We were doing mobile games before the iPhone. We were doing free-to-play with 'Quake Live.' We wanted to do massively multiplayer stuff in the early days but didn't have the resources to do it.
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.