I’m a designer, which means that, um, I’m responsible for the experience. Uh, my background, formally, is actually in film. So, I studied film, theater and literature in school. And, uh - uh, I - what I bring, I hope, uh, is a sense of the player’s interest and expectations and within the rules that I design I’m always kind of trying to understand where the player will be. What, you know, what’s going to sort of propel them forward? What’s going to interest them? What’s going to lure them into the next part of the game?