So, my job as Creative Director is more kind of to uh, love the whole game equally. So, that you know, the Art Director loves art. And, he wants the art to be beautiful. The Level Design Director wants the level design to shine and to be great. And, the Game Director or Lead Programmer wants. So, basically, to take uh, those angles, and as Creative, you're the guy that loves everybody. And, sometimes you go like, you know what? Level design here is more important than art for this section. So, maybe Art Director needs - you know, here we're going to prioritize the level design. Or, we're going to prioritize another part of the game. Uh, for example, you go like, you know what? Yes, it could be more fun if that section is really highly twitched. But, in the story you want to sell something that is more dreamy for that sequence, so it's not appropriate. So, then as the Creative Director, you're kind of that ambassador for all those parts. And, you try to steer the ship uh, with you know, leaving. If the interpretation, or the craftsmanship, or the art of everybody that works with you. But, then it's just you like, kind of like keep that sense, or that step back where you go, you know what? We're going in this direction. Maybe Mission 15, it's the most action packed mission. And, maybe you signed up for this project because, you know, you wanted to make the big action piece. And, you end up finish - finish working on the more narrative part. And, you go like, oh, this is not, you know. This is not going to be my - the best mission. But, you go like, yeah, but this mission is important, because it sets up the next one. So, it's - so, keeping that in mind for Creative Director, uh, that's how you keep that - that - the game flow. And, keep it []. It's also being able to sell. Sell the dream. Sell what it is. You know, you kind of - kind of synthesize the whole game in something that excites people, and you manage to excite people that will join the project. Excite people that will invest in the project. And, people that want to buy that project. So, it's part - part of it is to be a, you know, salesman - support person. And, the other part is to have that kind of a vision of where to go. And, then orient everybody in that direction. And, I forgot, if the game's a success, uh, you know, you have some part of it that it's there. And, the team is, you know, mostly responsible for achieving that success. But, you have a responsibility if it's a failure. So, if your direction is wrong, then uh, I mean. Uh, sometimes, it's because, maybe the vision was off. So - so, it's important to uh, to get that right. And, to get, you know, to - but, it's important to make those decisions. You live with it after. But, if you don't make any decision, you're not a Director. Director directs.