A Quote by Kim Swift

I like that I make toys. — © Kim Swift
I like that I make toys.

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The things that I've enjoyed most are not really science fiction. They are not much fun to make because there are so many toys involved. They are fun for directors who like toys, like Ridley Scott, but they are not a lot of fun to make. A lot of hanging around, changing this and that.
Men are nuts. Young men are crazy. We all love toys. I'm toy oriented. I write about toys. I've got a lot of toys. Hundreds of things. But computers are toys, and men like to mess around with smart dumb things. They feel creative.
We don't have to make toys that are coated with lead paint in China. We can make good toys in Alabama and North Carolina.
I don't play with toys anymore. I mean, I do play with toys, but not like when I was a kid. I don't crash cars into each other, but now I collect certain toys.
I'm like a geek that grew up playing with Star Wars toys and creating action sequences, essentially, with toys.
Don't bring your sand toys to the park. That's another bad move. Because I go to the park, and I'm on the Vicodin and a little weed too - let's face it - and I go in there, and my wife's like, 'Bring the sand toys! Bring the sand toys!' And I know what happens every single time: I become sand toy repo man from the eight little kids that run off in nine different directions with my sand toys.
I still collect toys. Toys are a reflection of society. They are the tools that society uses to teach and enculturate children into the adult world. Toys are not innocent.
Here's what I'll say: some toys should be movies, and some toys should not be toys, and I'd like to believe we know the difference between those two things. The movies that work, work when there is a story there that you can take the toy out of, but when you put the toy in, it becomes an even more amazing experience for whatever reason.
Now, the big box office successes are superhero stories. It seems there's a lowest common denominator mentality, in terms of movies that are almost purely visual, that anyone can understand anywhere in the world. Good robot, bad robot: they fight. You don't need to know anything apart from that. And then we can make toys that look like that robot - and sell those toys or video games.
I do what I did as a hobby as a kid, you know, and make a living at it. And I just feel like I'm one of the luckiest guys in the world 'cuz I get paid to make toys and play with them.
I like to make my voice sound like a piece of tin that's been stuck on the side of a chair, lifted up as far as it would go and then let to spring - "doooiiinng." I like to make it into a piece of metal from time to time and I can do it, both with the movements in my throat and with, uh, my little toys... So I like to take it beyond just a voice, more into the realms of a weapon.
When I first became really interested in building furniture, I went to Toys-R-Us, and spent $200 on Transformers toys. By taking the toys apart and studying how they moved, I was able to figure out how to hide a table leaf, what type of contraption I'd need to slide it under the table. I'm a really visual learner.
I look at other people's lives, and some people feel like they're too old to play with toys. But I still go through the toy section at the store, 'cause there were toys that I wanted when I was little that I couldn't have. So I still get them.
I grew up playing cowboy, and I still have all my Johnny West toys from when I was a kid. I have my actual toys from when I was five.
It's very easy to make insects move. Because they do move mechanically without the rippling of flesh as you mentioned. They move more like real tinker toys and you can make models of them quite easily.
You often hear this about directors, how it's like having the best set of toys. This fabulous train set, the biggest box of toys that a kid could possibly have. The best directors look like a kid having more fun than you're supposed to have.
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