I don't want to build on someone else's legacy. I wanted to establish my own thing.

It's always nerve-racking, showing your parents things you've been working on.

One of the things my dad always said is that it's O.K. to do one for you and one for them. He taught me a lot of things, but that's certainly one of the many that I took to heart.

That's what I wanted to do... I wanted to make a great film that just happened to be based on a video game.

'Warcraft' by its very nature is epic in scale.

It felt very fresh to me, and it feels very contemporary - this idea that conflict's not being about good and evil and not necessarily being black and white. If you dig deep enough, you'll often find that people do things because they feel that they have to as opposed to because they are evil.

'Warcraft' has always had a far higher percentage of women players than a lot of other games. It has always been a very welcoming environment for women.

Games have always presented an opportunity to escape. But they are also an opportunity to go somewhere that you come to know well.

I love games, and I feel they've been sold short shrift in films so far.

You could make a film out of just about anything so long as there is a clear vision about the story.

Be it a video game, comic book, or cheque book, the question always is, 'What story do you have to tell?'

It took a generation of filmmakers who loved and were raised on comic books to make movies that you actually cared about and felt something for. I think that's absolutely the same with what's going on with videogame movies.

I am absolutely of the videogames generation, starting on the Atari and Commodore 64 and the Amiga.

I think my sensibilities about storytelling and character just automatically come into play when I'm trying to work on any kind of narrative. For me, it doesn't really matter what the source of the narrative is. I will be looking for ways to make it into an intriguing story with empathetic characters.

I played lots of games, and I was a fan of gaming, so I was always looking for new games. I was also a science fiction and fantasy fan, growing up, in games and books and movies.

I have to work with the team at Blizzard and the producers on the film and convince them that, as a fan, I have a unique and hopefully entertaining way of taking people through the first contact story, which is really what sets up 'Warcraft' for everyone else.

Fantasy films tend to skew towards what Tolkien fantasy was, which is that the humans, the Hobbits, and the cute creatures are the good guys, and everything that's ugly are the bad guys.

One of the things I think is unique and signature about Blizzard is that whenever they do their games, and with 'Warcraft' in particular, they take the things they love and put a twist on it. They showed that heroes can come from the most unexpected places, and as a player, you can play as a hero, on all sides.

Trying to make a movie like 'Warcraft,' and trying to do it in a unique way... you get killed by a death of 1,000 cuts.

As a filmmaker, the only way that I understand how to make a film is holistically.

For me, 'Blade Runner' is the best science-fiction film ever made.

Science-fiction cities in general, I think, are so hard to get right, because it's so easy to just play some cheesy music or do something that takes you right out of it, but 'Blade Runner' got it right, and I love that about the film.

Toshiro Mifune was such an elegant hero, and there's something really empathetic about him.

Sometimes you see films, not just science fiction films, where you get the sense that if the camera were to pan just to the left or the right, all of a sudden you'd be seeing light stands and crew standing around. But with 'Blade Runner,' the beauty of it is that it felt like a real, breathing city.

I was christened Duncan Zowie Jones.

Bowie is my dad's stage name, so I was never, ever called Zowie Bowie. The tabloids liked that because it rhymed.

My parents did call me Zowie now and then, but then, realising that it drew too much attention, they called me 'Joe'. Then, later, I sort-of co-opted my own name back.

I was a little geeky kid anyway. If I wasn't shooting little stop-animation films, then I was playing computer games or Dungeons & Dragons.

I was a sensitive boy.

You would never have seen me on any party scene, which is probably what made me able to disappear, in a way, because the tabloids had nothing to follow.

I was always bit of a jock.

When I was at graduate school, you wouldn't have recognised me. I was so different - and not a nice person: a grumpy, surly, upset, confused, lost person.

My dad and I used to shoot little one-stop animations on an old 8mm film camera when I was no more than 7 or 8, and when he was away at work, I would keep shooting nonsensical, short animated films using 'Star Wars' figures or Smurfs - depended what the narrative was.

Growing up, I was on film sets occasionally, when my dad was acting, so I got to run around and do odd jobs on films like 'Labyrinth' and others... I seemed destined to make films.

I got some funky scholarships to play soccer and did well in my SATs, so I went off to college and then grad school but found that that wasn't me. My family, relieved I seemed to have come to my senses, were happy to let me go to film school.

I took an incredibly roundabout route getting into feature films.

I saw the drawbacks of fame as a kid. It wasn't for me.

Hopefully, by the second or the third film, who my father is won't be a story anyone's interested in. They'll either like the films or they won't, and if they don't like them, I won't be making them any more.

You only get one shot to do a first feature.

When you're in college, everything seems much more important than it really is.

Basically, if you want to have a computer system that could pass the Turing test, it as a machine is going to have to be able to self-reference and use its own experience and the sense data that it's taking in to basically create its own understanding of the world and use that as a reference point for all new sense data that's coming in to it.

The beauty of science fiction is that it takes the audience's guard down; they're much more willing to open themselves up and allow themselves to be questioned and have their values questioned when they don't think we're talking about their world or them and what they're used to.

It seems like the reason that I miss the science fiction from the late '70s and '80s is that at that period, they really were doing interesting, introspective human stories that just happened to take place in science fiction settings.

I think everything you do, whether it's low budget things when you're first starting out or full feature films or when you're working with Hollywood, you're always learning, all the time.

My sense of humor often gets me in trouble.

My job is really to... everyone is reading the script, and my job is to make sure we all interpret it in as much the same way as possible. And then I give them the freedom to sort of - to get their performance across and then make suggestions where things are not working and accentuate and push things where they really are working.

I guess, as a director, you sort of take the script, and you find ways to interpret it.

I'm a natural puzzle solver.

I think one of the biggest jobs of being a director is getting the casting right.

I went to college and graduate school, studying philosophy. I really did think I was going to wind up being a lecturer or professor of some sort.