When I was growing up, I made a lot of small, little projects as a hobby. And I will say that a vast majority of them just crashed and burned because, in my mind, I had this, this amazing vision of this giant project. And it would be sprawling and huge and impressive. And, of course, I would never ship it because I - I'm only one person. I can't do that. Um, but what's funny is that you'll just keep on making this mistake over and over again because you really have these high hopes for yourself. Um, but, as I learned through just failing over and over again and through working in AAA, is that, you know, shipping something is important. Um, I know a lot of developers have these, you know, these passion projects they spend ten years doing. And there's absolutely nothing wrong with that, but I, I like making things and having people play them. And, for me, the only way to do that is to make games just - that are just aggressively within my skillset, you know, aggressively within, uh, my resources. And, um, yeah. So, for me, I, I make games with a very specific intention of I'm, I'm going to make this thing with a - with a - with a design in such a way that I can totally ship this thing within a reasonable amount of time.