What we ended up doing was -- this is maybe too production related but it's a good example -- we kept some of our core scripters around. And they were top shelf scripters. The Warhawk scripting language is wicked powerful. It's actually so powerful that our scripters had written Warhawk tools with the scripting language. So, for example, the time that they were spending doing single-player missions, they wrote a completely controller-based way of rigging up the multiplayer levels -- setting up spawn points, and capture locations, and pickups, and vehicles. And we were able to iterate with it all within the game. That was something we didn't have a good tool path for doing, but we knew, as a function of our hate sessions -- which is what we call our gameplay sessions -- we needed to be able to more quickly iterate. So that was something where single player resources went right to that. Other stuff that's not as production related, the awards system got beefed out. We also took one of the guys that was working on some single-player code and dedicated him to Voice over IP. There were numerous overlaps where we could redeploy people and get the polish we needed.