Mike, do you want to shout out the teams that work under you?
TL;DRMike Jones declines to name his many team members, instead describing IT managers at each studio plus Austin specialists in networking, systems, and security, while John Erskine describes the company's varied technical needs.
I do have quite a few people, and I don't want to put the whole list. I would need some time for that. The way we're set up, we do have key functions and the teams that support them. There's IT managers at each of our studio locations. Our largest location has two. Each of those are supported by a really cool team. And these are people that are really passionate about what they do, and you can tell when you interact with them. And then in Austin, we have additional specialists, from network engineering to systems engineering, administration, security, cybersecurity, even specialists. And so rather than naming them all out, I'd like to call them out in that way.
The people who manage all the licenses and stuff.
Well, yeah, I already said his name. That's Chris.
You mentioned the licenses earlier. We build tools to let these softwares talk to each other. But I imagine what that must be like when someone's like, hey, we need to add another piece of software.
We're a really interesting company even in the game space, because we are equal parts game company, technology company, and a production facility. I mean, we're in a beautiful set here that you operate in. You have very specialized needs that are very different from Ahmed's team or the average game designer or the finance department or whatever. So as a corp tech publishing organization, we're supporting everything from mocap to legal document needs to cybersecurity to all kinds of stuff. Like we've said, it makes it really interesting because no two days are ever the same.