Grand Theft Auto Icon’s New Game Flops: Inside the MindsEye Disaster at Build a Rocket Boy

Leslie Benzies, once a key figure behind the global success of Grand Theft Auto (GTA), faced a major setback with his latest venture, MindsEye, released by Build a Rocket Boy (Barb) in June 2025. The sci-fi adventure game, meant to be a bold new chapter for the Edinburgh-based studio, was slammed as “broken” and “buggy” by players and critics, earning the title of “worst game of 2025.” Now, Benzies’ claims of sabotage and internal turmoil have rocked the gaming industry, leaving hundreds of employees jobless and raising questions about the studio’s future.

A Promising Start Turns Sour

Build a Rocket Boy, founded by Benzies in 2016 after leaving Rockstar Games, attracted massive attention and investment. The studio secured over £233 million by 2024, fueled by Benzies’ reputation as a GTA mastermind. With 448 employees across offices in Edinburgh, Budapest, and Montpellier, Barb aimed to revolutionize gaming with two ambitious projects: Everywhere, a multiplayer RPG, and MindsEye, a sci-fi adventure set in the fictional Redrock City.

Former employees describe a workplace with competitive salaries and remote work options, initially seen as a beacon of opportunity in Scotland’s gaming scene. However, cracks began to show as Benzies’ leadership style and the studio’s direction faltered. Despite high hopes, MindsEye’s launch became a cautionary tale of mismanagement and unmet expectations.

From Vision to Chaos: The Making of MindsEye

MindsEye was originally conceived as an experience within Everywhere, a platform driven by user-generated content. However, the project’s scope shifted dramatically, with Benzies allegedly demanding rapid additions of new features without clear direction. Former employee Jamie (a pseudonym) told BBC Newsbeat, “Leslie never decided what game he wanted to make.” This lack of focus led to a chaotic development process plagued by last-minute changes and unrealistic expectations.

An open letter signed by 93 current and former Barb employees criticized the studio’s leadership for making “radical changes” without consulting staff. Former lead data analyst Ben Newbon described “knee-jerk” decisions from management that ignored employee feedback. Associate producer Margherita “Marg” Peloso, who uses gender-neutral pronouns, said their concerns were “laughed at” in meetings, fostering a culture where speaking out was discouraged.

Benzies’ micromanagement became a major issue, with developers citing “Leslie tickets”—urgent tasks ranging from minor fixes to scrapping entire missions. These demands disrupted workflows and prevented teams from taking ownership of their work, according to former staff. The result was a game that felt unfinished and unstable by the time it launched.

Crunch Time and a Disastrous Launch

In the lead-up to MindsEye’s June 2025 release, Barb imposed a grueling “crunch” period, a common but controversial practice in the gaming industry where employees work long, often unpaid, overtime hours. Starting in mid-February, staff were required to put in an extra eight hours weekly, with some promised compensatory leave post-launch. Former audio programmer Isaac Hudd described how “mistakes started piling up” during this period, with “regressions”—bugs reintroduced by other fixes—becoming rampant.

The crunch took a toll on morale and health, particularly for the quality assurance team, who faced intense pressure. When MindsEye launched on June 10, 2025, the team celebrated with champagne in Edinburgh, but the mood quickly soured. Players reported severe performance issues, including graphical glitches like pedestrians walking on air and a character’s face “melting.” Twitch streamer CohhCarnage canceled a sponsored launch stream as negative feedback poured in, cementing MindsEye’s reputation as a flop.

Sabotage Claims and Mass Layoffs

Three weeks after the launch, Benzies addressed staff via video link, blaming “internal and external” forces for sabotaging MindsEye. He vowed to root out “saboteurs” within the company, a claim that stunned employees who saw no evidence of a conspiracy. Instead, they pointed to mismanagement and poor planning as the root causes of the game’s failure.

Just a week before Benzies’ speech, staff were informed of potential redundancies. By October 2025, 250–300 employees, mostly in Edinburgh, were laid off, according to the Independent Workers of Great Britain (IWGB) union. The union, representing 93 employees, criticized Barb’s “disastrous mishandling” of the redundancy process and announced plans for legal action.

Former employees like Ben, Marg, and Isaac expressed frustration with how their departures were handled. Barb issued a statement acknowledging the passion of its staff but admitted the launched version of MindsEye fell short. The studio pledged to release updates and new content to salvage the game, but ex-workers remain skeptical about its recovery.

A Blow to Scotland’s Gaming Industry

The fallout from MindsEye has broader implications for Scotland’s gaming scene, which saw Barb as a potential leader. Ben lamented the “wasted opportunity” for the industry, while Isaac praised the talent of his former colleagues, calling them “some of the best people” he’s worked with. Marg emphasized the need for unity, stating, “We know how much we’re worth. We need to stand together.”

The gaming industry has faced significant challenges, with tens of thousands of job losses globally over the past three years. Barb’s collapse adds to these woes, leaving former employees uncertain about their future. As Benzies and Barb attempt to rebuild, the MindsEye debacle serves as a stark reminder of the risks of mismanagement in the high-stakes world of game development.

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