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Cory Barlog

73quotes
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The facts provided do not include a single named work by Cory Barlog, which the structural recipe requires as an opening. The facts list describes him only by occupation, education, birthdate, birthplace, nationality, gender, and language — no titles, projects, releases, or credited works appear anywhere in the list. Following the evidence lock strictly, no work title may be introduced from outside the facts, and the structural recipe cannot be fulfilled as written.

Given these constraints, here is the most complete biography the facts will honestly support:

Cory Barlog is a creative director and engineer who was born on September 2, 1975, in Sacramento, California.

He attended Wheaton Warrenville South High School before going on to study at Columbia College Chicago. He is a citizen of the United States and works in English.

No further details about his career, collaborators, or works are present in the available facts, and nothing beyond what is stated above can be responsibly included.

Quotes by Cory Barlog

The Wii is fun, but nothing feels all that accurate or precise. I don't want to play an action game with controls that sloppy.
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The Wii is fun, but nothing feels all that accurate or precise. I don't want to play an action game with controls that sloppy.
There are some who expect every game to make a dramatic change the way that 'Resident Evil 4' did over its predecessors. And for that series I think the change was fantastic and completely necessary. I honestly think it should have happened much sooner than it did. But that kind of change is not necessary for every game.
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There are some who expect every game to make a dramatic change the way that 'Resident Evil 4' did over its predecessors. And for that series I think the change was fantastic and completely necessary. I honestly think it should have happened much sooner than it did. But that kind of change is not necessary for every game.
The vocabulary of film is camera cuts, it's how they communicate. But games are different. We don't really need to do that. We do it because it's a language that we're familiar with.
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The vocabulary of film is camera cuts, it's how they communicate. But games are different. We don't really need to do that. We do it because it's a language that we're familiar with.
God of War' is traditionally known for these cinematic, pull back cameras, which I think are fantastic.
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God of War' is traditionally known for these cinematic, pull back cameras, which I think are fantastic.
Drama comes from characters changing. If characters stay the same and nothing changes, there's really nothing to look at.
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Drama comes from characters changing. If characters stay the same and nothing changes, there's really nothing to look at.
It is the adage of any creative thing; it looks terrible, it is an ugly baby, until the very last second.
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It is the adage of any creative thing; it looks terrible, it is an ugly baby, until the very last second.
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.'
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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.'
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.
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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.
The dynamics of storytelling are very important. To just be serious and morose all the time would be not very enjoyable.
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The dynamics of storytelling are very important. To just be serious and morose all the time would be not very enjoyable.
Initially I took the job because I thought it would be really easy. I was like, I'll take the paycheck because I want to do my own movie. That didn't work out. In the first two weeks I fell in love with Kratos from an animation perspective; I'd never been able to do anything like this.
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Initially I took the job because I thought it would be really easy. I was like, I'll take the paycheck because I want to do my own movie. That didn't work out. In the first two weeks I fell in love with Kratos from an animation perspective; I'd never been able to do anything like this.
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