I think in the past I would’ve answered that question very differently–I would have said a creative director's job is to, you know, have the vision for the game, and, and come up with what's going to be fun -- you know, you're going to be, you know, dealing a lot with the cinematics, and the story, and the characters, and the dialogue. You're going to be coming up with all the gameplay aspects of this, as well. You know, what are players going to be doing? What are the systems -- all those kind of things. I still think that's true. However, uh, nowadays, I would say you have to balance that with very good business sense. It's very important for a creative director to not just be out there kind of doing what they want to do because they want to do it that way, or they think this would be necessarily cool for somebody. I think that there's some merit to that. It is important. You can't, you know, factory assembly-line stuff out there. We've seen what happens, uh, when, when companies try and do that. But, that being said, you have to be smart about what it is you're building. You have to -- nowadays, there's really not a lot of room for error when it comes to, you know, not capitalizing on what it is you put out there, not entertaining someone enough that they actually want to go out and spend their hard-earned money on, uh, uh, uh, buying the product, and helping your studio continue along. So, I think if -- for me, it's very important to have that spark of creativity, to have that first flash of in, inspiration, communicate the vision to the team, but understand how that's going to be monetized and turned into an actual business, uh, for, uh, the company. You know, that's, that's a, a key part of being a creative director, in my opinion.