 My experience with it was really nice, I'd have to say. I really liked PlayFab especially. I think one of the things that's been the most annoying in builds before in my life is just that you sort of make it, you build it, and then that's it. It was really nice being able to change stuff on the server that was reflected in-game without me having to actually rebuild it. I would probably use something like PlayFab just for development in the future. Even if I wasn't planning on shipping with any online features, just because it's really easy to custom-configure things based on whatever's on the server. And then as for actually hosting it with Azure, I was lucky that I didn't really have to deal with that too much. I think basically set up everything and I basically didn't have to touch it very much. I pushed basically the HTML pages that I needed to and it pretty much just worked. So that was really nice. We had a big discussion. I think it was like the Gossamer team and Okta sort of talked about not wanting to make it really annoying for the user to log in while being able to maintain all of the security aspects. And we did sort of have a back and forth about maybe doing a less secure method that was more elegant for a user. But we kind of determined that in this case we would probably go for the more secure route as Okta is a security company and that might be something that we would be more wanting to showcase as opposed to an elegant user experience just to show like how it could be done in games. But yeah, ideally you would have something that the user sort of doesn't even know exists almost. You basically log in and then it's all in the background after that would be I guess the ideal experience. So trying to develop around that and having as minimal barriers as possible would be definitely the best. I think historically game security has in some cases not been great. And very often it's to facilitate a better user experience which totally makes sense. But we really felt that we wanted to kind of adhere to the best practices for security since that is sort of what we do at Okta. But we did want to find a way to do it that wasn't horribly intrusive and still gave the player a good experience. So there was definitely a lot of conversation about the best way to authenticate, the best way to log people in. And I think we came to a really good sort of middle of the road between I mean we still did follow all of the security best practices but we didn't make it so that it was terribly cumbersome for the users either. Yeah I mean it's always insecurity a balancing act of ease of use versus you know what is most secure. I mean if you go most secure it's not going to be very fun to you know jump through the amount of hoops that we probably want you to jump through to keep everything secure. You know in the case of user experience the best user experience honestly is what's going to not pull the player out of immersion you know as much as possible. And so the obvious choice is do it in game. It's have them stay in game, have them put their credentials in game, have them never leave the game and that way they'll stay immersed into that experience. But unfortunately it's not the most secure. There are a lot of different factors you know that can potentially you know be leveraged in gaming. Gaming makes up 10% of all the credential stuffing attacks that are happening you know every single year and they also make up 54% of the DDoS attacks from what Akamai is showing in some of their reports and since we're already in the browser it made a good experience to just allow the user to interact with the browser that they're already in. We pause the game, we present them with a pop up where they can authenticate and then we just direct them right back into the game once an authentication is done. It's a good balance of keeping the user in a trusted browser. It's a good balance of keeping the user in a trusted login experience where they're putting their credentials somewhere safe and it also frees up the developer to not have to focus on implementing that within the game and not having to focus on keeping it you know secure. And so we chose that as sort of the best approach you know for Code Tycoon. In the case of other build types too you know the same approach can be taken you know if you're doing mobile development for example Chrome custom tabs as far as view controller can be interacted with in the same way as what we're doing with with the the browser you know on a PC environment. In terms of the process of game development in general I mean if anyone has met me they will know that I'm a huge huge believer in augmented reality technology and I'm not even that excited about AR for the future of games necessarily but just in terms of how it's going to change computing as a whole because I do think that like the next 10 years we're going to see hopefully with the adoption of of high-end augmented reality wearable augmented reality devices that we're going to see as big of an impact as when we shifted to like smartphones and the idea of being able to shift away from needing like a screen needing a monitor and a TV and a smartphone screen and all these screens that are constantly surrounding you to just having a piece of technology that I can project or place a digital screen wherever I want it to be I think it's going to change so many things not even just specifically in game development but just in in life as a whole so I'm really excited for that technology and of course along with that I think there are a lot of privacy and security concerns with augmented reality but I have no idea how to even begin addressing those that's way beyond the scope of game development that the type of stuff that we work on but yeah I think AR technology is probably by far the most exciting thing that I'm really looking forward to in the next 10 years or so. I'm most excited for more public-facing engines I think that the game engines that are out today a lot of them were developed kind of like a little bit ago and with like different sort of design philosophies than a lot of the private engines that are like really really good private engines are and I think that none of the engines that we have today are like are like perfect even at like the one thing that they do and I think just having more options and more engines is going to and changing the like design philosophy of those engines and having more input and more perspectives on those we're gonna have some like really amazing technology come out that is going to be able to make software in general like if we take this philosophy software in general but specifically games much more performant and much more fun to use and fun to program in more stable and you know easier to not let's not necessarily use but more easy to get what you want out of it if that's if that makes sense and I think that there will be it will be harder to use these engines probably you will be need more education and they will be more sophisticated because they will sort of lose some of the user experience that makes it very intuitive but I think that it'll be gained in a more optimal you know outcome I guess Tom hit the nail of the head I think it's gonna be you know MR specifically is gonna be the next iPhone it's gonna be the next way we interact with stuff I actually something I just started working on last night that I've been talking about for a while you know I have this dream of being able to look at an IOT device with a headset on and just just see these physical devices around my office and have a little pop-up where I can authenticate to that device without having to you know do a whole bunch of stuff on a phone or a whole bunch of stuff on a computer or whatever I just look at it just click a virtual button and it and it authenticates and so that's actually something that you know I'm gonna try to build now I there's a lot of stuff that allows me to piece maybe a janky version of it together but I'm excited about you know a security in in the virtual space security in a mixed reality space and I think it's gonna be great.