There is a pretty big difference in working on AAA games than working, uh, at a independent company with a much smaller team. Um, when you work on the big console games, uh, you know, uh, almost the most important thing is mitigating risk, right? Is like, you know, you can’t change the script, you know nine months before the game ships because they already got the localization pipeline ready. They’ve already signed the writers and the actors. Um, they’re going to go into the booth and you’re just going to get one shot with them. So, if you have a sudden idea, you know, maybe four months before ship of like, “Oh, I’m working on this part of the game. What if we did this with it? And, you know, all I’m going to need is six lines to support it or something like that.” You know, you may already missed your window. And these big companies they don’t, they don’t like manage or mitigate risk because they’re bad. They manage and mitigate risk because mistakes are extremely expensive to rectify. Um, and at a small company, or at least at our company, it feels really good ‘cause you can have an idea and then four hours later you can see it in the game. You can know just how bad of an idea it was very, very quickly. Um, and that’s really important to getting something kind of successful. I think the other thing that’s really nice about a small company is you can kind of feel the human hand on your games. Um, you can kind of have a signature and, you know, maybe in 50 years in classrooms they’ll be able to dissect what that signature is. But at least as a player you can kind of feel the difference, right? You kind of feel the, there were human voices and human hands involved.