Whether you make an action blockbuster or a comedy or a drama, you've got the right camera and all the right technology to do it. In games, it's not the same yet, and I would like to see technologies dealing with cameras the way we do - dealing with bouquet, dealing with performance capture, with lighting - with all this stuff the way we do.

Quantic Dream is a very special company in the sense that we do a lot of things that wouldn't make any sense in any other company.

I'm not a frustrated movie director: I'm not making games because I can't make movies.

I hope that there will be more and more games that will have something to say and become a little bit more meaningful.

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.

Life is sometimes you're happy, sometimes you're sad, sometimes you're in love, sometimes you fight, and that's a life.

My goal with 'Beyond' is really to create a strong sense of empathy between the player and Jodie Holmes.

Anybody working on storytelling has my respect.

I'm not fighting for the right to do whatever we want without any restriction. We need to be careful of the fact that we also make games for kids and teenagers.

Freedom comes with responsibility.

Each time you buy a used game, this is money that doesn't go into the pocket of the people that took the risk to create this, to finance it, to develop it.

I personally believe that more and more players think that 10 hours is the right kind of play time for a game.

We want to continue to explore new possibilities regarding interface and interaction. We experiment different solutions to make interface an important component for immersion rather than just a remote control.

The concept of 'Heavy Rain' is to offer real-life situations with real characters. There are no supernatural elements in the story.

I am afraid I am totally hermetic to social games in general.

'Papo & Yo' is an incredibly emotional experience. It shows that video games can talk about anything, even the most personal and sensitive matters.

I love unusual games, games that dare to be different and that are not based on violent actions.

Some people are shocked when a game evokes real-world issues. But this platform is about becoming the characters, not just seeing them from the outside, like in a film.

Technology remains a tool: you can have the best tool in the world, but if you have nothing to say, it will remain an empty experience.

Most games end up with quite caricature scripts because they are just here to serve the game-play mechanics but not to trigger any emotional response.

When I started, I wanted probably to make games that were inspired by films that I liked.

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.

QTE is a very strange thing... it really depends on what you expect from your game experience.

Our goal is to develop our studio as a global, multifranchise company while remaining an independent studio.