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How Leslie Benzies Conceived Everywhere After Leaving Rockstar

In 2017, Leslie Benzies described Everywhere as a game inspired by the blurring boundary between reality and simulation. Its public framing later shifted toward a multi-world creative experience tied to MindsEye.
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Leslie Benzies declined to explain his departure from Rockstar in a 2017 interview, saying litigation was pending. He did discuss what inspired his next project: a world where reality and simulation were increasingly hard to separate, and a game broad enough to let players choose their own styles, identities and adventures. Those were early ambitions, not a description of a finished game.

What Benzies would—and would not—say about leaving Rockstar

In a January 2017 interview with GamesBeat, former Rockstar North president Leslie Benzies was asked why he left the studio. He answered: “As you know, litigation is pending and I cannot really talk about it. I’m looking forward to it being resolved.” The interview’s context describes a dispute with Sam Houser after Grand Theft Auto V shipped in 2013, but Benzies did not offer a detailed account of his departure in that exchange.

The creative spark: a world where reality and simulation blur

Benzies described his inspiration as the world around him: “What’s inspiring me most is our world. I’m constantly seeing things and thinking, oh, this has to be in our game. The lines between reality and simulation are becoming blurry and blurring them more inspires us.”

That idea pointed toward more than reproducing real places or adding realistic details. Benzies imagined a game that used familiar mechanics but offered “something more”: a large variety of modes and styles, with room for players to inhabit different identities and pursue different adventures. In the 2017 interview, these were aspirations for Everywhere, not evidence of a settled feature list or completed design.

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The design challenge: freedom without an empty world

Matthew Smith, Benzies’s partner and a former Rockstar North developer, described the balancing act behind that ambition. Players needed to feel they were shaping the world, while the experience still had enough structure to keep them entertained. Too much scripting could limit that sense of authorship; openness without engaging direction could leave players with little reason to continue.

Smith named the original Elite and The Legend of Zelda: Ocarina of Time as early influences. He also said his perspective on realistic open worlds had been shaped by later work on Grand Theft Auto and Red Dead Redemption. Those influences were Smith’s, rather than claims Benzies made about his own inspirations.

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How the public idea of Everywhere changed

2017: a varied game built around player choice

The original interview presented Everywhere as a game with traditional mechanics alongside a much broader range of modes and play styles. The central design tension was how to offer freedom and personal expression while keeping the experience engaging.

2022: a multi-world experience

In August 2022, Build A Rocket Boy’s teaser announcement described EVERYWHERE as a “multi-world game experience” blending gameplay, adventure, creativity and discovery, as summarized by Gematsu. The announcement gave a 2023 release window, which was a plan at the time—not confirmation that the game launched then—and did not announce platforms. Game director and studio chairman Leslie Benzies described the team’s vision in promotional, player-first terms.

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2024–2025: creation tools connected to MindsEye

In October 2024, Game Developer reported that IO Interactive would publish MindsEye and that Build A Rocket Boy had described the game as a proof of concept for Everywhere. The report said both projects were being made on Unreal Engine 5 and that Everywhere remained in development at that time; those details describe the projects as reported in 2024.

In May 2025, Build A Rocket Boy told VGC that Arcadia, originally envisioned as Everywhere’s creation platform, had evolved into Build.MindsEye and Play.MindsEye. The studio said beta tests with the Everywhere community had helped test the system.

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In a June 2, 2025 update, the studio told VGC: “Everywhere will be coming back and is not abandoned, we’re temporarily taking it dark as we focus on launching MindsEye and upgrading Everywhere’s codebase to align with MindsEye’s.” It said the alignment was intended to enable future interoperability and streamline development while preserving work from the Builders Beta.

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What is known about Everywhere’s status

The latest located explicit studio statement, reported by VGC on June 2, 2025, said Everywhere was temporarily being taken dark, not abandoned. That statement described the studio’s position at the time; it does not establish whether Everywhere has since returned, launched or been cancelled. No later definitive status update is established here.

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