• Former ‘Grand Theft Auto’ Chief Leslie Benzies ‘Can’t Wait’ to Play ‘GTA 6,’ Downplays Similarities to His New Studio’s ‘MindsEye’

    Next week, the former president of “Grant Theft Auto” maker Rockstar North launches his first title since leaving the Take-Two Interactive-owned video game developer and opening his own studio, Build A Rocket Boy: the AAA narrative-driven action-adventure thriller “MindsEye.”

    Published by IOI Partners, the team behind the “Hitman” franchise, the Unreal Engine 5-built game will debut June 10 across PlayStation 5, Xbox Series X and S, and on PC via Steam and Epic Games Store with a price tag for the standard edition.

    Related Stories

    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.

    Popular on Variety

    But the base story isn’t the biggest draw for “MindsEye,” which includes Build A Rocket Boy’s proprietary Game Creation System, that enables players to, well, “craft anything in their minds eye.”

    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 expansive, 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 “fresh premium content” will rollout monthly for the game, including regular releases of new missions, challenges and game assets.

    While “MindsEye” is the first title from Benzies since he launched BARB after leaving Rockstar in 2016, it’s just step one in the prolific producer’s plan to shake up the gaming industry.

    “At Build A Rocket Boy, our vision goes far beyond a single title,” Benzies told Variety. “‘MindsEye’ is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts.”

    See Variety‘s full interview with Benzies below, including the inevitable comparisons that will be drawn between “MindsEye” and the aesthetic of the “GTA” franchise, and his hopes for Rockstar Games’ highly anticipated and much-delayed “GTA 6.”

    Where did the concept for “MindsEye” come from?

    I pull a lot of inspiration from the real world. Watching the actions of humans – their foibles and their virtues. Watching the advancement of technology and how we adapt, or indeed, do not adapt. We’ve been moving to an automated world for many years now, and the impact on humans, especially with recent advancements in AI, which serves as good fodder for a story and even better for a video game. I think we all have this little nagging feeling about how humans and AI will blend together in the future—will it go smoothly, or will it turn sinister?

    We’re fans of all different types of media, and we’ve drawn influence from cinematic visionaries like Ridley Scott, Paul Greengrass, Christopher Nolan, and J.J. Abrams, and films like “The Bourne Identity,” “Memento,” and TV series “Lost” — they’re all exploring memory, perception, and control in their own ways.

    So, while we nod to those influences here and there, we wanted to build something that feels fresh, grounded in today’s world, but still asking the kinds of questions that have always made this genre powerful.

    With your “GTA” roots, obvious comparisons are already being drawn between the style and aesthetic of that franchise and “MindsEye.”

    Comparisons will always be made—it’s the way human beings pigeonhole concepts. But “MindsEye” isn’t built to fit into anyone else’s box.

    Many games share the same core elements: cars, guns, cities, and charismatic characters, and differentiation is even tougher in today’s entertainment landscape. Streaming, social media, and on-demand binge culture have fractured attention spans, and consumer mindshare is a brutal battlefield for all IP.

    Our industry continues to celebrate each other’s breakthroughs, and I’m proud that our collective innovation is advancing the medium of gaming, even if our paths diverge.

    As an independent studio we have the freedom to break ground in experimental new ways and the challenge is balancing innovation with familiarity—too much “new” risks alienating fans, too much “same” feels stale. It’s about nailing what makes your game’s world feel alive and urgent.

    “MindsEye” is about consequence and connection—it’s cinematic, reactive, and meant to feel like a world you’re not just playing in, but able to create in it too.

    We’re excited to see what they’ve crafted with “GTA VI ,” and I can’t wait to play it as a consumer for the first time. They’re always delivering something new, unique and at a scale that very few can pull off.

    What does MindsEye represent in BARB’s larger vision and long-term strategy? Are you plotting this out as a multi-game franchise or your first standalone?

    At Build A Rocket Boy, our vision goes far beyond a single title. “MindsEye” is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts.

    It’s the future of entertainment to allow active participation so players feel like they have agency and can immerse themselves in our world as they want to. We are introducing three products in one game that will revolutionize AAA-quality interactive gaming and storytelling: “MindsEye” narrative story, Play.MindsEye, and Build.MindsEye.

    In our tightly crafted action-noir, “MindsEye” narrative story we have rips in time accessed through portals at strategic points throughout the game – so while you play as Jacob Diaz on his personal journey, players can also explore side stories and delve deeper into the backstories of characters they encounter along the way. In this way we are delivering companion content at the same time as the anchor content, weaving a rich narrative tapestry which will continue to evolve and expand giving greater depth to characters so you understand their personality and motivations.

    How do digital products Play.MindsEyeand Build.MindsEyetie in to plans for “MindsEye” and what BARB wants to offer gamers?

    In this new era of entertainment, where streaming platforms, boom-and-bust games, and an on-demand culture dominate, we’re pushing things in a new direction—with an interface that simplifies how we consume not just games, but all forms of entertainment. Consumers are moving away from 2D browsing into fully 3D, immersive experiences. Put simply, we’re shifting from passive interaction to active participation.

    As with all new products, things evolve. Arcadia was originally envisioned as our creation platform, but as we continued developing “MindsEye” and building out BARB’s ecosystem, it naturally grew into something more focused— Play.MindsEye and Build.MindsEye. Play delivers cinematic, high-intensity gameplay with missions and maps that constantly evolve. Build gives players intuitive tools to create their own content—no technical skills required, just imagination and intent.

    For BARB to fully realize our vision, we had to beta test our creation system with a community of builders in real-time and started with Everywhere while we were in stealth mode developing MindsEye.

    How did you settle on IOI as publishing partner?

    We’ve always found the way IOI handled the “Hitman” franchise interesting. They are one of the few publishers that have taken their single-player IP and increased their player count and amplified their community culture over time. From a technology point of view, their one executable approach for all of their content is very smart, and we always planned to have a similar approach, which encouraged us to join forces.

    This interview has been edited and condensed.
    #former #grand #theft #auto #chief
    Former ‘Grand Theft Auto’ Chief Leslie Benzies ‘Can’t Wait’ to Play ‘GTA 6,’ Downplays Similarities to His New Studio’s ‘MindsEye’
    Next week, the former president of “Grant Theft Auto” maker Rockstar North launches his first title since leaving the Take-Two Interactive-owned video game developer and opening his own studio, Build A Rocket Boy: the AAA narrative-driven action-adventure thriller “MindsEye.” Published by IOI Partners, the team behind the “Hitman” franchise, the Unreal Engine 5-built game will debut June 10 across PlayStation 5, Xbox Series X and S, and on PC via Steam and Epic Games Store with a price tag for the standard edition. Related Stories 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. Popular on Variety But the base story isn’t the biggest draw for “MindsEye,” which includes Build A Rocket Boy’s proprietary Game Creation System, that enables players to, well, “craft anything in their minds eye.” 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 expansive, 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 “fresh premium content” will rollout monthly for the game, including regular releases of new missions, challenges and game assets. While “MindsEye” is the first title from Benzies since he launched BARB after leaving Rockstar in 2016, it’s just step one in the prolific producer’s plan to shake up the gaming industry. “At Build A Rocket Boy, our vision goes far beyond a single title,” Benzies told Variety. “‘MindsEye’ is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts.” See Variety‘s full interview with Benzies below, including the inevitable comparisons that will be drawn between “MindsEye” and the aesthetic of the “GTA” franchise, and his hopes for Rockstar Games’ highly anticipated and much-delayed “GTA 6.” Where did the concept for “MindsEye” come from? I pull a lot of inspiration from the real world. Watching the actions of humans – their foibles and their virtues. Watching the advancement of technology and how we adapt, or indeed, do not adapt. We’ve been moving to an automated world for many years now, and the impact on humans, especially with recent advancements in AI, which serves as good fodder for a story and even better for a video game. I think we all have this little nagging feeling about how humans and AI will blend together in the future—will it go smoothly, or will it turn sinister? We’re fans of all different types of media, and we’ve drawn influence from cinematic visionaries like Ridley Scott, Paul Greengrass, Christopher Nolan, and J.J. Abrams, and films like “The Bourne Identity,” “Memento,” and TV series “Lost” — they’re all exploring memory, perception, and control in their own ways. So, while we nod to those influences here and there, we wanted to build something that feels fresh, grounded in today’s world, but still asking the kinds of questions that have always made this genre powerful. With your “GTA” roots, obvious comparisons are already being drawn between the style and aesthetic of that franchise and “MindsEye.” Comparisons will always be made—it’s the way human beings pigeonhole concepts. But “MindsEye” isn’t built to fit into anyone else’s box. Many games share the same core elements: cars, guns, cities, and charismatic characters, and differentiation is even tougher in today’s entertainment landscape. Streaming, social media, and on-demand binge culture have fractured attention spans, and consumer mindshare is a brutal battlefield for all IP. Our industry continues to celebrate each other’s breakthroughs, and I’m proud that our collective innovation is advancing the medium of gaming, even if our paths diverge. As an independent studio we have the freedom to break ground in experimental new ways and the challenge is balancing innovation with familiarity—too much “new” risks alienating fans, too much “same” feels stale. It’s about nailing what makes your game’s world feel alive and urgent. “MindsEye” is about consequence and connection—it’s cinematic, reactive, and meant to feel like a world you’re not just playing in, but able to create in it too. We’re excited to see what they’ve crafted with “GTA VI ,” and I can’t wait to play it as a consumer for the first time. They’re always delivering something new, unique and at a scale that very few can pull off. What does MindsEye represent in BARB’s larger vision and long-term strategy? Are you plotting this out as a multi-game franchise or your first standalone? At Build A Rocket Boy, our vision goes far beyond a single title. “MindsEye” is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts. It’s the future of entertainment to allow active participation so players feel like they have agency and can immerse themselves in our world as they want to. We are introducing three products in one game that will revolutionize AAA-quality interactive gaming and storytelling: “MindsEye” narrative story, Play.MindsEye, and Build.MindsEye. In our tightly crafted action-noir, “MindsEye” narrative story we have rips in time accessed through portals at strategic points throughout the game – so while you play as Jacob Diaz on his personal journey, players can also explore side stories and delve deeper into the backstories of characters they encounter along the way. In this way we are delivering companion content at the same time as the anchor content, weaving a rich narrative tapestry which will continue to evolve and expand giving greater depth to characters so you understand their personality and motivations. How do digital products Play.MindsEyeand Build.MindsEyetie in to plans for “MindsEye” and what BARB wants to offer gamers? In this new era of entertainment, where streaming platforms, boom-and-bust games, and an on-demand culture dominate, we’re pushing things in a new direction—with an interface that simplifies how we consume not just games, but all forms of entertainment. Consumers are moving away from 2D browsing into fully 3D, immersive experiences. Put simply, we’re shifting from passive interaction to active participation. As with all new products, things evolve. Arcadia was originally envisioned as our creation platform, but as we continued developing “MindsEye” and building out BARB’s ecosystem, it naturally grew into something more focused— Play.MindsEye and Build.MindsEye. Play delivers cinematic, high-intensity gameplay with missions and maps that constantly evolve. Build gives players intuitive tools to create their own content—no technical skills required, just imagination and intent. For BARB to fully realize our vision, we had to beta test our creation system with a community of builders in real-time and started with Everywhere while we were in stealth mode developing MindsEye. How did you settle on IOI as publishing partner? We’ve always found the way IOI handled the “Hitman” franchise interesting. They are one of the few publishers that have taken their single-player IP and increased their player count and amplified their community culture over time. From a technology point of view, their one executable approach for all of their content is very smart, and we always planned to have a similar approach, which encouraged us to join forces. This interview has been edited and condensed. #former #grand #theft #auto #chief
    VARIETY.COM
    Former ‘Grand Theft Auto’ Chief Leslie Benzies ‘Can’t Wait’ to Play ‘GTA 6,’ Downplays Similarities to His New Studio’s ‘MindsEye’
    Next week, the former president of “Grant Theft Auto” maker Rockstar North launches his first title since leaving the Take-Two Interactive-owned video game developer and opening his own studio, Build A Rocket Boy: the AAA narrative-driven action-adventure thriller “MindsEye.” Published by IOI Partners, the team behind the “Hitman” franchise, the Unreal Engine 5-built game will debut June 10 across PlayStation 5, Xbox Series X and S, and on PC via Steam and Epic Games Store with a $59.99 price tag for the standard edition. Related Stories 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. Popular on Variety But the base story isn’t the biggest draw for “MindsEye,” which includes Build A Rocket Boy’s proprietary Game Creation System, that enables players to, well, “craft anything in their minds eye.” 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 expansive, 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 “fresh premium content” will rollout monthly for the game, including regular releases of new missions, challenges and game assets. While “MindsEye” is the first title from Benzies since he launched BARB after leaving Rockstar in 2016 (Benzies was the lead “Grand Theft Auto” developer across the third through fifth games in the franchise, as well as “Grand Theft Auto Online,” and was in a legal battle with parent company Take Two over unpaid royalties from 2016 until 2019), it’s just step one in the prolific producer’s plan to shake up the gaming industry. “At Build A Rocket Boy, our vision goes far beyond a single title,” Benzies told Variety. “‘MindsEye’ is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts.” See Variety‘s full interview with Benzies below, including the inevitable comparisons that will be drawn between “MindsEye” and the aesthetic of the “GTA” franchise, and his hopes for Rockstar Games’ highly anticipated and much-delayed “GTA 6.” Where did the concept for “MindsEye” come from? I pull a lot of inspiration from the real world. Watching the actions of humans – their foibles and their virtues. Watching the advancement of technology and how we adapt, or indeed, do not adapt. We’ve been moving to an automated world for many years now, and the impact on humans, especially with recent advancements in AI, which serves as good fodder for a story and even better for a video game. I think we all have this little nagging feeling about how humans and AI will blend together in the future—will it go smoothly, or will it turn sinister? We’re fans of all different types of media, and we’ve drawn influence from cinematic visionaries like Ridley Scott, Paul Greengrass, Christopher Nolan, and J.J. Abrams, and films like “The Bourne Identity,” “Memento,” and TV series “Lost” — they’re all exploring memory, perception, and control in their own ways. So, while we nod to those influences here and there, we wanted to build something that feels fresh, grounded in today’s world, but still asking the kinds of questions that have always made this genre powerful. With your “GTA” roots, obvious comparisons are already being drawn between the style and aesthetic of that franchise and “MindsEye.” Comparisons will always be made—it’s the way human beings pigeonhole concepts. But “MindsEye” isn’t built to fit into anyone else’s box. Many games share the same core elements: cars, guns, cities, and charismatic characters, and differentiation is even tougher in today’s entertainment landscape. Streaming, social media, and on-demand binge culture have fractured attention spans, and consumer mindshare is a brutal battlefield for all IP. Our industry continues to celebrate each other’s breakthroughs, and I’m proud that our collective innovation is advancing the medium of gaming, even if our paths diverge. As an independent studio we have the freedom to break ground in experimental new ways and the challenge is balancing innovation with familiarity—too much “new” risks alienating fans, too much “same” feels stale. It’s about nailing what makes your game’s world feel alive and urgent. “MindsEye” is about consequence and connection—it’s cinematic, reactive, and meant to feel like a world you’re not just playing in, but able to create in it too. We’re excited to see what they’ve crafted with “GTA VI ,” and I can’t wait to play it as a consumer for the first time. They’re always delivering something new, unique and at a scale that very few can pull off. What does MindsEye represent in BARB’s larger vision and long-term strategy? Are you plotting this out as a multi-game franchise or your first standalone? At Build A Rocket Boy, our vision goes far beyond a single title. “MindsEye” is the first episode and central story around which ever-expanding interconnected episodes will span. We’re already working on future episodes, which will introduce alternate realities while maintaining it’s core themes of hope, redemption, and the intrigue of civilizations past and future, drawing from the lore and multiverse concepts. It’s the future of entertainment to allow active participation so players feel like they have agency and can immerse themselves in our world as they want to. We are introducing three products in one game that will revolutionize AAA-quality interactive gaming and storytelling: “MindsEye” narrative story, Play.MindsEye, and Build.MindsEye. In our tightly crafted action-noir, “MindsEye” narrative story we have rips in time accessed through portals at strategic points throughout the game – so while you play as Jacob Diaz on his personal journey, players can also explore side stories and delve deeper into the backstories of characters they encounter along the way. In this way we are delivering companion content at the same time as the anchor content, weaving a rich narrative tapestry which will continue to evolve and expand giving greater depth to characters so you understand their personality and motivations. How do digital products Play.MindsEye (formerly named Arcadia) and Build.MindsEye (formerly Everywhere) tie in to plans for “MindsEye” and what BARB wants to offer gamers? In this new era of entertainment, where streaming platforms, boom-and-bust games, and an on-demand culture dominate, we’re pushing things in a new direction—with an interface that simplifies how we consume not just games, but all forms of entertainment. Consumers are moving away from 2D browsing into fully 3D, immersive experiences. Put simply, we’re shifting from passive interaction to active participation. As with all new products, things evolve. Arcadia was originally envisioned as our creation platform, but as we continued developing “MindsEye” and building out BARB’s ecosystem, it naturally grew into something more focused— Play.MindsEye and Build.MindsEye. Play delivers cinematic, high-intensity gameplay with missions and maps that constantly evolve. Build gives players intuitive tools to create their own content—no technical skills required, just imagination and intent. For BARB to fully realize our vision, we had to beta test our creation system with a community of builders in real-time and started with Everywhere while we were in stealth mode developing MindsEye. How did you settle on IOI as publishing partner? We’ve always found the way IOI handled the “Hitman” franchise interesting. They are one of the few publishers that have taken their single-player IP and increased their player count and amplified their community culture over time. From a technology point of view, their one executable approach for all of their content is very smart, and we always planned to have a similar approach, which encouraged us to join forces. This interview has been edited and condensed.
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  • MindsEye Includes Everywhere’s Arcadia Creation Suite – Build A Rocket Boy

    Build A Rocket Boy has confirmed that the Arcadia creativity suite part of its Everywhere platform is now technically part of its upcoming action game MindsEye. Speaking to VGC, a spokesperson for the studio revealed that the tool – originally envisioned as being a central part of Everywhere – was further developed during the work being done on MindsEye, and is now known in the game as Play.MindsEye and Build.MindsEye.
    “As with all new products, things evolve,” said the spokesperson when asked about the current state of Everywhere and its Arcadia tools. “Arcadia was originally envisioned as our creation platform, but as we continued developing MindsEye and building out’s ecosystem, it naturally grew into something more focused— Play.MindsEye and Build.MindsEye.”
    “It’s three seamlessly interconnected experiences – an explosive action-adventure campaign; Play.MindsEye, a continuous stream of premium studio-developed content; and Build.MindsEye to craft your own games.”
    The spokesperson also mentioned that while the studio’s work originally started with playtesting features for Everywhere. This involved interacting with “a community of builders in real-time”, while the developers themselves had already started work on the project that would eventually become MindsEye.
    “For BARB to fully realize our vision, we had to beta test our creation system with a community of builders in real-time and started with Everywhere while we were in stealth mode developing MindsEye.”
    The situation is an interesting reversal of fate, since Build A Rocket Boy had originally announced Everywhere back in 2022 as its flagship product, with MindsEye originally meant to be released exclusively through Everywhere. However, IO Interactive announced back in 2024 that it would be taking over as the publisher for MindsEye, releasing it as a standalone title on PC and consoles.
    “We are honoured to be the global publishing partner working with Build A Rocket Boy’s exceptionally talented team and to bring our community an exciting new IP,” said IO Interactive CEO Hakan Abrak back when the partnership was originally announced. ” IO Interactive and Build A Rocket Boy are like-minded in how we aim to create a bond and a long-term relationship with our communities, which perfectly aligns with our commitment to delivering high-quality, immersive experiences to players worldwide. As our first publishing partnership, this marks a significant milestone for IO Interactive, and we could not be prouder of this collaboration.”
    Build A Rocket Boy, meanwhile, has been getting ready to release MindsEye on PC, PS5 and Xbox Series X/S on June 10. The game will combine open-world gameplay along with cover-based shooting with a vast arsenal, as well as driving sections involving high-speed car chases.
    Leading up to the game’s launch, the studio had released three teaser trailers for MindsEye, which focusing on a different aspect. While the first teaser focused completely on on-foot action in an open environment, the second teaser featured a car chase and conversation between two characters. The third one, released earlier this month, was yet another on-foot combat section, albeit this time around in a more closed-off environment.
    The marketing campaign for MindsEye has been a confusing one, complete with trailers getting leaked and strange comments by one of the studio’s heads. Check out our thoughts about what makes the title’s marketing a complete mess.
    #mindseye #includes #everywheres #arcadia #creation
    MindsEye Includes Everywhere’s Arcadia Creation Suite – Build A Rocket Boy
    Build A Rocket Boy has confirmed that the Arcadia creativity suite part of its Everywhere platform is now technically part of its upcoming action game MindsEye. Speaking to VGC, a spokesperson for the studio revealed that the tool – originally envisioned as being a central part of Everywhere – was further developed during the work being done on MindsEye, and is now known in the game as Play.MindsEye and Build.MindsEye. “As with all new products, things evolve,” said the spokesperson when asked about the current state of Everywhere and its Arcadia tools. “Arcadia was originally envisioned as our creation platform, but as we continued developing MindsEye and building out’s ecosystem, it naturally grew into something more focused— Play.MindsEye and Build.MindsEye.” “It’s three seamlessly interconnected experiences – an explosive action-adventure campaign; Play.MindsEye, a continuous stream of premium studio-developed content; and Build.MindsEye to craft your own games.” The spokesperson also mentioned that while the studio’s work originally started with playtesting features for Everywhere. This involved interacting with “a community of builders in real-time”, while the developers themselves had already started work on the project that would eventually become MindsEye. “For BARB to fully realize our vision, we had to beta test our creation system with a community of builders in real-time and started with Everywhere while we were in stealth mode developing MindsEye.” The situation is an interesting reversal of fate, since Build A Rocket Boy had originally announced Everywhere back in 2022 as its flagship product, with MindsEye originally meant to be released exclusively through Everywhere. However, IO Interactive announced back in 2024 that it would be taking over as the publisher for MindsEye, releasing it as a standalone title on PC and consoles. “We are honoured to be the global publishing partner working with Build A Rocket Boy’s exceptionally talented team and to bring our community an exciting new IP,” said IO Interactive CEO Hakan Abrak back when the partnership was originally announced. ” IO Interactive and Build A Rocket Boy are like-minded in how we aim to create a bond and a long-term relationship with our communities, which perfectly aligns with our commitment to delivering high-quality, immersive experiences to players worldwide. As our first publishing partnership, this marks a significant milestone for IO Interactive, and we could not be prouder of this collaboration.” Build A Rocket Boy, meanwhile, has been getting ready to release MindsEye on PC, PS5 and Xbox Series X/S on June 10. The game will combine open-world gameplay along with cover-based shooting with a vast arsenal, as well as driving sections involving high-speed car chases. Leading up to the game’s launch, the studio had released three teaser trailers for MindsEye, which focusing on a different aspect. While the first teaser focused completely on on-foot action in an open environment, the second teaser featured a car chase and conversation between two characters. The third one, released earlier this month, was yet another on-foot combat section, albeit this time around in a more closed-off environment. The marketing campaign for MindsEye has been a confusing one, complete with trailers getting leaked and strange comments by one of the studio’s heads. Check out our thoughts about what makes the title’s marketing a complete mess. #mindseye #includes #everywheres #arcadia #creation
    GAMINGBOLT.COM
    MindsEye Includes Everywhere’s Arcadia Creation Suite – Build A Rocket Boy
    Build A Rocket Boy has confirmed that the Arcadia creativity suite part of its Everywhere platform is now technically part of its upcoming action game MindsEye. Speaking to VGC, a spokesperson for the studio revealed that the tool – originally envisioned as being a central part of Everywhere – was further developed during the work being done on MindsEye, and is now known in the game as Play.MindsEye and Build.MindsEye. “As with all new products, things evolve,” said the spokesperson when asked about the current state of Everywhere and its Arcadia tools. “Arcadia was originally envisioned as our creation platform, but as we continued developing MindsEye and building out [Build A Rocket Boy]’s ecosystem, it naturally grew into something more focused— Play.MindsEye and Build.MindsEye.” “It’s three seamlessly interconnected experiences – an explosive action-adventure campaign; Play.MindsEye, a continuous stream of premium studio-developed content; and Build.MindsEye to craft your own games.” The spokesperson also mentioned that while the studio’s work originally started with playtesting features for Everywhere. This involved interacting with “a community of builders in real-time”, while the developers themselves had already started work on the project that would eventually become MindsEye. “For BARB to fully realize our vision, we had to beta test our creation system with a community of builders in real-time and started with Everywhere while we were in stealth mode developing MindsEye.” The situation is an interesting reversal of fate, since Build A Rocket Boy had originally announced Everywhere back in 2022 as its flagship product, with MindsEye originally meant to be released exclusively through Everywhere. However, IO Interactive announced back in 2024 that it would be taking over as the publisher for MindsEye, releasing it as a standalone title on PC and consoles. “We are honoured to be the global publishing partner working with Build A Rocket Boy’s exceptionally talented team and to bring our community an exciting new IP,” said IO Interactive CEO Hakan Abrak back when the partnership was originally announced. ” IO Interactive and Build A Rocket Boy are like-minded in how we aim to create a bond and a long-term relationship with our communities, which perfectly aligns with our commitment to delivering high-quality, immersive experiences to players worldwide. As our first publishing partnership, this marks a significant milestone for IO Interactive, and we could not be prouder of this collaboration.” Build A Rocket Boy, meanwhile, has been getting ready to release MindsEye on PC, PS5 and Xbox Series X/S on June 10. The game will combine open-world gameplay along with cover-based shooting with a vast arsenal, as well as driving sections involving high-speed car chases. Leading up to the game’s launch, the studio had released three teaser trailers for MindsEye, which focusing on a different aspect. While the first teaser focused completely on on-foot action in an open environment, the second teaser featured a car chase and conversation between two characters. The third one, released earlier this month, was yet another on-foot combat section, albeit this time around in a more closed-off environment. The marketing campaign for MindsEye has been a confusing one, complete with trailers getting leaked and strange comments by one of the studio’s heads. Check out our thoughts about what makes the title’s marketing a complete mess.
    0 Yorumlar 0 hisse senetleri 0 önizleme
  • MindsEye’s Marketing Is a Complete Mess

    From an extensive line-up of fun indie games to incredible blockbusters, the consistent quality of releases this year is something to behold. If you haven’t gotten lost in the gorgeous world of Clair Obscur: Expedition 33 or discovered the brilliance of Cyrodiil in The Elder Scrolls 4: Oblivion Remastered, then maybe you experienced the Forza Horizon 5 and Indiana Jones and the Great Circle on PS5 for the first time. Such is the range of quality that I almost forgot about Like a Dragon: Pirate Yakuza in Hawaii, Dynasty Warriors Origins, and Steel Seed. The next six weeks will be even more enticing with Elden Ring Nightreign, Mario Kart World, and the long-awaited Death Stranding 2: On the Beach. The year’s second half is still TBD, with publishers doubtless scrambling to fill the void after Grand Theft Auto 6’s delay. However, with all the showcases coming in June, we could see several potential release date announcements. Amid all this hype, one game has seemingly slipped under the radar, made all the more bizarre by the time left before its release. We’re talking about MindsEye, an action-adventure title developed by Build a Rocket Boy, founded by Leslie Benzies of Rockstar North fame. It’s out June 10th for Xbox Series X/S, PS5, and PC, and the initial trailer gave the vibe of a GTA-coded playground with all the explosiveness and action to appeal to the franchise’s fans. Or at least those who only want the explosiveness and action because that’s more or less what the “reveal gameplay trailer” from February showcased. Lots of running around. Lots of blowing up cars with guns. Some driving. Some blowing up of cars while driving. Honestly, the amount of vehicular destruction is borderline concerning. Of course, the developer later clarified that the narrative is more linear than emergent or sandboxy. However, we’re a little over three weeks out from launch, and the only gameplay seen thus far has been that trailer and two recent gameplay teasers. One shows protagonist Jacob Diaz gunning down some enemies in a sequence more than a little reminiscent of Trevor attacking The Lost MC’s hideout in GTA 5. Eventually, he pursues them through the streets while a dust storm is in effect. The second teaser is longer but less exciting, showcasing some driving through Redrock City at night. No overview trailer. No walkthrough of a mission. Not even much by way of what makes the gameplay of MindsEye special or unique. It’s a marketing strategy garnering attention almost exclusively for its lack of marketing. This isn’t to say that Build a Rocket Boy isn’t advertising something different with MindsEye. You may remember the studio’s first announced project, Everywhere, an MMO more geared towards acting as a content platform where users can create and share different experiences. It also consists of a few districts, each with gameplay elements like racing and third-person shooting, while ARCADIA, its editor, lets you create different components. All of this attracted skepticism, especially given the controversy surrounding Metaverse-style games. If you watch its trailer from last year, it’s seemingly going for a Fortnite-style content platform experience. And MindsEye? It’s purportedly an experience within Everywhere developed by the studio, likely to showcase what ARCADIA is capable of. But it can also be modified to create different versions of MindsEye to mess around in. Associate game director Adam Whiting told Edge magazine likened it to Minecraft servers. “There are the official servers, but there are custom servers with wacky stuff. Maybe there’s a zombie apocalypse server you go on or one where they wipe the map of our story and characters and tell their own narrative using our tools.” There’s at least some potential, however small, of a sandbox-like experience kind of, sort of like GTA. There are also the bonus missions created with ARCADIA included in the Digital Deluxe Edition. So it’s possible, at least based on what Build a Rocket Boy is saying, to infuse MindsEye with more content to keep it going beyond the standard launch experience. How does it all work, at least in layman’s terms? Why isn’t the developer showcasing it in trailers or hyping up the same? It doesn’t seem like you need Everywhere to play MindsEye, seeing as it’s launching as a standalone product, but will that change down the line? To recap then: Not only does MindsEye not have any extensive official gameplay – and what we’ve seen thus far hardly seems all that special – but there’s an entire user-generated content side for it that Build a Rocket Boy hasn’t even touched on. Again, about three weeks out from launch. No pressure and all that, but if you’re charging for an experience, the least you could offer is more extensive details and gameplay. And no, shooting cars and watching them explode isn’t going to cut it. Of course, some would give the benefit of the doubt to Benzies. On top of being the former president of Rockstar North, the core developer behind the Grand Theft Auto titles – including the upcoming GTA 6 – he’s been involved in every single one of Rockstar’s biggest releases. A producer on every title in the series, starting from Grand Theft Auto 3. An executive producer on Max Payne 3 and L.A. Noire. A producer and game designer on Grand Theft Auto 5. At one point, Benzies was synonymous with Rockstar North almost as much as Dan Houser was with Rockstar as a whole. Maybe he’s earned some reprieve, given his illustrious history. However, remember that Grand Theft Auto 5, his last project, was released in 2013. Everywhere was announced in January 2017, starting development on Amazon’s Lumberyard engine before switching to Unreal Engine in 2020. It was slated to launch in 2023 but saw delays – in 2024, Build a Rocket Boy laid off an unknown number of employees. Though it began in Edinburgh, the developer has two other studios in Montpelier and Budapest. This isn’t implying that either project has seen development troubles, but with the long development cycle for Everywhere, you would expect a more concrete release window or assurance at this point. As for MindsEye, it was first teased in 2022, making it almost three years since. It’s possible that the developer won’t share anything until the final polishing stage. It could be going down to the wire, maybe announcing a last-minute delay if things don’t work out. The problem is that aside from these gameplay teasers and “narrative” trailers, which haven’t given us a reason to care about any of the characters, aside from that one dancing robot, there’s been very little communication from the studio this close to launch. It’s ironic considering how it touted this as a “meaningful, well-crafted story” or how the camera during high-speed driving would make you feel like you were in a Fast and Furious film. If that’s a tease for going into space at some point, it would be one of the few intriguing things in MindsEye. Finally, and I can’t emphasize this enough, not everyone sets out from the studio where they made their name to become a success. With all the talk around user-generated content, the launch of MindsEye may not be what defines it down the line. However, Build a Rocket Boy needs to detail what makes this a worthwhile experience on its own and fast. Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.
    #mindseyes #marketing #complete #mess
    MindsEye’s Marketing Is a Complete Mess
    From an extensive line-up of fun indie games to incredible blockbusters, the consistent quality of releases this year is something to behold. If you haven’t gotten lost in the gorgeous world of Clair Obscur: Expedition 33 or discovered the brilliance of Cyrodiil in The Elder Scrolls 4: Oblivion Remastered, then maybe you experienced the Forza Horizon 5 and Indiana Jones and the Great Circle on PS5 for the first time. Such is the range of quality that I almost forgot about Like a Dragon: Pirate Yakuza in Hawaii, Dynasty Warriors Origins, and Steel Seed. The next six weeks will be even more enticing with Elden Ring Nightreign, Mario Kart World, and the long-awaited Death Stranding 2: On the Beach. The year’s second half is still TBD, with publishers doubtless scrambling to fill the void after Grand Theft Auto 6’s delay. However, with all the showcases coming in June, we could see several potential release date announcements. Amid all this hype, one game has seemingly slipped under the radar, made all the more bizarre by the time left before its release. We’re talking about MindsEye, an action-adventure title developed by Build a Rocket Boy, founded by Leslie Benzies of Rockstar North fame. It’s out June 10th for Xbox Series X/S, PS5, and PC, and the initial trailer gave the vibe of a GTA-coded playground with all the explosiveness and action to appeal to the franchise’s fans. Or at least those who only want the explosiveness and action because that’s more or less what the “reveal gameplay trailer” from February showcased. Lots of running around. Lots of blowing up cars with guns. Some driving. Some blowing up of cars while driving. Honestly, the amount of vehicular destruction is borderline concerning. Of course, the developer later clarified that the narrative is more linear than emergent or sandboxy. However, we’re a little over three weeks out from launch, and the only gameplay seen thus far has been that trailer and two recent gameplay teasers. One shows protagonist Jacob Diaz gunning down some enemies in a sequence more than a little reminiscent of Trevor attacking The Lost MC’s hideout in GTA 5. Eventually, he pursues them through the streets while a dust storm is in effect. The second teaser is longer but less exciting, showcasing some driving through Redrock City at night. No overview trailer. No walkthrough of a mission. Not even much by way of what makes the gameplay of MindsEye special or unique. It’s a marketing strategy garnering attention almost exclusively for its lack of marketing. This isn’t to say that Build a Rocket Boy isn’t advertising something different with MindsEye. You may remember the studio’s first announced project, Everywhere, an MMO more geared towards acting as a content platform where users can create and share different experiences. It also consists of a few districts, each with gameplay elements like racing and third-person shooting, while ARCADIA, its editor, lets you create different components. All of this attracted skepticism, especially given the controversy surrounding Metaverse-style games. If you watch its trailer from last year, it’s seemingly going for a Fortnite-style content platform experience. And MindsEye? It’s purportedly an experience within Everywhere developed by the studio, likely to showcase what ARCADIA is capable of. But it can also be modified to create different versions of MindsEye to mess around in. Associate game director Adam Whiting told Edge magazine likened it to Minecraft servers. “There are the official servers, but there are custom servers with wacky stuff. Maybe there’s a zombie apocalypse server you go on or one where they wipe the map of our story and characters and tell their own narrative using our tools.” There’s at least some potential, however small, of a sandbox-like experience kind of, sort of like GTA. There are also the bonus missions created with ARCADIA included in the Digital Deluxe Edition. So it’s possible, at least based on what Build a Rocket Boy is saying, to infuse MindsEye with more content to keep it going beyond the standard launch experience. How does it all work, at least in layman’s terms? Why isn’t the developer showcasing it in trailers or hyping up the same? It doesn’t seem like you need Everywhere to play MindsEye, seeing as it’s launching as a standalone product, but will that change down the line? To recap then: Not only does MindsEye not have any extensive official gameplay – and what we’ve seen thus far hardly seems all that special – but there’s an entire user-generated content side for it that Build a Rocket Boy hasn’t even touched on. Again, about three weeks out from launch. No pressure and all that, but if you’re charging for an experience, the least you could offer is more extensive details and gameplay. And no, shooting cars and watching them explode isn’t going to cut it. Of course, some would give the benefit of the doubt to Benzies. On top of being the former president of Rockstar North, the core developer behind the Grand Theft Auto titles – including the upcoming GTA 6 – he’s been involved in every single one of Rockstar’s biggest releases. A producer on every title in the series, starting from Grand Theft Auto 3. An executive producer on Max Payne 3 and L.A. Noire. A producer and game designer on Grand Theft Auto 5. At one point, Benzies was synonymous with Rockstar North almost as much as Dan Houser was with Rockstar as a whole. Maybe he’s earned some reprieve, given his illustrious history. However, remember that Grand Theft Auto 5, his last project, was released in 2013. Everywhere was announced in January 2017, starting development on Amazon’s Lumberyard engine before switching to Unreal Engine in 2020. It was slated to launch in 2023 but saw delays – in 2024, Build a Rocket Boy laid off an unknown number of employees. Though it began in Edinburgh, the developer has two other studios in Montpelier and Budapest. This isn’t implying that either project has seen development troubles, but with the long development cycle for Everywhere, you would expect a more concrete release window or assurance at this point. As for MindsEye, it was first teased in 2022, making it almost three years since. It’s possible that the developer won’t share anything until the final polishing stage. It could be going down to the wire, maybe announcing a last-minute delay if things don’t work out. The problem is that aside from these gameplay teasers and “narrative” trailers, which haven’t given us a reason to care about any of the characters, aside from that one dancing robot, there’s been very little communication from the studio this close to launch. It’s ironic considering how it touted this as a “meaningful, well-crafted story” or how the camera during high-speed driving would make you feel like you were in a Fast and Furious film. If that’s a tease for going into space at some point, it would be one of the few intriguing things in MindsEye. Finally, and I can’t emphasize this enough, not everyone sets out from the studio where they made their name to become a success. With all the talk around user-generated content, the launch of MindsEye may not be what defines it down the line. However, Build a Rocket Boy needs to detail what makes this a worthwhile experience on its own and fast. Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization. #mindseyes #marketing #complete #mess
    GAMINGBOLT.COM
    MindsEye’s Marketing Is a Complete Mess
    From an extensive line-up of fun indie games to incredible blockbusters, the consistent quality of releases this year is something to behold. If you haven’t gotten lost in the gorgeous world of Clair Obscur: Expedition 33 or discovered the brilliance of Cyrodiil in The Elder Scrolls 4: Oblivion Remastered, then maybe you experienced the Forza Horizon 5 and Indiana Jones and the Great Circle on PS5 for the first time. Such is the range of quality that I almost forgot about Like a Dragon: Pirate Yakuza in Hawaii, Dynasty Warriors Origins, and Steel Seed. The next six weeks will be even more enticing with Elden Ring Nightreign, Mario Kart World (and the Switch 2 launch), and the long-awaited Death Stranding 2: On the Beach. The year’s second half is still TBD, with publishers doubtless scrambling to fill the void after Grand Theft Auto 6’s delay. However, with all the showcases coming in June, we could see several potential release date announcements. Amid all this hype, one game has seemingly slipped under the radar, made all the more bizarre by the time left before its release. We’re talking about MindsEye, an action-adventure title developed by Build a Rocket Boy, founded by Leslie Benzies of Rockstar North fame. It’s out June 10th for Xbox Series X/S, PS5, and PC, and the initial trailer gave the vibe of a GTA-coded playground with all the explosiveness and action to appeal to the franchise’s fans. Or at least those who only want the explosiveness and action because that’s more or less what the “reveal gameplay trailer” from February showcased. Lots of running around. Lots of blowing up cars with guns. Some driving. Some blowing up of cars while driving. Honestly, the amount of vehicular destruction is borderline concerning. Of course, the developer later clarified that the narrative is more linear than emergent or sandboxy. However, we’re a little over three weeks out from launch, and the only gameplay seen thus far has been that trailer and two recent gameplay teasers. One shows protagonist Jacob Diaz gunning down some enemies in a sequence more than a little reminiscent of Trevor attacking The Lost MC’s hideout in GTA 5. Eventually, he pursues them through the streets while a dust storm is in effect. The second teaser is longer but less exciting, showcasing some driving through Redrock City at night. No overview trailer. No walkthrough of a mission. Not even much by way of what makes the gameplay of MindsEye special or unique. It’s a marketing strategy garnering attention almost exclusively for its lack of marketing. This isn’t to say that Build a Rocket Boy isn’t advertising something different with MindsEye. You may remember the studio’s first announced project, Everywhere, an MMO more geared towards acting as a content platform where users can create and share different experiences. It also consists of a few districts, each with gameplay elements like racing and third-person shooting, while ARCADIA, its editor, lets you create different components. All of this attracted skepticism, especially given the controversy surrounding Metaverse-style games. If you watch its trailer from last year, it’s seemingly going for a Fortnite-style content platform experience. And MindsEye? It’s purportedly an experience within Everywhere developed by the studio, likely to showcase what ARCADIA is capable of. But it can also be modified to create different versions of MindsEye to mess around in. Associate game director Adam Whiting told Edge magazine likened it to Minecraft servers. “There are the official servers, but there are custom servers with wacky stuff. Maybe there’s a zombie apocalypse server you go on or one where they wipe the map of our story and characters and tell their own narrative using our tools.” There’s at least some potential, however small, of a sandbox-like experience kind of, sort of like GTA (but not really). There are also the bonus missions created with ARCADIA included in the Digital Deluxe Edition. So it’s possible, at least based on what Build a Rocket Boy is saying, to infuse MindsEye with more content to keep it going beyond the standard launch experience. How does it all work, at least in layman’s terms? Why isn’t the developer showcasing it in trailers or hyping up the same? It doesn’t seem like you need Everywhere to play MindsEye, seeing as it’s launching as a standalone product, but will that change down the line? To recap then: Not only does MindsEye not have any extensive official gameplay – and what we’ve seen thus far hardly seems all that special – but there’s an entire user-generated content side for it that Build a Rocket Boy hasn’t even touched on. Again, about three weeks out from launch. No pressure and all that, but if you’re charging $60 for an experience, the least you could offer is more extensive details and gameplay. And no, shooting cars and watching them explode isn’t going to cut it. Of course, some would give the benefit of the doubt to Benzies. On top of being the former president of Rockstar North, the core developer behind the Grand Theft Auto titles – including the upcoming GTA 6 – he’s been involved in every single one of Rockstar’s biggest releases. A producer on every title in the series, starting from Grand Theft Auto 3. An executive producer on Max Payne 3 and L.A. Noire. A producer and game designer on Grand Theft Auto 5. At one point, Benzies was synonymous with Rockstar North almost as much as Dan Houser was with Rockstar as a whole. Maybe he’s earned some reprieve, given his illustrious history. However, remember that Grand Theft Auto 5, his last project, was released in 2013. Everywhere was announced in January 2017, starting development on Amazon’s Lumberyard engine before switching to Unreal Engine in 2020. It was slated to launch in 2023 but saw delays – in 2024, Build a Rocket Boy laid off an unknown number of employees. Though it began in Edinburgh, the developer has two other studios in Montpelier and Budapest. This isn’t implying that either project has seen development troubles, but with the long development cycle for Everywhere, you would expect a more concrete release window or assurance at this point. As for MindsEye, it was first teased in 2022, making it almost three years since. It’s possible that the developer won’t share anything until the final polishing stage. It could be going down to the wire, maybe announcing a last-minute delay if things don’t work out. The problem is that aside from these gameplay teasers and “narrative” trailers, which haven’t given us a reason to care about any of the characters, aside from that one dancing robot, there’s been very little communication from the studio this close to launch. It’s ironic considering how it touted this as a “meaningful, well-crafted story” or how the camera during high-speed driving would make you feel like you were in a Fast and Furious film. If that’s a tease for going into space at some point, it would be one of the few intriguing things in MindsEye. Finally, and I can’t emphasize this enough, not everyone sets out from the studio where they made their name to become a success. With all the talk around user-generated content, the launch of MindsEye may not be what defines it down the line. However, Build a Rocket Boy needs to detail what makes this a worthwhile experience on its own and fast. Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.
    0 Yorumlar 0 hisse senetleri 0 önizleme
  • Studio 42 secures $3.6m in seed funding round

    Studio 42 secures m in seed funding round
    Led by Play Ventures, new mobile studio will use investment to accelerate development of debut game

    Image credit: Studio 42 | Left to right: Aleksandr Bogdanov, Ivan Larionov, Pavel Sudakov

    News

    by Sophie McEvoy
    Staff Writer

    Published on May 15, 2025

    Mbile developer Studio 42 has raised million in a seed funding round led by Play Ventures, with participation from GEM Capital and Arcadia Gaming Partners.
    The investment will be used to support development of its debut title and future product ideas. Based in Cyprus, Studio 42 currently has a team of 14 people working across four countries.
    The studio was founded earlier this year by CEO Aleksandr Bogdanov, COO Ivan Larionov, and CPO Pavel Sudakov, who were previously leaders at Belka Games.
    "We are excited to partner with Play Ventures, GEM Capital, and Arcadia Gaming Partners and take the next step in our journey," said Bogdanov.
    "Their support allows us to focus on what we do best – creating simple yet deeply engaging experiences. We believe that genius lies in simplicity, and together, we are ready to bring fresh ideas to the puzzle genre."
    Play Ventures founding partner Henric Suuronen added: "We're thrilled to back Alexsandr, Ivan, Pavel, and the incredible team they've brought together at Studio 42.
    "From the start, we were aligned with their vision – reimagining core puzzle mechanics through a hybrid-casual lens, with live ops as a strategic driver. Their track record speaks for itself, and we couldn't be prouder to support them."
    #studio #secures #36m #seed #funding
    Studio 42 secures $3.6m in seed funding round
    Studio 42 secures m in seed funding round Led by Play Ventures, new mobile studio will use investment to accelerate development of debut game Image credit: Studio 42 | Left to right: Aleksandr Bogdanov, Ivan Larionov, Pavel Sudakov News by Sophie McEvoy Staff Writer Published on May 15, 2025 Mbile developer Studio 42 has raised million in a seed funding round led by Play Ventures, with participation from GEM Capital and Arcadia Gaming Partners. The investment will be used to support development of its debut title and future product ideas. Based in Cyprus, Studio 42 currently has a team of 14 people working across four countries. The studio was founded earlier this year by CEO Aleksandr Bogdanov, COO Ivan Larionov, and CPO Pavel Sudakov, who were previously leaders at Belka Games. "We are excited to partner with Play Ventures, GEM Capital, and Arcadia Gaming Partners and take the next step in our journey," said Bogdanov. "Their support allows us to focus on what we do best – creating simple yet deeply engaging experiences. We believe that genius lies in simplicity, and together, we are ready to bring fresh ideas to the puzzle genre." Play Ventures founding partner Henric Suuronen added: "We're thrilled to back Alexsandr, Ivan, Pavel, and the incredible team they've brought together at Studio 42. "From the start, we were aligned with their vision – reimagining core puzzle mechanics through a hybrid-casual lens, with live ops as a strategic driver. Their track record speaks for itself, and we couldn't be prouder to support them." #studio #secures #36m #seed #funding
    WWW.GAMESINDUSTRY.BIZ
    Studio 42 secures $3.6m in seed funding round
    Studio 42 secures $3.6m in seed funding round Led by Play Ventures, new mobile studio will use investment to accelerate development of debut game Image credit: Studio 42 | Left to right: Aleksandr Bogdanov, Ivan Larionov, Pavel Sudakov News by Sophie McEvoy Staff Writer Published on May 15, 2025 Mbile developer Studio 42 has raised $3.6 million in a seed funding round led by Play Ventures, with participation from GEM Capital and Arcadia Gaming Partners. The investment will be used to support development of its debut title and future product ideas. Based in Cyprus, Studio 42 currently has a team of 14 people working across four countries. The studio was founded earlier this year by CEO Aleksandr Bogdanov, COO Ivan Larionov, and CPO Pavel Sudakov, who were previously leaders at Belka Games. "We are excited to partner with Play Ventures, GEM Capital, and Arcadia Gaming Partners and take the next step in our journey," said Bogdanov. "Their support allows us to focus on what we do best – creating simple yet deeply engaging experiences. We believe that genius lies in simplicity, and together, we are ready to bring fresh ideas to the puzzle genre." Play Ventures founding partner Henric Suuronen added: "We're thrilled to back Alexsandr, Ivan, Pavel, and the incredible team they've brought together at Studio 42. "From the start, we were aligned with their vision – reimagining core puzzle mechanics through a hybrid-casual lens, with live ops as a strategic driver. Their track record speaks for itself, and we couldn't be prouder to support them."
    0 Yorumlar 0 hisse senetleri 0 önizleme
  • “The perfect wish” – why Rolls-Royce is doubling down on personalised design

    13 May, 2025

    Clare Dowdy finds out how the iconic car brand taps into the appetite for personalisation among the super-rich, and the incredible range of options these customers can decide on.

    At Rolls-Royce’s site in West Sussex, visitors are asked to put on a purple overall-style jacket.
    Nothing unusual there, it’s routine at manufacturing facilities to be handed a coat.
    But this jacket is made by Norton & Sons of Savile Row.
    If you weren’t picked up from the station in a Roller and driven up the drive past the 65 box-cut lime trees to the factory’s front door (as I was), then the jacket might be your first whiff that things are done differently here.
    A constellation of the night sky picked out in tiny lights on the headliner (ceiling) of a new car
    This factory has cornered the – admittedly niche – market in bespoke one-off motor cars, an object that is becoming increasingly desired by the very wealthy.
    From the welcoming reception desk to the pristine production line, from the embroidery workshop to the private dining room, the atmosphere is deferential.
    These people know their target audience.
    At Rolls-Royce, it’s all about making customers feel special.
    For example, staff know customers like to mark important anniversaries.
    So a customer can decide to celebrate the day they made their first billion by having the exact constellation of that night sky picked out in tiny lights on the headliner (ceiling) of their new car.
    This makes particular sense if you have a chauffeur, as you get a great view of the headliner from the back seat.
    That service isn’t on offer to off-the-peg Rolls-Royce customers, but to those who pay the extra to have their car personalised.
    The home of Rolls-Royce at Goodwood, outside Chichester
    And though it takes around three years to make an individualised car, demand is going up.
    Called Bespoke and Coachbuild, this service provides customers with a one-off Rolls-Royce, as they can choose their own detailing, materials, marquetry, patterns and paint colour.
    With Coachbuild, they can even dictate the shape of the car.
    That’s a four-year process.
    There was a surge in bespoke commissioning during the pandemic, when billionaires, like the rest of us, were twiddling their thumbs at home.
    These hand-crafted projects are increasingly complex, high-value and – all-importantly – high-margin.
    Meaning they need a lot of design input.
    So in January, Rolls-Royce earmarked £300million to extend its Bespoke and Coachbuild capabilities at Goodwood, outside Chichester.
    “Clients want more intriguing levels of bespoke, so we needed more space,” the RR spokesperson explains on my visit.
    Hence the new facility.
    Production takes place at the Goodwood site, designed by Grimshaw Architects, and opened in 2003
    When RR’s Goodwood site, designed by Grimshaw Architects, opened in 2003, 300 staff made just one car a day.
    Now there are 2,500 staff at the site, producing 28 cars a day.
    Rolls-Royce was founded in the UK in 1904.
    Since 2003 it’s been part of BMW Group, when the German company acquired the Rolls-Royce Motor Cars marque.
    And that’s where Martina Starke comes in.
    Having joined BMW in 2001, she left her role as head of BMW Designworks’ Munich studio to become general manager of RR’s Bespoke Design in Goodwood in 2024.
    She oversees more than 30 designers, who collaborate with the engineers, craftspeople and artisans of Bespoke.
    These designers have backgrounds in 3D, colour trim, textiles, fashion, automotive and industrial design.
    Three designers work in the accessory design team, which can include creating anything from chess sets to picnic hampers
    “They not only create products, they create experiences and moments of wonder for our clients,” she says of the team.
    “I guide and support them as they look into the lifestyle of our clients to understand and capture their personal taste – so we can curate their beautiful masterpieces with material, colours and craftmanship.”
    She describes the work of Bespoke as storytelling.
    “My job is to nurture these stories as they come alive.
    They ask for something emotional and made for them – it’s a personal product.”
    But first the client must settle on the brief.
    This is either discussed at Goodwood, or with a designer and salesperson based at one of the company’s private offices in New York, Seoul, Dubai and Shanghai.
    The Middle East is the largest Bespoke region by average value per motor car, closely followed by North America and Europe.
    The ambition is to have a private office in every region, as having designers based in these key markets allows RR to react fast, Starke adds.
    These designers have a four-month induction course at Goodwood before they go into the field.
    Customers can choose their own design to have embroidered onto seats
    “There’s a conversation with the customer to understand what the idea is,” Starke says.
    So apart from headliners depicting the night sky, a customer might ask for a particular rose from their garden embroidered into the headliner, “or the face of your child, or dog, or horse painted in your vehicle so you have the loved ones with you in the car.”
    While imagination is limitless, the engineers need to confirm that it’s feasible.
    “If it’s possible, we might do several iterations.
    In the end we visualise the perfect wish,” Starke says.
    The fruits of this process include solid 18-carat gold sculptures, mother-of-pearl artworks, and holographic paint finishes.
    One client in Japan is having a cherry blossom design embroidered onto their headliner with 250,000 stitches.
    And when it comes to colour options, RR has 44,000 to choose from.
    But if the client can’t find the one they want, RR can make it up for them.
    This service was invaluable for the client who wanted the car exterior to match the colour of their dog’s fur.
    The private office at the Rolls-Royce site in Goodwood
    “What they really like is that we bring together the design and the craftmanship,” Starke says.
    “When they come to Goodwood and look at the woodwork or leather shop, they can touch, experience and understand it.
    When you have this high level of craftmanship it’s a different connection to people.
    It connects you to the makers.”
    This type of customisation is sought by clients who define luxury as something deeply personal to them, she adds.
    Starke’s department includes a three-strong accessory design team.
    “We’re not competing with other car brands, we’re competing with other luxury brands,” the spokesperson explains.
    Pieces in the accessories range include pens, luggage and dog leads
    Accessories designer Nick Abrams shows us a new magnetic chess set, which will sit along other pieces in the accessories range including pens, luggage and dog leads.
    This chess set costs €29,000, pre-tax.
    But of course, the client could customise it.
    All these opportunities for what Starke calls meaningful personal expression tap into a global trend.
    “Individualisation is growing because people want the storytelling.
    It’s self-expression, encapsulating your taste and philosophy,” she says.
    The exterior of Phantom Goldfinger, created to honour the 1964 James Bond film, Goldfinger
    Timandra Harkness is a broadcaster and author of Technology is Not the Problem explains why hyper-personalisation is a trend that’s still growing.
    “We live in an age increasingly obsessed with identity: consumers want what they buy to express who they are.”
    Now, mass production means most people in advanced economies can afford nice things, so merely wearing tall boots or gold lace isn’t enough, according to Harkness.
    “Standing out from the crowd today means buying things that only a few people can have, because they are artisanal, or limited-edition, or personalised.
    “Because mass production has put even luxury products within reach of the mass market, personalisation offers a way to stand out from the crowd,” she says.
    The interior of the Rolls-Royce Phantom Scintilla
    What does that mean for the top end of the market?
    “Bespoke products have added value: customers will pay a premium to own a commodity that nobody else owns, and that says something about them.”
    In 2024, RR’s one-off Arcadia Droptail was reported as costing its anonymous buyer $31million.
    100 years ago, merely owning a car was a sign of wealth and status – and probably meant you could afford to employ a driver, Harkness points out.
    “Today it’s not even enough to drive a top-of-the-range car, so the wealthiest consumers need other ways to look – and feel – special.
    And feeling special is as important as outward signals,” she adds.
    “Nobody else will know this car matches your dog’s fur, but you will, and that will remind you every time you see it that nothing is too good for you, or your dog.”
    With the expansion of its personalisation capabilities, RR is betting on the continuation of this trend.
    If they’re right, then that will be good for the company and good for its designers.
    The interior of the Rolls-Royce Phantom Goldfinger
    Design disciplines in this article
    Industries in this article
    Brands in this article

    What to read next
    The car after the storm – Jaguar unveils new concept EV
    Automotive Design
    3 Dec, 2024

    Source: https://www.designweek.co.uk/the-perfect-wish-why-rolls-royce-is-doubling-down-on-personalised-design/" style="color: #0066cc;">https://www.designweek.co.uk/the-perfect-wish-why-rolls-royce-is-doubling-down-on-personalised-design/
    #the #perfect #wish #why #rollsroyce #doubling #down #personalised #design
    “The perfect wish” – why Rolls-Royce is doubling down on personalised design
    13 May, 2025 Clare Dowdy finds out how the iconic car brand taps into the appetite for personalisation among the super-rich, and the incredible range of options these customers can decide on. At Rolls-Royce’s site in West Sussex, visitors are asked to put on a purple overall-style jacket. Nothing unusual there, it’s routine at manufacturing facilities to be handed a coat. But this jacket is made by Norton & Sons of Savile Row. If you weren’t picked up from the station in a Roller and driven up the drive past the 65 box-cut lime trees to the factory’s front door (as I was), then the jacket might be your first whiff that things are done differently here. A constellation of the night sky picked out in tiny lights on the headliner (ceiling) of a new car This factory has cornered the – admittedly niche – market in bespoke one-off motor cars, an object that is becoming increasingly desired by the very wealthy. From the welcoming reception desk to the pristine production line, from the embroidery workshop to the private dining room, the atmosphere is deferential. These people know their target audience. At Rolls-Royce, it’s all about making customers feel special. For example, staff know customers like to mark important anniversaries. So a customer can decide to celebrate the day they made their first billion by having the exact constellation of that night sky picked out in tiny lights on the headliner (ceiling) of their new car. This makes particular sense if you have a chauffeur, as you get a great view of the headliner from the back seat. That service isn’t on offer to off-the-peg Rolls-Royce customers, but to those who pay the extra to have their car personalised. The home of Rolls-Royce at Goodwood, outside Chichester And though it takes around three years to make an individualised car, demand is going up. Called Bespoke and Coachbuild, this service provides customers with a one-off Rolls-Royce, as they can choose their own detailing, materials, marquetry, patterns and paint colour. With Coachbuild, they can even dictate the shape of the car. That’s a four-year process. There was a surge in bespoke commissioning during the pandemic, when billionaires, like the rest of us, were twiddling their thumbs at home. These hand-crafted projects are increasingly complex, high-value and – all-importantly – high-margin. Meaning they need a lot of design input. So in January, Rolls-Royce earmarked £300million to extend its Bespoke and Coachbuild capabilities at Goodwood, outside Chichester. “Clients want more intriguing levels of bespoke, so we needed more space,” the RR spokesperson explains on my visit. Hence the new facility. Production takes place at the Goodwood site, designed by Grimshaw Architects, and opened in 2003 When RR’s Goodwood site, designed by Grimshaw Architects, opened in 2003, 300 staff made just one car a day. Now there are 2,500 staff at the site, producing 28 cars a day. Rolls-Royce was founded in the UK in 1904. Since 2003 it’s been part of BMW Group, when the German company acquired the Rolls-Royce Motor Cars marque. And that’s where Martina Starke comes in. Having joined BMW in 2001, she left her role as head of BMW Designworks’ Munich studio to become general manager of RR’s Bespoke Design in Goodwood in 2024. She oversees more than 30 designers, who collaborate with the engineers, craftspeople and artisans of Bespoke. These designers have backgrounds in 3D, colour trim, textiles, fashion, automotive and industrial design. Three designers work in the accessory design team, which can include creating anything from chess sets to picnic hampers “They not only create products, they create experiences and moments of wonder for our clients,” she says of the team. “I guide and support them as they look into the lifestyle of our clients to understand and capture their personal taste – so we can curate their beautiful masterpieces with material, colours and craftmanship.” She describes the work of Bespoke as storytelling. “My job is to nurture these stories as they come alive. They ask for something emotional and made for them – it’s a personal product.” But first the client must settle on the brief. This is either discussed at Goodwood, or with a designer and salesperson based at one of the company’s private offices in New York, Seoul, Dubai and Shanghai. The Middle East is the largest Bespoke region by average value per motor car, closely followed by North America and Europe. The ambition is to have a private office in every region, as having designers based in these key markets allows RR to react fast, Starke adds. These designers have a four-month induction course at Goodwood before they go into the field. Customers can choose their own design to have embroidered onto seats “There’s a conversation with the customer to understand what the idea is,” Starke says. So apart from headliners depicting the night sky, a customer might ask for a particular rose from their garden embroidered into the headliner, “or the face of your child, or dog, or horse painted in your vehicle so you have the loved ones with you in the car.” While imagination is limitless, the engineers need to confirm that it’s feasible. “If it’s possible, we might do several iterations. In the end we visualise the perfect wish,” Starke says. The fruits of this process include solid 18-carat gold sculptures, mother-of-pearl artworks, and holographic paint finishes. One client in Japan is having a cherry blossom design embroidered onto their headliner with 250,000 stitches. And when it comes to colour options, RR has 44,000 to choose from. But if the client can’t find the one they want, RR can make it up for them. This service was invaluable for the client who wanted the car exterior to match the colour of their dog’s fur. The private office at the Rolls-Royce site in Goodwood “What they really like is that we bring together the design and the craftmanship,” Starke says. “When they come to Goodwood and look at the woodwork or leather shop, they can touch, experience and understand it. When you have this high level of craftmanship it’s a different connection to people. It connects you to the makers.” This type of customisation is sought by clients who define luxury as something deeply personal to them, she adds. Starke’s department includes a three-strong accessory design team. “We’re not competing with other car brands, we’re competing with other luxury brands,” the spokesperson explains. Pieces in the accessories range include pens, luggage and dog leads Accessories designer Nick Abrams shows us a new magnetic chess set, which will sit along other pieces in the accessories range including pens, luggage and dog leads. This chess set costs €29,000, pre-tax. But of course, the client could customise it. All these opportunities for what Starke calls meaningful personal expression tap into a global trend. “Individualisation is growing because people want the storytelling. It’s self-expression, encapsulating your taste and philosophy,” she says. The exterior of Phantom Goldfinger, created to honour the 1964 James Bond film, Goldfinger Timandra Harkness is a broadcaster and author of Technology is Not the Problem explains why hyper-personalisation is a trend that’s still growing. “We live in an age increasingly obsessed with identity: consumers want what they buy to express who they are.” Now, mass production means most people in advanced economies can afford nice things, so merely wearing tall boots or gold lace isn’t enough, according to Harkness. “Standing out from the crowd today means buying things that only a few people can have, because they are artisanal, or limited-edition, or personalised. “Because mass production has put even luxury products within reach of the mass market, personalisation offers a way to stand out from the crowd,” she says. The interior of the Rolls-Royce Phantom Scintilla What does that mean for the top end of the market? “Bespoke products have added value: customers will pay a premium to own a commodity that nobody else owns, and that says something about them.” In 2024, RR’s one-off Arcadia Droptail was reported as costing its anonymous buyer $31million. 100 years ago, merely owning a car was a sign of wealth and status – and probably meant you could afford to employ a driver, Harkness points out. “Today it’s not even enough to drive a top-of-the-range car, so the wealthiest consumers need other ways to look – and feel – special. And feeling special is as important as outward signals,” she adds. “Nobody else will know this car matches your dog’s fur, but you will, and that will remind you every time you see it that nothing is too good for you, or your dog.” With the expansion of its personalisation capabilities, RR is betting on the continuation of this trend. If they’re right, then that will be good for the company and good for its designers. The interior of the Rolls-Royce Phantom Goldfinger Design disciplines in this article Industries in this article Brands in this article What to read next The car after the storm – Jaguar unveils new concept EV Automotive Design 3 Dec, 2024 Source: https://www.designweek.co.uk/the-perfect-wish-why-rolls-royce-is-doubling-down-on-personalised-design/ #the #perfect #wish #why #rollsroyce #doubling #down #personalised #design
    WWW.DESIGNWEEK.CO.UK
    “The perfect wish” – why Rolls-Royce is doubling down on personalised design
    13 May, 2025 Clare Dowdy finds out how the iconic car brand taps into the appetite for personalisation among the super-rich, and the incredible range of options these customers can decide on. At Rolls-Royce’s site in West Sussex, visitors are asked to put on a purple overall-style jacket. Nothing unusual there, it’s routine at manufacturing facilities to be handed a coat. But this jacket is made by Norton & Sons of Savile Row. If you weren’t picked up from the station in a Roller and driven up the drive past the 65 box-cut lime trees to the factory’s front door (as I was), then the jacket might be your first whiff that things are done differently here. A constellation of the night sky picked out in tiny lights on the headliner (ceiling) of a new car This factory has cornered the – admittedly niche – market in bespoke one-off motor cars, an object that is becoming increasingly desired by the very wealthy. From the welcoming reception desk to the pristine production line, from the embroidery workshop to the private dining room, the atmosphere is deferential. These people know their target audience. At Rolls-Royce, it’s all about making customers feel special. For example, staff know customers like to mark important anniversaries. So a customer can decide to celebrate the day they made their first billion by having the exact constellation of that night sky picked out in tiny lights on the headliner (ceiling) of their new car. This makes particular sense if you have a chauffeur, as you get a great view of the headliner from the back seat. That service isn’t on offer to off-the-peg Rolls-Royce customers, but to those who pay the extra to have their car personalised. The home of Rolls-Royce at Goodwood, outside Chichester And though it takes around three years to make an individualised car, demand is going up. Called Bespoke and Coachbuild, this service provides customers with a one-off Rolls-Royce, as they can choose their own detailing, materials, marquetry, patterns and paint colour. With Coachbuild, they can even dictate the shape of the car. That’s a four-year process. There was a surge in bespoke commissioning during the pandemic, when billionaires, like the rest of us, were twiddling their thumbs at home. These hand-crafted projects are increasingly complex, high-value and – all-importantly – high-margin. Meaning they need a lot of design input. So in January, Rolls-Royce earmarked £300million to extend its Bespoke and Coachbuild capabilities at Goodwood, outside Chichester. “Clients want more intriguing levels of bespoke, so we needed more space,” the RR spokesperson explains on my visit. Hence the new facility. Production takes place at the Goodwood site, designed by Grimshaw Architects, and opened in 2003 When RR’s Goodwood site, designed by Grimshaw Architects, opened in 2003, 300 staff made just one car a day. Now there are 2,500 staff at the site, producing 28 cars a day. Rolls-Royce was founded in the UK in 1904. Since 2003 it’s been part of BMW Group, when the German company acquired the Rolls-Royce Motor Cars marque. And that’s where Martina Starke comes in. Having joined BMW in 2001, she left her role as head of BMW Designworks’ Munich studio to become general manager of RR’s Bespoke Design in Goodwood in 2024. She oversees more than 30 designers, who collaborate with the engineers, craftspeople and artisans of Bespoke. These designers have backgrounds in 3D, colour trim, textiles, fashion, automotive and industrial design. Three designers work in the accessory design team, which can include creating anything from chess sets to picnic hampers “They not only create products, they create experiences and moments of wonder for our clients,” she says of the team. “I guide and support them as they look into the lifestyle of our clients to understand and capture their personal taste – so we can curate their beautiful masterpieces with material, colours and craftmanship.” She describes the work of Bespoke as storytelling. “My job is to nurture these stories as they come alive. They ask for something emotional and made for them – it’s a personal product.” But first the client must settle on the brief. This is either discussed at Goodwood, or with a designer and salesperson based at one of the company’s private offices in New York, Seoul, Dubai and Shanghai. The Middle East is the largest Bespoke region by average value per motor car, closely followed by North America and Europe. The ambition is to have a private office in every region, as having designers based in these key markets allows RR to react fast, Starke adds. These designers have a four-month induction course at Goodwood before they go into the field. Customers can choose their own design to have embroidered onto seats “There’s a conversation with the customer to understand what the idea is,” Starke says. So apart from headliners depicting the night sky, a customer might ask for a particular rose from their garden embroidered into the headliner, “or the face of your child, or dog, or horse painted in your vehicle so you have the loved ones with you in the car.” While imagination is limitless, the engineers need to confirm that it’s feasible. “If it’s possible, we might do several iterations. In the end we visualise the perfect wish,” Starke says. The fruits of this process include solid 18-carat gold sculptures, mother-of-pearl artworks, and holographic paint finishes. One client in Japan is having a cherry blossom design embroidered onto their headliner with 250,000 stitches. And when it comes to colour options, RR has 44,000 to choose from. But if the client can’t find the one they want, RR can make it up for them. This service was invaluable for the client who wanted the car exterior to match the colour of their dog’s fur. The private office at the Rolls-Royce site in Goodwood “What they really like is that we bring together the design and the craftmanship,” Starke says. “When they come to Goodwood and look at the woodwork or leather shop, they can touch, experience and understand it. When you have this high level of craftmanship it’s a different connection to people. It connects you to the makers.” This type of customisation is sought by clients who define luxury as something deeply personal to them, she adds. Starke’s department includes a three-strong accessory design team. “We’re not competing with other car brands, we’re competing with other luxury brands,” the spokesperson explains. Pieces in the accessories range include pens, luggage and dog leads Accessories designer Nick Abrams shows us a new magnetic chess set, which will sit along other pieces in the accessories range including pens, luggage and dog leads. This chess set costs €29,000, pre-tax. But of course, the client could customise it. All these opportunities for what Starke calls meaningful personal expression tap into a global trend. “Individualisation is growing because people want the storytelling. It’s self-expression, encapsulating your taste and philosophy,” she says. The exterior of Phantom Goldfinger, created to honour the 1964 James Bond film, Goldfinger Timandra Harkness is a broadcaster and author of Technology is Not the Problem explains why hyper-personalisation is a trend that’s still growing. “We live in an age increasingly obsessed with identity: consumers want what they buy to express who they are.” Now, mass production means most people in advanced economies can afford nice things, so merely wearing tall boots or gold lace isn’t enough, according to Harkness. “Standing out from the crowd today means buying things that only a few people can have, because they are artisanal, or limited-edition, or personalised. “Because mass production has put even luxury products within reach of the mass market, personalisation offers a way to stand out from the crowd,” she says. The interior of the Rolls-Royce Phantom Scintilla What does that mean for the top end of the market? “Bespoke products have added value: customers will pay a premium to own a commodity that nobody else owns, and that says something about them.” In 2024, RR’s one-off Arcadia Droptail was reported as costing its anonymous buyer $31million. 100 years ago, merely owning a car was a sign of wealth and status – and probably meant you could afford to employ a driver, Harkness points out. “Today it’s not even enough to drive a top-of-the-range car, so the wealthiest consumers need other ways to look – and feel – special. And feeling special is as important as outward signals,” she adds. “Nobody else will know this car matches your dog’s fur, but you will, and that will remind you every time you see it that nothing is too good for you, or your dog.” With the expansion of its personalisation capabilities, RR is betting on the continuation of this trend. If they’re right, then that will be good for the company and good for its designers. The interior of the Rolls-Royce Phantom Goldfinger Design disciplines in this article Industries in this article Brands in this article What to read next The car after the storm – Jaguar unveils new concept EV Automotive Design 3 Dec, 2024
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