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Kids, adults, men, women, everybody has a relationship with Mickey Mouse.
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I make M-rated games for adults, you know, with guys wearing sunglasses at night and trench coats.
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Dude, I turn into a six-year-old when I come to Disneyland. It's amazing. My eyes glass over and my blood pressure goes down. I'm just like everybody else. I turn into a big kid when I come here. It's the happiest place on earth, right?
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I wrote my master's thesis on cartoons!
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I've done a pretty good job of hitting 18-34-year-old males, and not such a good job of reaching kids. Disney has done a great job of reaching kids, but maybe not the 18-34-year-olds. I figure I can learn a lot from Disney, and maybe, I don't know, they can learn a lot from me.
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The transition from the original Xbox to the Wii wasn't a big deal for my team. The business hadn't changed fundamentally.
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In papergaming, players can look at a character sheet of their own creation and see all of their skills, right there, in black and white.
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The Junction Point journey is over. To all those who've asked, or want to ask, I'm sad but excited for the future.
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I want my little corner of the world where I get to make games where you're not trying to win or lose; you're not trying to get a higher score - you are having unbelievable amounts of fun as you learn about yourself and the world. That's what games can do!
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The 'DuckTales' ensemble is clearly critical. There's the core set of characters - Scrooge, Webby, Launchpad, Huey, Dewey and Louie... Plus there's Gyro and Duckworth and Mrs. Beakley and so on. The cast is huge.
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I conceived the original 'Deus Ex' and was the project director on the game.
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Once we can do Pixar-quality graphics rendered in real time with interactivity, I could see games costing $200 million to make, and all of a sudden you have to sell a lot of games just to break even, so I'm a little worried someone's going to do that.
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I think there's always room for more innovation and new things.
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Unfortunately, the rights to 'System Shock' trademark and copyright are both up in the air.
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The basic idea for what became 'Epic Mickey' began at the Disney Think Tank.
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Everyone at Junction Point has been inspired by the creative folks at Pixar and Disney Feature Animation to make 'entertainment for everyone.'
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I've got friends who are literally working alone on indie games that have no prospect of profit or commercial success. I've got guys working on iPhone games.
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I have been the last space marine between earth and an alien invasion. I really just don't need to go there anymore.
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We set up a situation and let you interact with it and see the consequences of your choice. That's what gaming does.
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I've got a PowerPoint deck that I use for internal presentations, and there's a slide on it that asks, 'What percentage of your game is combat versus exploration versus puzzle solving versus platforming,' and I refuse to answer that question.
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My wife, Caroline Spector, and I pitched some comic ideas to various publishers back in the '80s, but nothing ever came of it.
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I have never made a game that wasn't explicitly about empowering players to tell their own story.
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From a gameplay standpoint, I've said for years that hero, fiction, and tone have nothing to do with the idea that choices have consequences. And that's really what I'm interested in. I care about you showing how clever and creative you are.
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When you're dealing with a new platform, the real trick is just getting the game running.