Mike McCain

speaker
61 appearances 1 recordings 1 series first heard Mar 2025 last heard Mar 2025

Mike McCain’s voice in public audio — every appearance, attributed to the second.

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Uh, yeah, a little bit different every time. Uh, you know, I think it's, it's, it's always a conversation, you know, with ourselves, with our team. Uh, it's, it's, it's even, you know, it's not necessarily like literally a conversation with the audience, but it is, it's a lot of like looking at, at where the audience is, where we are as gamers. Um, and, and just, um,
you know, I think as a commercial artist, you're always trying to find that intersection between what are you good at? What are you passionate about? And what is the audience ready for? Like what, what did they want to spend money on? And, uh, And, you know, it takes some workshopping and you throw a lot of ideas around and you see what sticks.
But with Graft, like really, really just like, you know, I think we're both really, really excited that we found that sort of like, man, I'm waking up every day excited to work on this. And I think, you know, I think there's some players out there that'll enjoy it too. Yeah.
I mean, we love this stuff. Yeah. Chris.
You grew up on like this, the big, uh, like the, the big, uh, cyberpunk, uh, or kind of anime vibes and, and all that stuff.
Yeah, I mean, it's a lot of writing and drawing and painting and prototyping. And it's kind of all happening at once. And this is that sort of like...
chaotic but also exhilarating like initial inception of an idea right like because chris and i like we our backgrounds both in art so so a lot of our entry point that explains this really awesome yeah that's true well thank you so that's our entry point right like we're trying to imagine it and paint it and figure out like what what are the vibes like what are we conveying in the
the imagery of this world, we're also working with our writer, Andrew McIntosh, And just really trying to understand what are the core principles of this world? How does it work? What does the player know? What does the player not know? There's a lot that the player won't know going into this world. And we love that stuff, right? It's just so exciting to have these vast mysteries to dig into.
So yeah, it's a lot of... It's a lot of exploration and seeing what resonates.
There's something I said a lot on Battletech, and it's pretty reductive, but games are bad until they're good, right? There's a real humility to sort of the creative process and what it takes to iterate until you've arrived at that great thing that sort of stands the test within the team of what's really going to stick and be compelling for us, and then...
Chris is really good at keeping that bird's eye vision on the game and how it's resonating. The one thing about art is you get into the making of the thing and whatever part you're making...
you need the rest of the team to help keep you anchored to an honest perspective on the thing because you get into the nitty-gritty like i'm in a painting like i will either love or hate that painting by the end of it but neither of those emotions is an objective reaction to it um yeah yeah so
Not yet.
Yeah, it's a good question. I think there's a lot of different factors going into that. I think certainly timing was a big thing, right? Kickstarter first came on either late 2011 or 2012. I think there was a lot of energy around this. It was very novel to have this degree of community involvement
early participation in funding a title and there's a lot of stuff that the sort of uh triple a or kind of the i guess call it mainstream game industry hadn't really invested in certain ips that that still had a lot of uh a strong you know core following like chaperone like battle tech um
So I think there was this really exciting initial opportunity, like fresh way to fund games, some untapped titles that hadn't been released
hadn't been a shadowrun game in a while um and or a story different one anyways uh and uh and so you know we were able to ride that wave really grateful for that had a just amazing community um rally behind both of those games i do think as kickstarter progressed over the years like Some of the initial novelty just wears off, right? That's part of the normal life cycle for a lot of these things.
I do think that there are some high-profile Kickstarters that ran into trouble for whatever reason, weren't able to deliver on their rewards, so...
or all of them so i think you know there's a little bit more caution going into kickstarters after a few years of of measuring the results compared to you know the blue sky of kickstarter's amazing right at the start yeah um and then and then you know there's also uh there's also unfortunately just this like calibration of expectations around um
what it takes to make a game versus what is possible to raise on Kickstarter and, and, you know, games are expensive to make. And, and I think that, and, and Kickstarter, you know, don't forget, like you're paying some fees into making the crowdfunding possible. And then you're also paying to fulfill whatever awards you've promised. Right. And, and, We were so fortunate.
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