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Build A Rocket Boy closes after scaling to 550 staff on one failed IP

Summary
Build A Rocket Boy is permanently closing, per Kotaku sources, with farewell posts now spanning QA, level design and technical roles.
The studio tripled headcount from 200 to 550 staff to build MindsEye alone, with no second title to absorb its failure.
Nearly 100 developers signed an open letter alleging mismanagement, with some filing legal claims that will outlast the wind-down.
"We cannot add any further insight into the heartbreaking job losses at BARB, a company that we think has been slowly spiralling for a long time"
— Ben Newbon, vice-chair, IWGB Game Workers Union
01

Closure spans QA, level design and technical staff across the studio

Cameron Deaves, Robert Meek, Sandy Greig and Liam Shannon all posted LinkedIn farewells within 24 hours.
Their roles span QA, level design and technical work, marking a studio-wide wind-down.
Kotaku sources call the closure permanent, while an IGN source says the legal entity may survive.
02

Single-IP scaling left no fallback when MindsEye flopped

The studio grew from roughly 200 to 550 employees to build MindsEye alone.
IOI Partners ended its MindsEye publishing agreement in March, forcing BARB into self-publishing.
About 300 staff were cut shortly after launch, with later rounds pushing losses past 400.
03

Union-backed liabilities will outlast the studio itself

Nearly 100 developers signed an open letter alleging mismanagement, with some filing legal claims.
The IWGB pursued separate legal action over Teramind surveillance software installed without staff consent.
These claims could persist even if the corporate entity survives a full staff exit.
"We remain committed to getting justice for BARB management's treatment of workers"
— Ben Newbon, vice-chair, IWGB Game Workers Union

What this means

For Investors & VC: Concentrating a studio's entire headcount on one unproven AAA IP left no fallback when it flopped.
For Publishers & Developers: Losing a co-publisher weeks before a troubled launch turned a bad release into a solvency event.
For Service Vendors: Non-consensual staff surveillance created legal liabilities that survive the studio itself.
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