Yeah. I think, uh - I think with most games, they kind of start out as this cloud of ideas. So, typically there are a lot of people contributing, like, oh, what if we had this, like, you know, crazy upside down desert world, uh, or you know, what if we had this weapon that, you know, turned characters into, you know, chickens. And so, you come up - you take all these different ideas and you start thinking about well, how will - how will they come together. And for us, this was something that Mark Cerny taught me a long time ago, you have this macro plan, which is the entire game fits on one page, uh, in this table, and it lists out all the levels, when the mechanics are introduced, and essentially what happens. And so, that serves as kind of the - the core seed of what we build off of and further flesh out the game.