There was a 'magic rock' my mom would lift up, and under the rock was a bunch of bugs. Roly-poly bugs and worms. Somehow I thought that it was a magical world of insects, and I wanted to go there. It was the same impulse as 'Pikmin' - I wanted to go into that world. Tim Schafer bugbunchimpulse share on social
A huge part of what a kid learns when they're growing up is social and emotional development. As adults, we take it for granted that other people have emotions that are different from ours, and we can identify what they are, but those are skills that children have to learn. Tim Schafer adultchilddevelopment share on social
After 'Psychonauts,' we could have laid off half our team so that we'd have more money and time to sign 'Brutal Legend.' But doing so would have meant breaking up a team that had just learned how to work well together. And what message would that have sent to our employees? It would say that we're not loyal to them, and that we don't care. Tim Schafer breakbrutalcare share on social
Kinect is such a great new entry into the field because it takes away one of the big barriers to little kids to playing a game, which is the controller. You can't hand a basic video game controller to a child and expect them to understand what a left bumper is and to click in the right stick. Tim Schafer barrierbasicbig share on social
Adventure games are all about details - if you happen to take this one object and use it with this other object, in a really weird place, at a weird time. If you happen to write a really funny dialogue line for that, even if it didn't solve the puzzle, people will appreciate that. Tim Schafer adventuredetaildialogue share on social
I like any good game. I don't care what the genre is. Tim Schafer caregamegenre Change image and share on social
If I had done a sequel to 'Day of the Tentacle,' there probably wouldn't have been a 'Full Throttle.' If I did a 'Full Throttle' sequel, there wouldn't have been a 'Grim Fandango.' It's important to make new stuff up. Tim Schafer dayfandangofull share on social
The Internet has allowed a lot of access - people feel entitled to change the ending of games, for example. So there are a lot more voices coming at you all the time, which I think has its effect on creative decision making and possibly makes people more afraid to take risks. Tim Schafer accessafraidallow share on social
I've always been a proponent of the idea that technology doesn't matter to game design. The example I always like to point out is 'Tetris,' one of the greatest games ever made. Tim Schafer designgamegreat Change image and share on social
I always think the recipe for success for a game or any sort of a fantasy experience is to think of a character that hasn't really been explored before, who is unique and has special abilities that not everybody has, and plop them into whatever is the most interesting situation to plop them into. Tim Schafer abilitycharacterexperience share on social