BBI mean, you know, ultimately it's software, right? So for me, I'm a bit of a natural there. It's been a crazy ride for sure in the last year going from, you know, I'm going to use general numbers here, like 100, 150, you know, maybe engineers in general, to like, you know, the amount that we have at CIG and the different teams. The thing that I find the most satisfying is that we have so many incredibly talented engineers at CIG, like from our engine team, graphics, AI, audio, tools, R&D groups, gameplay teams, you know, VFX, VFX programming, all these, like our teams are so talented. It is crazy, right? And so it's really an honor to have the opportunity to try to make their lives better, right? Improve the internal processes that we have for our engineers, make sure they have career paths at CIG that they're fulfilled, that they work on things that matter, right? So one of the big roles of a CTO is to make sure that we're working on the right things, right? That we're not, you know, just developing and then hoping for a result, that we're actually driving for the results that we want, making the right calls across that. So for me, it's been very, very fulfilling. Also very difficult because my, you know, like the context switch is crazy, right? Going from all these subjects, right? But very, very fulfilling. And I'm so proud of the team that we have. Our engineering teams at CIG are our best in class, right? They're really making miracles with a smallish team, like in terms of the pure engineering teams, like making an engine, building the tech that we need for this game. I mean, the level of talent is really incredible. So I'm, it's been roughly almost a year now, you know, that I've been, I've picked up this role and it's been only, you know, positive. It's also been really positive, I think, for the Turbulent family in general, that join in the CIG family overall. It's made communications easier. It's made our missions easier to communicate. You know, it allows also the cross-culture pollination, things that, you know, Turbulent do well, things that CIG do well. We try to get the best out of it, try to influence each other out of it into one big family. So it's been, it's been a really good ride so far. I really, I'm really enjoying it. It's really, really cool. Plus, I love this project. Like, you know, there's nothing more that I want than for this, for all of our tech to come together and then to really make this game the best thing that can be for them. So it's, it's for me, it's like, I'm just ecstatic about it.
JHIt's been nothing but positive. It's such a bullshit executive answer.
BBNo, no, hang on, hang on. Don't say that. What's, what's been difficult is, if you want the downsides of it, is really catching up to speed to all the disciplines, right? Understanding the state of things, to be able to make calls, right? So, I mean, my, my people laugh here because at the office, you know, they lock me up in this office because I'm always on calls, not stopped from like 8 a.m. to like, I think the first time I get up during the day from my desk is at 2 p.m. And then, oh, I need to eat something and then, you know, keep going, right? And so that's the part that's difficult. The intensity is really up there, right? Really, really up there. But at the same time, it's so, I feel like all these things really move the project forward. And so it's, it's, it's motivating. But it is, it is hard on the, on the day to day, for sure.