Yeah, I think it’s very rewarding to be involved in a triple-A title, knowing that you’re bringing your -- your game to a fan base as massive as this. Um, you know, I think as artists um, as creative or non-creative developers, right, really you know, being able to share what you’ve created and having a -- a response to that of millions of fans around the world is -- is really why we do it, right. It’s really about the passion for delivering something that we’re proud of. Um, now on a dynamic level, I will -- I will tell you there’s you know, psychologically, organizations change at many stages, right, the intimate 20-person team is not the same at 50, at 100, at 200. And so, the dynamics in the organizational needs have to grow, and so there are times when I -- I look at what we do, and I think wow, this is where I want to be. I want to be -- I want to be working with the best on the biggest thing in our space, and there are times where you know, you look at what it takes across you know, a large group of individuals and-and at times miss sort of that really personal connection of the guy right next to you that you know from the beginning . So, it’s a balance, and I think you know, finding that culture in whatever organization you have, whether it’s a six-person IOS game, which sounds at times interesting and remarkable, and probably very challenging, to what we do, which is interesting and remarkable, and very challenging. Um, right now, I’m -- I’m thrilled where we’re at and um, I think probably the thing I -- I want to preserve, the thing I aspire to preserve is -- is keeping that culture as real as when you were 25, as when you’re 200.