A Quote by Doug Liman

All of my fellow directors, I think, would agree that in whatever medium you are working, the challenges and obstacles push them to be more creative. That's the case with VR.
If you can't answer the question 'What is VR adding to that experience?' - and it should be more than just a gee-whiz thing - then that project shouldn't be in VR. You're not taking full advantage of your medium.
I like to push people till I get the truth out of them. Get them drunk, or whatever. Then discover what they really think. Push them and push them and push them.
Working with Thug and working with Future feels the same. They don't sound like each other, but their creative process and their level of talent is the same. Anybody who knows both of them would agree.
I enjoyed working with all my directors. I may have done more films with certain directors, but it doesn't mean I enjoyed working more with them and less with others.
I enjoy the medium of film, and I think I understand it well, and I like working with directors, so yeah, I think I'll stick with this.
Broadway, in my opinion, is a microcosm of America. Those challenges that we have in our country, I think we still have those challenges on the Broadway stage. I think there are far too few African-American directors working on Broadway.
I was afraid that that Catch-22 would cause VR to fail to achieve liftoff. That worry is now gone. Facebook's acquisition of Oculus means that VR is going to happen in all its glory. The resources and long-term commitment that Facebook brings gives Oculus the runway it needs to solve the hard problems of VR – and some of them are hard indeed. I now fully expect to spend the rest of my career pushing VR as far ahead as I can.
We continue to see more and more of that - games we didn't necessarily know would work in VR until a developer goes in and discovers the game mechanic that makes it come together. Sure enough, hockey can be a great VR experience.
I think television has become such an interesting place for characters and for incredible storytelling. Half of what I watch are television shows that I've become obsessed with. I just think that it's opened up so much, to be such an interesting and creative medium, and so many wonderful directors and actors are moving to television because it is a great medium for telling stories and for creating a character over a long period of time.
VR should be more emotionally involving, but that doesn't happen automatically by just taking a VR camera and sticking it onto what would be a traditionally blocked scene for 2D.
I've always been interested, since graduate school, in why some children wilt and shrink back from challenges and give up in the face of obstacles, while others avidly seek challenges and become even more invested in the face of obstacles. So this has been my primary question for over 40 years.
When you have more people investing in VR games, whether it's us or Sony or someone else, that means a greater pool of VR developers out there who know how to make VR games.
What's the fundamental problem that VR solves better than anything? To me it's straightforward. It's story. VR tells stories better than any medium.
I think anybody who's working in a creative medium is working partially with their conscious mind, partially with their unconscious mind. So, my unconscious mind may be a little more distorted and violent than I am aware of.
The principle of Creative Limitations calls for freedom within a circle of obstacles and restricted boundaries. Talent is like a muscle: without something to push against, it atrophies. So we deliberately put obstacles in our path - barriers that will inspire us. We disciple ourselves as to what to do, while we're boundless as to how to do it.
Whatever be the challenges, whatever be the obstacles before us, I say to you as I say to everybody else that we will overcome.
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