Having a kid motivates you to really take stock of yourself and how much of yourself you want to be reflected back in the actions of your kid.
I had this idea that I didn't want to have kids until my career was at the right point, until we have a house, until we have savings of at least this much ... None of that came true. It just happened.
Throughout my life, I've seen that everybody has had something to teach me and, strangely, it's always something relevant to what I'm going through at that point.
Initially I took the job because I thought it would be really easy. I was like, I'll take the paycheck because I want to do my own movie. That didn't work out. In the first two weeks I fell in love with Kratos from an animation perspective; I'd never been able to do anything like this.
The dynamics of storytelling are very important. To just be serious and morose all the time would be not very enjoyable.
The Resident Evil' series. Not only are they great games, but the creators' willingness to reinvent the game every so often is something I think positively affects our industry.
So Kratos is always angry, and he spent a considerable amount of time after 'God of War' trying to be away from people and trying to figure out how to get control of that. So it is this kind of internal struggle for him at all times.
Play the way you want to play. I want to give as much power back over to the player as possible. That's where games are leaning: give me the tools, let me do what I want to do with it. Let me solve the problem the way I want to solve it - experience the combat the way I want to experience it.
The vocabulary of film is camera cuts, it's how they communicate. But games are different. We don't really need to do that. We do it because it's a language that we're familiar with.