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We built 'Jade Empire,' then we built 'Mass Effect,' then we built 'Dragon Age.' With those last tw
We built 'Jade Empire,' then we built 'Mass Effect,' then we built 'Dragon Age.' With those last tw
We built 'Jade Empire,' then we built 'Mass Effect,' then we built 'Dragon Age.' With those last tw
We built 'Jade Empire,' then we built 'Mass Effect,' then we built 'Dragon Age.' With those last tw
We built 'Jade Empire,' then we built 'Mass Effect,' then we built 'Dragon Age.' With those last tw
We built 'Jade Empire,' then we built 'Mass Effect,' then we built 'Dragon Age.' With those last tw
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Marc Laidlaw:
The ideal engine of a 3-D game is an intricate and elegant construct of code that allows players toMarc Laidlaw:
A game like 'Myst' may be a gorgeous slide show that preserves its beauty at the expense of speed.Marc Laidlaw:
The trade-off between speed and image quality is a key constraint of first-person action games, andMarc Laidlaw:
'Doom' aficionados expand their adventures as far as their imaginations and artistic abilities alloMarc Laidlaw:
I don't just write a script, and then someone takes it away and builds a game. I am continually getMarc Laidlaw:
There's a misunderstanding that I've always tried to address straight on when this question comes uMarc Lasry:
I don't think anybody's too big to fail. I think the - I think if what you've got is sort of a largMarc Lasry:
Leverage is great when it works, and when it doesn't work, it creates a lot of issues. So I think iMarcel Dzama:
I try not to censor myself at all.Marcel Dzama:
Everyone was saying computers were going to be the future of art; everyone had to do something in t