Well, yeah, as a creative director, you're constantly selling your game, from the very beginning. It might start with your idea or someone else's idea and you latch onto it and you have to keep explaining why it's great. You know, it's this alien who travels from planet to planet collecting gadgets, and they're a bunch of crazy weapons and gadgets. And so, you realize over time what your message is, both to yourself, to your - to the developer, and to the team, uh, and to the world. And so, by the time you get to the point where you actually have to put together a trailer to show what your game is all about, you're pretty darn sure you know what's going to, uh, entertain people.