A Quote by Cory Barlog

I don't want to work on any games that don't have some kind of story component because that is the draw for me. — © Cory Barlog
I don't want to work on any games that don't have some kind of story component because that is the draw for me.
I am very excited to work with people who have a strong vision of what they want. They're trying to tell a story, and they want to use me. I'm there to facilitate that. I really like that. I'm like, "Tell me where your frame is. Tell me what you want, what kind of story you want, and I will facilitate it." That's sort of my job, and it makes my work better when I'm working in that kind of a frame, and hopefully it's their work. It's incredibly collaborative, in the sense that you're working toward a common goal.
You know what I am going to say. I love you. What other men may mean when they use that expression, I cannot tell. What I mean is that I am under the influence of some tremendous attraction which I have resisted in vain, and which overmasters me. You could draw me to fire, you could draw me to water, you could draw me to the gallows, you could draw me to any death, you could draw me to anything I have most avoided, you could draw me to any exposure and disgrace. This and the confusion of my thoughts, so that I am fit for nothing, is what I mean by your being the ruin of me.
At a certain point, I realized that I could draw anything, and there was nothing I should avoid - I could make it work. That's opened me up to being able to be much more comfortable telling any kind of story.
I paint and I draw and I write and I do other things too, and recently some people at school were asking if I'd ever publish any of my work. But I almost feel like I would have to publish it under another name because there's a definition of me out there that feels kind of stuck in the moment when it was formed.
I really like the story of Bardock, Goku's father. It's quite dramatic and the kind of story I absolutely wouldn't draw if it were me. It was like watching a different kind of 'Dragon Ball' in a good way, so I thought it was nice.
I never want to turn something down because I'm afraid to do it, because of some idea of image or whatever. That was never anything I set out to do. In fact, the opposite, I always want to confuse people in terms of any kind of image and be unpredictable in any kind of movie I make.
When I sit down to write a book, I do not say to myself, 'I am going to produce a work of art.' I write it because there is some lie that I want to expose, some fact to which I want to draw attention, and my initial concern is to get a hearing.
Six months is the most you can ask of any fan in this day and age, with the Internet and all these new artists. I understand that my music is in a lot of mediums. Some people want me to make an R&B album. Some people want me to never sing again. I just don't want people to be able to draw comparisons between my old songs and my new ones.
On every Bright Eyes record, there's some kind of sound collage that begins it. Some of them have dialogue, some don't. I like it because it can kind of slow down the attention span a bit. It's a way to draw you in to the rest of the record.
My job is to help the functioning of the story, not to draw attention to myself, but to make my characters function within the story, to work for the benefit of the story, to make the whole thing work.
Working with the kind of talent that I've gotten to work with, like the cast of Sin City, it makes me think probably more fully dimensionally about what is going on behind their eyes. But I draw the way I draw, and ain't nothing gonna change that. Although, I draw Marv and I think, "Boy, I could throw a little Mickey [Rourke] in there."
I've often been accused of, 'Oh the movies looked good but there's no story,' but I disagree with that in theory, and '9' is a perfect example for me because the feel, the texture, and the look of that world, and those characters, is the story. That's a major component of why you feel the way you do when you're watching it.
I was a kid who loved to play games. Any kind of game, any kind of ball. Give me a baseball, give me a basketball, give me something I can bounce and throw.
I loved the DOS games, Super Nintendo. And I have a very addictive personality, so I recognize now that I just can't engage in that kind of stuff because I'll never stop. So I no longer play any games.
To work on the competition wear for the Olympics is kind of insane. As a fashion designer, you don't think to yourself, 'I'm going to get the opportunity to work with athletes at that level at the Olympic Games.' It really is such an incredible thing to have any kind of contact with as a designer.
These are tough games to play. We shared the puck and we wanted everyone to get a chance to score. Tough games to play in. We want close games. That is why we train so hard. We want to show our fans some even games.
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