If you ever talk to a level designer, one thing to ask him is, "So, how much time do you spend just in the camera mode just kind of moving forward and backwards and just looking around corners and just kind of flying around aimlessly without building anything whatsoever, without placing anything whatsoever? How often to you spend just flying around?" And my - I suspect that the answer you'll get is, "I spend about 99% of my time just kind of flying around and looking at things," because, as you build a level, I mean that is the goal. Like what is the player going to experience? When the player enters this room, what are they going to see? What are they going to be drawn to? Um, so, for me, it is always about, you know, what are the sightlines. You know, what is the player going to do? What is the player going to see? Um, yeah. So, definitely the player experience is the thing that is of utmost importance. Um, I'm always doing play tests because, you know, as one person, you're way too close to your work to objectively judge it. Like I, I, I can't - I have no idea whether my work is good or bad. Um, what I need is a live, warm human being to sit down in front of the game, who has nothing - who knows nothing about it - and to just watch them play this thing, you know, see - you know, look at their face, see how, um - if they look slightly constipated, they're probably not liking the game at all. You know, if they look like they're really engaged, then that's great. Um, yeah. So, it's all about kind of trying my best to figure out what the player's going to see [unintelligible] level. But then you have to run the actual test of a real human being.