When you kind of don't care, for some reason, that's when things happen.
Tonally, the stuff I want to do in VR will, of course, always have a comedic backbone and be a bit absurdist and colorful with really interesting and bizarre characters but supported by really strong gameplay mechanics.
I know, on 'Rick and Morty,' we had the time where they unfreeze time, and they're in trouble because of it. The time starts splitting. That episode, we got a little too focused on 'how,' the hows and the science behind it, and oh my God, it was - it was spiraling us for sure.
The goal for us to do with Squanchtendo is to approach all of our projects with a goal of adding interesting characters, personality, and a story to interact with in-game. Every game we make will be built from the ground up for whatever hardware it will launch on.
In 2006 or something, I was recording the voices for this short, 'The Real Animated Adventures of Doc and Mharti.' I was having fun doing these really crappy Doc Brown and Marty McFly impressions. During the middle of a line, a burp came out naturally. It was just so funny and gross.
The biggest thing you can do in VR that you can't really do in non-VR games is a huge focus on exploration and interaction.
Everyone's going to have their own experience and perspective on everything.
We would never do anything for the sole purpose of bumming people out or upsetting people.
Definitely that's the worst, to discover that something you're doing has already been done.