Yeah, so the way that I um, I kind of approach games is um, I try to think about what the player is doing in larger and larger time - time scales. And so, it starts in the second-to-second experience of what the player is doing. So uh, if you - you take Mario, it's you know, what does a player feel like um, moving and kind of doing that - that basic movement in the game? How does you know, jumping feel? Uh, once you kind of get that - that feeling good and-and being like okay, well, this is an enjoyable kind of a second-to-second experience uh, what am I doing minute to minute? And then you kind of build on okay, well, uh, how does the world react to that? What's the visual representation of that? What are simple objectives, you know, jumping on-on enemies uh, collecting coins, what have you. Uh, and then you're like okay, well, that's - that's fun, too. So, you can have a sandbox, and that could be really great and that could be a shipped game and be fantastic. But you expand it out even further, and it's like okay, so now I've got second to second, and you know, tens of seconds to tens of seconds. You know, what does a - what does a couple minutes look like in the game? You can build out a whole level with that and get an experience down. So, in mobile um, most of the time, we're working with like ten-minute session loops. And so, you can kind of focus on the second-to-second experience of what you're - what you're doing, and how does that feed into um, a um, a level. And probably a level is about - in our game, it's between 60 to 90 seconds. And so, you can kind of feel out okay, what does a player experience for that 60 to 90 seconds. And then it's how does that feed into the meta game loop? And that loop might be a full two minutes. And then how many of those loops does a player get in a single session, and are there any other meta game loops that the player tackles within that period of time. And then you can build that out even further, and it's like okay, well, that's - that's day one. What does it look like uh, a week down the road? What does the player experience look like a month down the road, a year down the road? Um, and so you just kind of layer on more and more systems as necessary for the game.