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OVERVIEW

EVERYWHERE was an ambitious live-service multiplayer gaming and creation platform developed by Build A Rocket Boy, designed around three core principles: play, create and connect.

The project combined social multiplayer spaces with a user-generated content ecosystem, allowing players to discover and play a wide variety of experiences known as ARCs, while also providing creators with the tools to build their own.

At the heart of EVERYWHERE was ARCADIA, Build A Rocket Boy's proprietary no-code creation system. ARCADIA enabled creators to construct environments, develop gameplay experiences and build reusable content using an extensive library of assets and visual creation tools. These creations could then be published and shared with the wider community.

The goal was to create an evolving ecosystem where professionally developed and community-created experiences could exist alongside one another, giving players the ability to move between playing, creating and sharing content within the same platform.

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MY CONTRIBUTIONS

MULTIPLE ROLES

JUNE 2019 - JULY 2025

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In the pre-production stage of EVERYWHERE, I worked as a Gameplay Scripter & Technical Designer focusing on early versions of systems & missions for the project.

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By the time of the Builders Beta which was released to the public in 2024, I was in charge of a team of 8 Technical Designers where we designed and developed a variety of Social and Progression Systems such as:

  • Friend System

  • Party System

  • Text Chat

  • Voice Chat

  • Daily/Weekly/Seasonal/Persistent Challenges

  • Player Oboarding

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After Builders Beta was released, the majority of the studio shifted over to MINDSEYE to close that out, leaving myself and a team of ~30 working on EVERYWHERE.

At this time, I was given the opportunity to take the reigns of the Design and Direction of the EVERYWHERE Product getting sign off on all final decisions from Leslie Benzies directly. In this time I lead the designs for the World, 3C's, Quests, Progression, Customisation, the Activities present in the world, Weapons and Vehicles.​ I additionally was responsible for writing the narrative for the planned live-service narrative we were going to role out and at the time of the product being paused I had the first 2 years written in detail and a further 8 years pencilled out that could adapt based on the community feedback and response to the initial part of the narrative.​​​​​​​​​​​​

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IMAGES

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