I'm not the kind of male who has to put my imprint on everything.

I think you leave your imprint on every screenplay. I like to bring my experience as a woman to all my female characters that hopefully makes them a little more layered and complex.

I can understand the allure of a venerable Big Six imprint, of a shot at the New York Times list, of a publisher-sponsored book tour, of seeing your hardbacks in bookstores and your paperbacks in supermarkets.

With sons and fathers, there's an inexplicable connection and imprint that your father leaves on you.

I'd had a French education for three years, my father being in the army. From 9 to 12, I went to French school. I've been sort of part of the culture, part of the geography, since I was quite young - the imprint was there.

My goal is for 'Heavy Rain' to leave an imprint in you and change a little bit of who you are and how you see things. Maybe the key characters and key moments will leave a trace in you. If you don't have this ambition as a video-game creator, then maybe you should do something else, because this is what creation and art is about.

We believe that we can use interactivity to create meaningful games. Games with emotions and virtual actors telling you something. Resonating with you as a human being, giving you food for thought. We don't need to deliver messages or whatever, just need to create a moment in time that will leave an imprint in your mind.

I do my work and do the best I can. I'm quite happy with my anonymity. All I can ever hope for is that I continue to do great work that will be remembered, and I leave my imprint so that my son can say proudly, 'That's my dad!'