So, um, you know, game development is very collaborative. Like, you know, it - it - and - and, sort of, multi-disciplinary. You - you need a lot of different experts in the room when you're building a game, typically. Um, and - and - and also, like, um, you know, uh, and - an impossibly large number of experts. Like, you may need animators, you know, maybe somebody is Raking the characters. You need texture artists. You need, like, a graphics programmer to write shaders. You need, like, a technical artist to put it all together. There's a lot of, you know, lot of expertises, and - and - and that's, you know, somewhere between unwieldy and impossible for a lot of teams, and for the big companies, it's actually just really annoying and expensive. So - so, a lot of the work we've put in is really, kind of, trying to simplify that. You know, first of first, giving people, like, a ready-made, really high-quality engine that is also very robust, um, of course, you know, takes a whole team out of the equation. Like, you don't need the engine team, or if you have people that are that smart, they could be doing something else, um, more, you know, kind of productive, uh, closer to the actual content or the - the game or, uh, you know, the actual thing. Um, um, besides that, you know, we made a lot of disciplines, kind of, optional. So - so, you know, you can do a lot of things, like lighting and shaders, kind of on a high level without being an expert, and then, if you - if you have experts, you know, they - they can get - dive deeper and drive their own shaders and so on, but a lot of things are sort of made, kind of, default or easily accessible, and then, on top of that, um, we created, sort of, over the - in the last few years, we created this amazing marketplace called "The Asset Store," where people can trade their work. So, if somebody has written, like, an awesome, say, first-person controller, like, the script that needs, you know, that moves the first-person camera fluidly and, sort of, nicely, um, somebody wrote that - actually, somebody with - with, uh, with expertise from Battlefield wrote that. So, you know, he's probably as good as it does anybody, and he wrote that little script, and he did it for his own game because he went indie, but then he also decided to sell it in The Asset Store, and it's, like, $20, and I think over 5,000 people bought it, which means this - means that potentially 5,000 games can have, you know, really high-quality first-person controllers. Um, otherwise, you would have 5,000 people spending, maybe, you know, three days or more coding it, and they wouldn't get it right, uh, which is, like, you know, 15,000 days of work, which is, like, 60 man years [laughs] of - of - of basically wasted effort because it really only takes three days, give or take, right? So, so, uh, so, it's a lot about, kind of, you know, simplifying the process, you know, taking the need out to have every single expertise in the room, uh, and - and making - kind of creating a common language for all these people to work together. Um, yeah, so, you know, we're pretty obsessed about, sort of, unlocking the economic potential of collaboration and - and, um, you know, we keep - and that - that - that actually guides a lot of our, kind of, interaction.