Any sort of major change we want to make in our life is hard. Change is not easy and true change takes time and takes thousands, millions probably, of failures along that path and that's the interesting thing.

Strength comes in so many forms. Not just the physical strength, but to understand the emotional strength. To have emotional vulnerability, to show that's not a weakness.

Sometimes a crazy idea can make something special.

But that's a part of life; you're going through and nothing ever works out how you wanted. Nothing ever completed cleanly the way that you wanted. It is sloppy and messy, and when you think it's over, 'Oh great. We have a bit more to do.' There's always another bit of road ahead, even when you think you've gotten to the end.

Puzzles are always a difficult thing, I don't think I've played any games where the puzzles are perfectly contextualised, unless the entire game is a puzzle game built upon that concept.

The Uncharted' series really pushed me as a developer. They managed to raise the bar with every single release and produce an action- packed thrill ride starring characters I wanted to hang out with, and mechanics I can easily pick up and play.

Despite what many say or think, the PS2 is here to stay. I know that Microsoft dropped the Xbox like a bad habit but PS2 still has more staying power.

Picking just one game above all is nearly impossible for me, but if I had to, it would be 'Metal Gear Solid.' I remember being completely blown away with the story, the mechanics and the overall presentation on my first playthrough.

And I could see - this franchise is very successful for Sony and I think it's awesome. I was big part of making that a success for them and I think it's great that they should continue doing it, but I don't want to make 'God of War IV' and 'God of War V' and 'God of War: The Expansion Pack' and 'God of War: The Role-Playing Kart Racing Game.'

My thing I always go back to is that sense of finishing 'Castlevania: Symphony of the Night,' and that castle flipping over, and just going, 'Oh my God, that was amazing! I have so much more to play!' It was astounding. I think I've always been chasing that. I think my entire career, I have been like, 'I want that kind of epiphany.'

Working with George Miller was an education. It was eight college degrees in character development and directing all at once.

We're growing into an entertainment medium as opposed to 'We make games. We make Mario jump.' We no longer have to focus so hard on the technical hurdles and can ask, as a player, why am I doing this? Why am I making these choices? Games that don't have that strong foundation stumble.