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From Grand Theft Auto Glory to MindsEye Collapse

Leslie Benzies, once hailed as the creative force behind Grand Theft Auto, faces the biggest challenge of his career after his latest game MindsEye collapsed on release. The much-hyped sci-fi title, developed by his Edinburgh studio Build a Rocket Boy (Barb), was meant to mark his triumphant return. Instead, it became one of 2025’s most notorious gaming failures, leaving hundreds of employees jobless and the studio’s future uncertain.

A Promising Start Turns Sour

When MindsEye launched in June, expectations were sky-high. Fans and investors anticipated a genre-defining experience, combining cinematic storytelling with Benzies’ open-world expertise. But within hours, critics and players slammed it as “broken” and “unplayable.”

Bugs, performance issues, and missing content dominated early reviews. Some players posted clips of bizarre glitches—pedestrians floating mid-air, cars vanishing into the ground, and faces melting in surreal fashion. The backlash was swift and brutal, tarnishing the reputation of a man once seen as a visionary in modern gaming.

At an all-staff meeting three weeks after launch, Benzies addressed employees via video link. He called the negative coverage “uncalled for” and claimed “internal and external forces” had sabotaged the release. According to multiple staff members, the accusation stunned the team. Many dismissed the idea of sabotage, saying the real problem lay in poor management and chaotic development.

From Rockstar Legend to Risky Venture

Benzies’ name carries weight in gaming history. As a senior figure at Rockstar Games, he helped create Grand Theft Auto V, one of the best-selling games of all time. His departure in 2016, followed by a legal battle over royalties, only deepened his mystique.

Later that year, he founded Build a Rocket Boy, setting up offices in Edinburgh, Budapest, and Montpellier. The company grew rapidly, hiring nearly 450 people by 2024 and attracting £233 million in investment. Yet financial records showed mounting losses—over £200 million between 2020 and 2024—with no game released.


The Dream of Everywhere

The studio’s first project, Everywhere, was envisioned as a vast multiplayer world blending gaming and user-generated content. Former staff described it as ambitious but directionless.

“Leslie never decided what game he wanted to make,” said one former employee, Jamie. “We’d add new features at breakneck speed without time to test or polish.”

Over time, MindsEye emerged from Everywhere as a standalone game. But insiders say the shift created confusion. The constant changes and lack of clear goals left developers frustrated and burned out.

Leadership and “Leslie Tickets”

Multiple employees accused Benzies of micromanagement. They described a culture where his feedback—nicknamed “Leslie tickets” or “Leslies”—could override all priorities.

“It didn’t matter what else was being done,” said former analyst Ben Newbon. “If Leslie spotted something, it had to be fixed immediately.”

These tasks ranged from minor adjustments to drastic changes, including the removal of entire missions. Developers said the practice made it impossible to plan or maintain stability.

Others described a toxic atmosphere where concerns were ignored. An open letter signed by 93 current and former staff alleged “radical changes” were made without consultation. Margherita “Marg” Peloso, an associate producer, said that raising issues was often met with ridicule.Crunch, Chaos, and Collapse

As MindsEye neared completion, crunch time began. Employees reported mandatory unpaid overtime—eight extra hours a week for several months.

“People felt commanded to give everything to the company,” said Marg. “But they got little in return.”

Former programmer Isaac Hudd said stress and fatigue led to constant mistakes. “We’d fix one bug and accidentally create two more. It destroyed morale.”

When launch day arrived, workers gathered in Edinburgh to celebrate with champagne. For a brief moment, hope returned. But as reviews rolled in calling the game “a disaster,” the mood quickly turned grim.

Within weeks, Barb announced major layoffs. Between 250 and 300 employees—mostly from the Edinburgh office—lost their jobs. The Independent Workers of Great Britain (IWGB) union later accused the studio of mishandling the redundancy process and promised legal action.

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Company Response and Damage Control

In a statement, Build a Rocket Boy said it was “deeply saddened” by the layoffs and praised staff for their “creativity and passion.” The company admitted that MindsEye’s launch “did not reflect the experience our community deserved” but promised continued updates and new content.

Benzies and senior leadership took full responsibility for the failed release, pledging to “deliver the game players were promised.” The studio claimed to be learning from past mistakes and improving communication with remaining employees.

However, many former workers remain skeptical. They argue that deep structural issues—constant design changes, weak management, and poor work culture—make recovery unlikely.

Fallout and the Future of Scottish Game Development

The collapse of MindsEye has had ripple effects beyond Build a Rocket Boy. Scotland’s gaming community, once optimistic about Benzies’ return, now faces uncertainty. “It’s sad,” said Ben. “This could’ve been a landmark project for Scottish game development.”

Despite the turmoil, many ex-employees still praise their colleagues’ talent and dedication. “Some of the best people I’ve ever worked with were there,” said Isaac. “They deserved better.”

For Marg, speaking out is about protecting that spirit. “We all know our worth,” they said. “And we need to stand together so something like this doesn’t happen again.”

As for Leslie Benzies, the man who helped define an era with Grand Theft Auto, the story of MindsEye serves as a stark reminder that even legends can stumble when ambition outpaces direction.

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