I've always loved medieval history. I always wanted to do something that was in this space with knights and fire. Something that was dark, that combined magic and something of the classic horror storytelling elements, but something that was very different for me. The original concept was never tainted from start to finish. It was made by a Dark Souls fan, Eli Roth himself. We had a lot of creative freedom on this project. It was really fun to do something different and do something really bold. This project is championed and featuring Eli Roth and Dark Souls is just a dream project for us. The guiding point for us is to tell a great story. We left it to Namco to tell us when we were going too far outside of the Dark Souls universe. They worked telling us the secrets of the game. They just said, Dark Souls 3, this is what happened when it to go ahead. It's about a knight who's searching for something and things go south pretty quickly for our hero. The battle is finished, fire is still smoking, the ashes are still smoldering and then he comes in and he sees these three witches. They invite him to sit down and they say drink and he steps in as soon as he steps in, that's his mistake. Right out of the bat Eli pitched his concept. It was dark, it was creepy, it was this rule. I came in, sat down, pitched the idea and they were, wow great, we love it. This is exactly in the tone of Dark Souls. To get into the Dark Souls universe you got to play the game. So we played a lot of Dark Souls 1 and Dark Souls 2 just to kind of get into the world and try and interpret some of the design elements of like buildings, architecture, hallways. Overall, look for the piece. We had a lot of reference from Namco. We tried incorporating that with Eli Roth's aesthetic. He's had some great input, reference for backgrounds, reference for characters. The animators are really down to collaborate. As soon as they said what of Kroes pecking out the eyes everyone did in the sky and then coming down and... That's only the funnest stuff to animate. I love working with the team. It's not just, hey I have this idea, everybody executed. It's a you have an idea and you have to inspire a team of artists all serving this one bigger story. The CEO's vision come to life, the re-aspect of the way. It's been a very rewarding process. First designs and you're excited about the designs and then you get to see the move and their sound effects and then you're excited about that and then you're putting the finishing touches at every stage. We've been more and more excited and that's such a good sign. I've never had this kind of experience before in Namco, it's just amazing. I mean they really, really wanted to do something cool and innovative. The pencil mileage alone was pretty intimidating but we rose to the occasion. Being a fan of the franchise myself, I think the fans are really going to enjoy this. We were able to really come up with whatever aesthetic we wanted. We tried to steer to feel like it was in the Dark Souls universe. It's a game that I love and now that I've done this and it's gone to life, I really want to do it more. It's really, really fun.