Say thanks by supporting us!

Our website is made possible by displaying online advertisement to our visitors. Please consider supporting to us by disabling your ad blocker.

Processing...

The privilege, and the challenges, of taking on Black Widow have never been lost on me. I worked on the first 'Spiderman' game as well as 'Fantastic Four,' and I had always wanted to be able to tell more of a character-driven comic book story than was possible to fit into a game narrative.

logo
Author:
Related Quote
Show all

Alden Ehrenreich is a drama nerd, and Alice Englert is indie girl. They're so cool in the way that our characters are cool.

I always say, 'I'm cracked. My characters are cracked. And you, reader, you're cracked, too.'

Sometimes people who sell books are seen as corporate salesmen, and people who sell reading are seen as literacy advocates, but you can't really separate the two.

Writing is the easy part. The 'getting it right' part is harder.

I worked as a writer, lead designer, and creative director in the game industry.

I grew up sitting in my closet waiting to go Narnia.

It's a fallacy that people think that today's teenagers are shallow or somehow less intelligent than in the past.

I was an obsessive fantasy reader from the time I could read at all.

We kept my middle schooler home from school for three days before we turned in our final draft because she was so mean and so brutal at editing out all the cheesy bits. She would roll her eyes and make fun of us, and it was what we needed.

Showcase
Show all

The privilege, and the challenges, of taking on Black Widow have never been lost on me. I worked on the first 'Spiderman' game as well as 'Fantastic Four,' and I had always wanted to be able to tell more of a character-driven comic book story than was possible to fit into a game narrative.

The privilege, and the challenges, of taking on Black Widow have never been lost on me. I worked on the first 'Spiderman' game as well as 'Fantastic Four,' and I had always wanted to be able to tell more of a character-driven comic book story than was possible to fit into a game narrative.

The privilege, and the challenges, of taking on Black Widow have never been lost on me. I worked on the first 'Spiderman' game as well as 'Fantastic Four,' and I had always wanted to be able to tell more of a character-driven comic book story than was possible to fit into a game narrative.

The privilege, and the challenges, of taking on Black Widow have never been lost on me. I worked on the first 'Spiderman' game as well as 'Fantastic Four,' and I had always wanted to be able to tell more of a character-driven comic book story than was possible to fit into a game narrative.

The privilege, and the challenges, of taking on Black Widow have never been lost on me. I worked on the first 'Spiderman' game as well as 'Fantastic Four,' and I had always wanted to be able to tell more of a character-driven comic book story than was possible to fit into a game narrative.

The privilege, and the challenges, of taking on Black Widow have never been lost on me. I worked on the first 'Spiderman' game as well as 'Fantastic Four,' and I had always wanted to be able to tell more of a character-driven comic book story than was possible to fit into a game narrative.

The privilege, and the challenges, of taking on Black Widow have never been lost on me. I worked on the first 'Spiderman' game as well as 'Fantastic Four,' and I had always wanted to be able to tell more of a character-driven comic book story than was possible to fit into a game narrative.

The privilege, and the challenges, of taking on Black Widow have never been lost on me. I worked on the first 'Spiderman' game as well as 'Fantastic Four,' and I had always wanted to be able to tell more of a character-driven comic book story than was possible to fit into a game narrative.

The privilege, and the challenges, of taking on Black Widow have never been lost on me. I worked on the first 'Spiderman' game as well as 'Fantastic Four,' and I had always wanted to be able to tell more of a character-driven comic book story than was possible to fit into a game narrative.

The privilege, and the challenges, of taking on Black Widow have never been lost on me. I worked on the first 'Spiderman' game as well as 'Fantastic Four,' and I had always wanted to be able to tell more of a character-driven comic book story than was possible to fit into a game narrative.

The privilege, and the challenges, of taking on Black Widow have never been lost on me. I worked on the first 'Spiderman' game as well as 'Fantastic Four,' and I had always wanted to be able to tell more of a character-driven comic book story than was possible to fit into a game narrative.

The privilege, and the challenges, of taking on Black Widow have never been lost on me. I worked on the first 'Spiderman' game as well as 'Fantastic Four,' and I had always wanted to be able to tell more of a character-driven comic book story than was possible to fit into a game narrative.

The privilege, and the challenges, of taking on Black Widow have never been lost on me. I worked on the first 'Spiderman' game as well as 'Fantastic Four,' and I had always wanted to be able to tell more of a character-driven comic book story than was possible to fit into a game narrative.

The privilege, and the challenges, of taking on Black Widow have never been lost on me. I worked on the first 'Spiderman' game as well as 'Fantastic Four,' and I had always wanted to be able to tell more of a character-driven comic book story than was possible to fit into a game narrative.

The privilege, and the challenges, of taking on Black Widow have never been lost on me. I worked on the first 'Spiderman' game as well as 'Fantastic Four,' and I had always wanted to be able to tell more of a character-driven comic book story than was possible to fit into a game narrative.