A Quote by Don Bluth

I'm also very pleased that we were able to include a full orchestrated score for Dragon's Lair 3D. The 40 different music pieces blend with the action to make you feel more a part of the whole adventure.
The heart of Dragon's Lair has always been its compelling story. With Dragon's Lair 3D, we think the team has really created an interactive animated movie.
Dragon's Lair 3D is about as close as you can come to controlling an animated feature film.
When we wrapped Resident Evil, we were a 3D movie, but it was no big deal. And then, Avatar came out and the whole of Hollywood was like, "Look at these grosses! 3D is huge. Let's all be 3D!" We just got on with doing what we were doing, which was making what we think is a really quality, kick-ass 3D movie, and we'll really be the first live-action 3D movie of the year.
The music brings me confidence and freedom. It's also the thing that can make me feel the most vulnerable. Once I finish writing all the songs for an album, once I actually record them, that whole process is usually easy and enjoyable. The part where I feel the most vulnerable is when it's all finished, I can make no more changes, I've turned it in, and there's no going back. All of a sudden I hear the songs in a different way; that's when I feel vulnerable.
I think, if allowed, 3D is a new film language. I can have more adventure exploring a new media, that's very exciting. 2D we know most of it, things haven't changed for decades; it's the same principles, so 3D's more exciting.
I've always been a fan of 3D, going back to movies in the '50s. I was part of the early '80s 3D craze, which was coming at you in Jaws 3D, so I've always wanted to make a 3D film.
I've done all sorts of different kinds of action. We did a thing in 'Blood Diamond,' the attack on Freetown, where I carefully staged the action but did not show the camera operators what we were going to film - so it has the feel of documentary, trying to capture something, and that gave it a whole different feel.
For a composer of concert music, 40 is actually very young. But for a rock musician, 40 is almost past due, where you think of rock music as really part of more youth-oriented culture.
I've directed bits of action and so I know that it's long and it's very detailed. Editing action is a good deal more exciting than shooting action. Shooting action is very, very meticulous, it's increments, tiny little pieces.
Everybody's going to do the 3D slightly differently the same way that people are going to deal with color differently. Some movies downplay the color, some color is very vibrant. Color design is very different. We've got to think of 3D like color or like sound, as just part of the creative palette that we paint with and not some whole new thing that completely redefines the medium.
'Monster Hunter' was its own series, its own franchise, and it just so happened that we wanted to make a realistic fantasy-based action game, and because we had the staff available to make something like that, we're able to make this game. The ideas for 'Dragon's Dogma' came from a completely different place.
What we look for when we need to find someone who can fit in with our music, the vocals and the harmonies and the way they blend are very important to us because if you listen to Beach Boys music, the harmonies, not only are the notes being sung, but there's a blend to it. The voices have to blend.
Part of Michael's uniqueness, I think, comes from the fact that he worked with music. He had a tape which he gave me with many different compositions, really eclectic. These pieces of music were sources of inspiration.
If someone's in tears or they're leaving the show, it's hard not being able to physically reach out. But Strictly' is such a celebratory, feel-good show, full of warmth and sparkle and joy, I felt lucky to be a part of something that people were appreciating on a whole other level because they were stuck at home.
"Pieces" almost always appear 'as parts' in whole processes. ... To sever a "'part" from the organized whole in which it occurs-whether it itself be a subsidiary whole or an "element"-is a very real process usually involving alterations in that "part". Modifications of a part frequently involve changes elsewhere in the whole itself. Nor is the nature of these alterations arbitrary, for they too are determined by whole-conditions.
I mean, if I could score 40 every game, then I would score 40 every game. But I think I cannot score 40 every game, so I'm gonna pass a little bit, too.
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