So, when we first started looking into this and we were in kind of pre-production, we obviously looked at all current MMO dungeons. I think between the level designers, we've kind of played a lot of them, so wow, Final Fantasy XIV, all the obvious ones. We obviously looked into the dungeons and how we could apply what they have to what we tried. We did originally kind of internally call them open dungeons. The idea was to have a kind of traditional experience of, you know, there's a start and an end. It gets harder the deeper you get. There are packs of enemies. But because we are Star Citizen and we are a unique MMO in that, you know, these are open, we kind of looked more to the old school MMOs for a bit more of where to pull from, you know, like EverQuest, which had those open space dungeons where lots of players could go in. So we kind of pulled on that thread a little bit, and then we also looked in terms of like map layout designs. We were pulling from like Guild Wars 2 and things where we looked at how they laid out their dungeons, you know, the branches and the way to move players around the space. So we did pull from, you know, existing and old MMOs at the same time. We pulled from these and our experiences playing them as to what we could apply to what we were doing.