I wouldn't say there's a bible or anything like that. I mean, everybody has a different way of working. And, for me, I'm not into the whump document, I call it. You know, I used to do those all the time. Everything was defined ahead of time, before we even started. It's just not necessary -- and it's actually more harmful than anything else. What you need to understand is the core of what you're trying to do. And then, as that involves, you need to -- I, personally, write individual specs, or design documents, and things like that, that help communicate the various ideas. But I try and then let that go down to the team. Um, I don't define anything beyond that, because I'm not the one that's physically going to build it. You know, just like we want the players to find their way in the path to victory and glory in the game, I want the same thing for my developers. I want them to be able to find that path, to get to, you know, the core of what we're, we're talking about. Now if, if they go off into some random field somewhere, and don't deliver that core, then, obviously, we need to start defining some things more specifically -- but, you know, there's a lot of different ways to skin a, skin a cat, so to speak, and, uh, I definitely apply that philosophy when I take a treatment, an idea, write up a little thing about it, and then put it down to my developers to solve that problem.