 I grew up of course playing a ton of games and I knew that games were what I really wanted to do. I had no idea how to get involved in them, but I ended up going to Drexel University in Philly and they have an amazing game design program there. And I actually, we were lucky enough to be at the right place at the right time where there was a brand new program opening up called the Entrepreneurial Game Studio. And it was kind of this program for students to take, a lot of times when you're going to college creating games, unfortunately, a lot of your games just end up dying kind of like in the classroom. You turn it in as an assignment and then it's dead. But there's a really cool program that started up for getting students to release their games commercially. And so we joined that project, I was one of the first members to be accepted, and I ended up performing Gossamer Games, which is something we're still doing like six years later, I think. So yeah, it was kind of being at the right place at the right time. But I knew I wanted to get into games just because of, I've seen kind of firsthand how impactful the medium is. And I think out of all the entertainment mediums that exist out there today, I think there's the potential to have the most impact working in video games. And so I knew that that was where I wanted to go. And it's so exciting to be working on all types of projects that are kind of shaping the future of what the medium can be. I guess I always wanted to develop games. Ever since I was little, I remember I would just think about games, not in a programming sense. I never really programmed until I got to college. But I would just kind of draw out like the levels on paper and like what the characters were and what kind of game it was. I would kind of like make descriptions for them, I guess. But yeah, getting to Drexel, I graduated high school in 2015. So then probably in like 2017, I joined EGS and I was lucky enough that in like one of the first meetings there, I actually saw Tom speak about Seoul and they needed a programmer and I was like, eh, I'll just shoot my resume, I guess. And then I actually got the job there. So I started working just part-time whenever I wasn't doing schoolwork on Gossamer Games for Seoul in like 2017. That was like the first real game project I ever worked on. I hadn't really worked on anything that was more than like a two-week project before that. So that's where I got most of my development experience. And then just through Drexel pretty much otherwise, I just graduated last year and we had a big senior project that we had worked on for about nine months to a year in like a city builder that was sort of like where I got a lot of my other experience. So basically all my experience can be summed up into those two projects. Well, I learned to code through games with the release of or when John Carmack made the decision to open source the idtech engines, I used them and I started reading them and I started learning how to hack them up and I started taking them apart. And that's how I learned to code. That's how I learned C and later C++ with idtech 3. And then I went to film school. Then I worked in broadcasting. Then I ended up in tech and then I focused on security. And somehow I'm back to doing what originally kind of gave me the passion for development in the first place. And I've always been a gamer. Like Chris spent a lot of time thinking up how I would design this and reverse engineering how they designed that was something else that I did. And kind of similar to what Tom sort of said earlier, you have a real ability to reach people. What really fascinated me with games was just this whole storytelling aspect, this whole ability to reach so many people and affect so many people emotionally and just it's powerful. And I think using games in a way of just interacting and to just really creatively express yourself is just a really exciting thing. And I just have always been drawn to it. And so I don't know that I consider myself to be a game developer at this point, though I am pretty well versed in Unreal and Unity. And I've been kind of along the edges of the industry for most of my life. I've been trying to develop games forever. And so it's just always been a passion of mine. Yeah, so we're Gossamer Games. We are a tiny independent video game studio based in Philadelphia. And I think there are like five of us working on this project now, so very small, but we work on a variety of projects specializing in adventure games, narrative games. And yeah, we work on platforms, mobile, console, desktop, on all different types of projects with clients and also on our own original work. In terms of working with Okta, we were actually it was really cool. We were approached by, we have an awesome video game community, development community in Philadelphia. And so we were talking with one of the studios around the area and they'd actually gotten in touch with someone and they didn't have the capacity of taking on any more work. And so they reached out to us and were like, hey, this sounds like a really cool project. We think y'all would be a really great fit for it. And we were like, oh, that sounds amazing. So we got in touch and yeah, the rest is history. We were really interested in creating something a little bit different and something that most tech marketing departments aren't really expanding into the video game world. And specifically with developers, there's such a massive overlap between developers and gamers. And we're really hoping to create a game that can capture the experience of what a developer faces every day in the office, whether it's actually trying to get coding done or dealing with coworkers and dealing with productivity off-sites where you don't actually get anything done. So we wanted to meet that intersection of developers and gamers and speak to some of the pain points that developers experience but also make it fun and make it light and make it something that you would want to play on a Saturday, not just something that's worked really good. It was a really cool process talking about creating a game for developers capturing our experience. And that was a really cool opportunity for us because we could kind of see ourselves in the protagonist and the player's perspective. And so we wanted to create a game that was capturing a lot of the... I know, so I'm on the production direction side of things and so maybe Chris can speak more to this but I do know that I am always a person bothering Chris as he's coding. And it was really cool working on a game where we wanted to capture that dynamic because I think it's probably common across software development not even just video game development but you'll be working on something deep in the code and it just seems like the universe is inspiring against you to pull you out of that as soon as you're getting into your flow and solving the problems you're trying to solve. So we wanted to create a game about that dynamic and really create a game that was kind of hybrid simulation hybrid narrative that was all about the experience of developing. With something like this, it's so different and it's so new and it's not something that you really expect to come from a company like Octa. And we're so excited about it that we just want to share it and we really hope that people are receptive to it and that people want to play it. And also we're hoping that people are going to learn a little bit from it and maybe be inquisitive and if you learn something about Auth that you didn't know before then that's a win for us. So we really want to provide it more as a sense of enjoyment and maybe a resource and we feel like something like that should be free. First and foremost, I think I want to know if we did a good job of capturing what it's like to be a developer in an office environment. Like I hope it's relatable and I hope that it's funny and it's tongue-in-cheek and the humor comes across. But yeah, I just want to know did we hit the nail on the head? Did we get it right? Is this what your life is like? Or are we totally off face? And also I want to know if we had fun. Like that to me is the most important thing. Did you enjoy playing the game? Did you learn anything? Would you play it again? I think it's really basic but I think for me those are the most important things to hear. I am very curious to know how many of your co-workers you see presented or portrayed in the game. Because I think it's very true when we were first sitting down and going over some of the scripts and some of the characters. I could totally tell like I think who was I identifying with. But I could see like all of my co-workers and people that I worked with in the past I could see like little elements of their personality kind of all scattered around. So I guess yeah, like did we hit that? And yeah, did we kind of capture exactly what I said before? Did we capture kind of the feeling of the trials and tribulations of being a developer and kind of the balance between doing your work and being sucked away from by all these distractions? I would love to learn if any of the game caused them to have interest in aspects of security or development security that they didn't have before. We didn't really want to spend the time making you, forcing you to go through an educational thing, if you will. But we did put in there a lot of really exciting introductions to security, to how hackers will exploit a workplace, exploit developers specifically, things like OAuth and there's a whole bunch of concepts in there that I'm interested. Did that make you question and want to learn more about security and have you been able to to find those resources to learn more? If not, we really want to help you with that. In an ideal world, I would love for this being a vaulting project. I think that there were a lot of really great ideas that we had that we just didn't have the time to fully put into motion. And there's definitely a backlog of things that I think were just really, really, and we didn't have the time for. So I would love to see some of those things implemented. I guess that just depends on how many people want to play. And if it seems like it's something that people are enjoying, then I would imagine that we will definitely, we're going to keep this as a living thing as long as people want to play it.