Developing games for the PC and consoles is all about everything and the kitchen sink. In many ways, you don't have design decisions to make. You do it all. So I enjoy going back to making decisions about what's important as I'm working on a game.
A lot of the work at Oculus has gone into working out better position tracking.
A strong team can take any crazy vision and turn it into reality.
The core of what I do is solve problems, whether that's in graphic engine flow or rockets. I like working on things that are going to have an impact one way or the other.
Rocket science has been mythologized all out of proportion to its true difficulty.
I've said before that I'm a remarkably unsentimental person.