If I see a really big design document that usually is a warning sign for me, actually. I like to sort of define the experience in a couple bullet points and let's try some things. Some developers will spend a lot of time on paper, and the times when we've done that, spend a lot of time on paper, and then put it in the game in five minutes you can just like, this doesn't work. This doesn't feel good or it just‚Äîthis is not fun. So, we try to be playing the game constantly. So that you can have the best idea in the world and as soon as you put it in the game, that's when you know whether it was a good idea or not. So the sooner you can get to that point, the better. And you have to really be willing to cut a lot of features, change a lot of features because it is an piece of interactive software that needs to be fun.