Mindseye Game Creator Leslie Benzies in New Studio, GTA 6

Next week, the former chairman of “Grant Theft Auto” maker Rockstar North has launched his first champion since leaving Take-Two Interactive-owned video game developer and opening his own studio to build Rocket Boys: AAA narrative-driven action adventure thriller “Mindseye.”

The team behind the "Killer" series published by IOI Partners is the Unreal Engine 5-Made Game to debut on June 10 on PlayStation 5, Xbox Series X and S, and will be available on PC via the Steam and Epic Games store for $59.99 on the standard version.

Set in the near-futuristic city of Redrock, “MindsEye” puts players into the role of Jacob Diaz, a former soldier haunted by fragmented memories from his mysterious MindsEye neural implant, as he uncovers a conspiracy involving rogue AI, corporate greed, an unchecked military, and a threat so sinister that it endangers the very survival of humanity.

However, the basic story is not the biggest attraction of "Mindseye" which includes building a proprietary game creation system for Rocket Boys, which allows players to "work anything in their minds."

Per the studio, “Players can craft their own experiences using all of the 'MindsEye' assets, creating everything from custom missions to entirely new scenarios within the game's expand, richly detailed world. Whether you're designing a high-speed chase through Redrock's bustling cityscapes or a stealth mission in its industrial outskirts, it is designed to be intuitive and easy to use, ensuring that players of all skill levels can bring their imagination to life."

Benzies’ Edinburgh-based Build a Rocket Boy has promised to launch the “Fresh Premium Content” every month, including regular releases of new missions, challenges and game assets.

While "Mindseye" is the first champion to launch Barb on Barp since leaving Rockstar in 2016 (Benzies is the developer of "Grand Theft Auto" from the third to fifth match in the franchise, and "Grand Theft theft Auto Online" and a family boom compared to the parent company's legal battle against its legal battle in 2016.

“In building a Rocket Boy, our vision goes far beyond a title,” Benzies told type. "'Mindseye' is the first episode and central story around the ever-expanding interconnected plot. We have worked on future plots that will introduce alternative reality while maintaining its core themes of hope, redemption and civilization, the concept of civilization of the past and future is drawn from legends and multiple concepts."

look typeA full interview with Benzies below, including an inevitable comparison between the aesthetics of the "Mindseye" and the "GTA" series, and his hopes for Rockstar Games' highly anticipated and highly anticipated and highly respected "GTA 6."

Where does the concept of “Mindseye” come from?

I have drawn a lot of inspiration from the real world. Watch human behavior - their vulnerability and virtue. Observe the advancements in technology and how we adapt, or really don’t. For years, we have been automating the impact on humanity in the world, especially with the latest advances in AI, which is a great feed for stories and even better for video games. I think we all have this little annoyance about how humans and artificial intelligence will merge together in the future - will it go smoothly or will it become sinister?

We are fans of all kinds of media, and we are influenced by movie-like visionaries like Ridley Scott, Paul Greengrass, Christopher Nolan and JJ Abrams, as well as movies like "Bourne Identity", "Souler" and TV series "Lost" - all exploring ways of remembering, perception and themselves.

So while we nodded here and there, we wanted to build something that felt fresh and rooted in today’s world, but still asking questions that have always made the genre powerful.

With your "GTA" roots, there has been a clear comparison between the style and aesthetics of this franchise and "Mindseye".

Comparison will always be done - this is how the human pigeon hole concept is. But "Mindseye" is not a box for anyone else.

Many games have the same core elements: cars, guns, cities and charming characters, and differentiation is even more difficult in today's entertainment environment. The attention span of streaming, social media and on-demand brutal culture has broken down, and the consumer’s mind is the cruel battlefield for all IPs.

Our industries continue to celebrate each other’s breakthroughs and I am proud that our collective innovation drives the medium of gaming, even if our paths are different.

As an independent studio, we are free to break the ground in experimental new ways, and the challenge is to balance innovation with familiar challenges – the “new” risks of alienating fans are too many, and people who are too “same” feel old. This is about what makes your gaming world feel active and urgent.

"Mindseye" is about consequences and connections - it's film, responsive, and makes you feel like a world where you're not only playing, but you're able to create it in it.

We were so happy to see what they made with "GTA VI" and I can't wait to play it as a consumer for the first time. They always offer something new, unique, and few can achieve it.

What does Mindseye represent in Barb's larger vision and long-term strategy? Did you draw it as a multi-game franchise or your first indie game?

Our vision goes far beyond a champion when building the Rocket Boys. "Mindseye" is the first episode and the central story, and the interconnected plot surrounding it will be covered. We have already worked on future plots that will introduce alternative reality while maintaining its hope, the core theme of redemption, and the core theme of past and future civilizations, derived from legends and multiverse concepts.

Entertainment that allows active participation is the future of the future, making players feel like they have agents who can immerse themselves in our world as they wish. We are introducing three products in a game that will revolutionize AAA quality interactive game and storytelling: "Mindseye" narrative storytelling, play.mindseye and build.mindseye.

In our elaborate "Mindseye" narrative story, we strategically accessed the timely tear through the portal throughout the game - so when you play on Jacob Diaz's personal journey, players can also explore the stories beside them and explore more deeply the backstory of the characters they suffered in the process. In this way, we provide companion content at the same time as the anchor content, weaving a rich narrative tapestry that will continue to evolve and expand, allowing the characters to go deeper so you can understand their personality and motivations.

How to play digital products.

In this new era of entertainment, streaming platforms, thriving and rambunctious gaming, and on-demand culture dominate, we will push in a new direction – an interface simplifies not only consuming games but all forms of entertainment. Consumers are transitioning from 2D browsing to a fully 3D immersive experience. In short, we are moving from passive interaction to active participation.

As with all new products, things will go. Arcadia was originally conceived as our creation platform, but as we continued to develop “Mindseye” and build Barb’s ecosystem, it naturally grew into something more focused – Play.mindseye and Build.Mindseye. Play offers movies, high-intensity gameplay, and features evolving tasks and maps. Build provides players with intuitive tools to create their own content – ​​no technical skills required, just imagination and intention.

To make Barb fully realize our vision, we must test our creation systems in real time with the builder community and be everywhere when we are invisible mode.

How did you work as a publishing partner at IOI?

We always find ways for IOI to deal with “killer” franchise. They are one of the few publishers who have taken away single-player IP and increased the number of players and expanded community culture over time. From a technical standpoint, they are very clever about one executable approach to everything, and we always plan to adopt a similar approach, which encourages us to unite.

This interview has been edited and condensed.