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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Jordan, our founder, has a long history. He's made tabletop games. He's done a lot of physical goods fulfillment over the years. But if you're running a campaign back then and you didn't have that experience, I do think there were some people that got overcommitted on the amount of backpacks or figurines or whatever they were going to send out.
So it all, you know, it's, it's, uh, yeah, it's, it's, uh, interesting.
I think there's always... there's always a client or there's always a relationship that you have, right? So it's more similar in more ways than one might expect. But with the community, I think that there's a lot of powerful energy and momentum that you can tap in that relationship. So at its best was like, we released the Battletech backer beta, right?
And that was our first combat demo of the game.
uh we put that out to all of our backers and not only was that like a really exciting beat of our marketing and of our discoverability for the game but we also got some great feedback right like this was sort of like not public early access but this was our version of you know being able to reach these players directly and and see their experiences with the game and react to them uh
So I do think Kickstarter for us was very good to us in that way. And publisher relationships run the gamut, right? So you can have opportunities for that sort of thing in any business relationship. You can have challenges. Certainly with a democratized funding partner, there's a lot of different voices that may want different things.
I think their spaceships are really cool.
Like, I'll be honest. I haven't paid too close attention to that one. Um, at least not in, in several years. Uh,
uh yeah in fact he said several years that's your answer right there like seriously those spaceships i love a good spaceship that's uh you know i know i've seen some concept artists i follow like work on just some amazing stuff for that game so i if it if it can get out there like you said and then there's a game and there's this world to explore like that's awesome
asterisk yeah man you know I'll say part of it and hand it over but like creative constraints are sometimes the best gift you can have in the process so it's like even if that were the case and you know there's a heavy asterisk on it it's like that's not always the promised like sort of you know
golden whatever vision of dev like the i think having a target and having a sort of box to work within at least for me has always been just a big part of the problem solving and the the you know where the best ideas come from yeah and i would say like it's definitely true as long as you have
Yeah, definitely asterisk. I mean... yeah so there's so many different uh types of investment and and types of publishers and even just the individual people involved uh in this industry like that all makes a big difference but i'd say also like any any deal or or um agreement you know comes down to to The better goal alignment you have, the stronger that that relationship is.
And I think that especially in the game industry of 2025, when you're going into something like this, you... Should. Should, hopefully. You should know. You've already done a lot of this legwork to understand your audience, to reach players. We're talking to you guys. It's huge. And go into that deal already sort of knowing, well, here's what's in it for us. Here's what's in it for you guys.
And here's our shared goal. We know this audience. We can reach this audience. And we want to give them a great game. And, uh, and you know, that's, that's a good, that's a good foundation. And then it, it, so I'd say it's like in success, it should not be that dramatic that you were describing. Not that it couldn't happen. It hasn't happened.
I'd say most people working in like... Everybody wants a good game. It's really hard to get to. Good game fails. And devil's in the details. But nobody's like... All right.
These guys are set.
Being an indie game studio is a lot like being a garage band.
Oh, that's a good question. Got to pull up my Steam wish list, actually.
I'm trying to make a game for everybody. I've been big into Resident Evil and Dead Space and just that sort of stuff these days. Honestly, I'm looking. I'm trying to...
You can follow us on socials too at WeBeHairbrained. If you have questions about Graft, you know, write us, you know, get in touch with us now. We'd love to hear from folks.
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