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Whatever adults don't understand, because they didn't grow up with it, is the thing they're going to be afraid of and try to legislate out of existence. It happened with videogames, it happened with television, it happened with pinball parlours and rock and roll.
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The Disney archives, it's 84 years of history. The one way in which I feel I'm a kindred spirit with Walt Disney is that neither one of us ever throws anything away. He never threw anything away.
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If we're going to reach a broader audience, we have to stop thinking about that audience strictly in terms of teenage boys or even teenage girls. We need to think about things that are relevant to normal humans and not just the geeks we used to be.
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Oswald is an interesting character. Disney lost the rights to him in 1928 to Universal, who was distributing the cartoons and basically handed him over to Walter Lantz.
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My greatest joy is seeing parents and kids playing Disney 'Epic Mickey' together, handing the controllers back and forth, helping each other out.
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I think the power of the platforms is outstripping the size of the audience. We can't charge $150 for a game. And when the best-selling game of all time has sold only 20 million copies at $60, do the math!
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I used to teach animation history classes at the University of Texas, and I wrote my master's thesis on cartoons. I just love cartoons.
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I've always said - I've been making games for twenty years, and from the first day I got in this business, I've been saying, 'All I have to do is sell one more copy than I have to, to get somebody to fund my next one.'
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Before I got into electronic games, I was making table-top games.
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I'm a Nintendo geek, so I'm a pretty big Nintendo fan.
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As far as the timing, well, I'd write that off to luck as much as anything - I happened to be out looking for a development deal, and Disney happened to think my team and I might be the right people to make a Mickey Mouse game.
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I've loved cartoons all along. Most people outgrow that when they hit 10 or 12, I guess, but I never did. I'm not sure why.
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Let me tell you, writing comics is as hard as anything I've ever done - for me, at least. I'm now officially in awe of guys who can crank out multiple books a month and maintain a high level of quality. Comics are completely different than any other medium I've dabbled in.
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I want content that is relevant to my life, that is relevant to me, that is set in the real world.
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Third-person camera is way harder than I even imagined it could be. It is the hardest problem in video game development. Everybody gets it wrong. It's just a question of how close to right do you get it.
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I like Disney stuff. No-one looks at 'Toy Story' and says,' Oh, that's just for kids.' Why is it that games can only appeal to a certain audience, but movies and books - I mean, how many adults read 'Harry Potter?'
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I do not believe in the concept of good and evil in my personal life, in the real world. I just don't believe it. I never try to judge.
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I gotta do what I think is right, and if enough people like it, I'm a winner. And if they don't, I'll open a bookstore.
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Ray Harryhausen's 'Sinbad' picture was the first film I remember seeing. I was two years old when it came out, and it changed my life forever. I had nightmares about dragons and stuff for years - and loved it!
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The more people who game, the better for everyone.
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Used games allow more people, specifically younger people, to become game fans because of the lower price point.
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Gamers are everywhere, coming in all ages and genders, and developers have grown up, too.
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I will not support any game that doesn't express what I think is worthwhile.
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Honestly, there have been some pretty good Marvel games, but I don't think there's ever been a great one.