar games such as Red Dead Redemption (2010).

    BEHIND THE SCENES · SOURCED

  6. #006

    L.A. Noire's development team spent the first year-and-a-half researching Los Angeles using newspapers and magazines, organising research trips and capturing photographs.

    PRODUCTION STORY · SOURCED

  7. #007

    During L.A. Noire's development, 180,000 photographs were available as resources and more than 1,000 newspapers were used for research.

    PRODUCTION STORY · SOURCED

  8. #008

    McNamara's long-standing interest in 1940s Los Angeles, including a screensaver of the first freeway being built there while he worked on The Getaway, and the lighting improvements from PlayStation 2 to PlayStation 3, led him to explore the film noir genre in L.A. Noire.

    PRODUCTION STORY · SOURCED

  9. #009

    For L.A. Noire, the development team based building interiors on real Los Angeles structures and studied the Barclay Hotel extensively to recreate it accurately in the game.

    BEHIND THE SCENES · SOURCED

  10. #010

    L.A. Noire's team took artistic licence in recreating Los Angeles, including showing the Babylon film set from Intolerance, which had been destroyed before the 1940s, as a way to celebrate its history.

    BEHIND THE SCENES · SOURCED

  11. #011

    During development of L.A. Noire, the team produced more than 140 production bibles that served as style guides covering floorplans, dressing, signs, graphics, lighting and reference material.

    PRODUCTION STORY · SOURCED

  12. #012

    Several L.A. Noire cases drew on real crimes reported by the city's media at the time, such as "The Red Lipstick Murder," which is based on the unsolved February 1947 murder of Jeanne French.

    PRODUCTION STORY · MILD SPOILER · SOURCED

  13. #013

    L.A. Noire contains more than twenty hours of voice work, with over 400 actors performing for the game.

    BEHIND THE SCENES · SOURCED

  14. #014

    Casting for L.A. Noire was handled by Schiff/Audino through secretive auditions, resulting in several actors shared with the television show Mad Men, which used the same casting firm.

    CHARACTERS & CAST · SOURCED

  15. #015

    Actor Harrington described the MotionScan process used on L.A. Noire as somewhat restricting, while comparing the game's motion capture performance to live acting.

    BEHIND THE SCENES · SOURCED

  16. #016

    McNamara approached Noble during L.A. Noire's early development, and Noble visited the studio regularly before being offered a role and starting performance work in early 2010.

    CHARACTERS & CAST · SOURCED

  17. #017

    Some L.A. Noire characters draw on real people, including Mickey Cohen, while others are inspired figures; Captain Donnelly is loosely based on LAPD Captain Jack Donahue and on McNamara's father.

    CHARACTERS & CAST · SOURCED

  18. #018

    L.A. Noire features an original score composed by Andrew Hale and Simon Hale, recorded at Abbey Road Studios and inspired by orchestral scores from 1940s films.

    PRODUCTION STORY · SOURCED

  19. #019

    Rockstar engaged Woody Jackson, who had previously worked with the team on Red Dead Redemption's music, to assist with L.A. Noire; he re-orchestrated one theme and wrote much of the in-game music.

    PRODUCTION STORY · SOURCED

  20. #020

    Andrew Hale described composing the L.A. Noire score as a flexible process focused on setting a mood, rather than a mechanical exercise written to match the time period.

    BEHIND THE SCENES · SOURCED

  21. #021

    L.A. Noire's in-game radio carries licensed music from artists including Ella Fitzgerald, Dizzy Gillespie and Billie Holiday, and the developers hired the Real Tuesday Weld to write three original vocal tracks performed by Claudia Brücken and sung in-game by Elsa.

    PRODUCTION STORY · SOURCED

  22. #022

    After L.A. Noire's release, a group of former Team Bondi employees created a website called lanoirecredits.com listing more than 100 names that had been left out of or misrecorded in the game's official credits.

    PRODUCTION STORY · SOURCED

  23. #023

    An anonymous Team Bondi employee said he was required to work 10–12 hours daily, weekends included, during work on L.A. Noire.

    PRODUCTION STORY · SOURCED

  24. #024

    Several former Team Bondi staff described ongoing crunch during L.A. Noire's development, with one saying they sometimes worked 80 to 110 hours a week to hit milestones; some said overtime went unpaid, a claim McNamara denied.

    PRODUCTION STORY · SOURCED

  25. #025

    After IGN published a report, the International Game Developers Association opened an investigation into Team Bondi to check the claims it contained.

    PRODUCTION STORY · SOURCED

  26. #026

    Lead gameplay programmer David Heironymus and senior gameplay programmer Charles Lefebvre disputed the claims, saying crunch was regrettable but unavoidable and that they knew of no unpaid overtime or abusive conditions.

    PRODUCTION STORY · SOURCED

  27. #027

    McNamara said Team Bondi had bettered its working conditions in the months following the game's release, including by bringing in flexitime.

    PRODUCTION STORY · SOURCED

  28. #028

    In July 2011, confidential emails from L.A. Noire's development were leaked, along with additional comments from staff members who said the material highlighted a contentious relationship between Team Bondi and Rockstar.

    PRODUCTION STORY · SOURCED

  29. #029

    An anonymous development team source told GamesIndustry.biz that Rockstar "saved the project" but that the relationship between Rockstar and Team Bondi was "badly damaged", making further collaborations unlikely.

    PRODUCTION STORY · SOURCED

  30. #030

    The same anonymous source said Rockstar was frustrated with the direction at Team Bondi, whose management "resented Rockstar for taking lots of creative control"; Rockstar had once been keen on making Team Bondi something like "Rockstar Sydney" but came to see that as a terrible idea.

    PRODUCTION STORY · SOURCED

Sources & editorial notes

Sources for the entries on this page

  1. Wikipedia L.A. Noire — WikipediaEncyclopedia · accessed 18 Sep 2026

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