I’m a big fan of Malcolm Caldwells and he wrote a book called, “Blink,” which is all about like, you know, first thoughts and first inspiration. And it’s something that I really, really hold onto when I go about thinking about what we’re going to be making. You know, each game is unique in the challenges that you’re trying to solve are different depending on the audience you’re trying to reach, the subject matter that you’re dealing with, how many players are in the game, what console or platform are you on. There’s so many different variables. And, and for me, it’s finding out and identifying what it is you’re trying to accomplish. And then once you do that, you know, what is it that you want to get from the player? So, I, I look at it a little bit like that. What is that blink moment that I have in the beginning where, you know, the inspiration that I have with what am I trying to accomplish and then I just keep, I, I hold onto that. I don’t let myself get off of that unless it can be proven wrong through development and through iteration. Because I really believe in those first thoughts, those powers of that instant flash that you get. That’s usually where the juice is and the passion is for a project. I, I think it congeals over time, but, again, that first thought that you get, that first inspiration or flash that you get for a game usually it’s pretty well, uh, uh, described in your mind’s eye. Then it's just a trick of finding the words to communicate it or the images. You know, images work fine as well. Um, but I find that the more specific you are the better. I like to use user experiences I call them where you actually do a little sit down of like, and writing it from a user’s point of view what exactly it is they’re experiencing. Describe it from their point of view ‘cause that really gives the team an idea of what it is you’re hoping to get out of the player, um, by them playing the game.