True" so, my name is Benjamin Mitchell. For anyone that doesn't know, in the room, I work for Samsung Electronics in the gamedev engineering section. Today, I'm going to be talking a little bit about a specific title, which is Call of Duty. I hope that most of you in the room have heard of Call of Duty, and if not, I'll give you an introduction. Anyway, we're going to be speaking specifically about the Android version and how we worked on it, how we brought it together with Tencent and Activision, and how we made it into what it is. It was actually quite a huge success. For those of you who don't know, that's what we're talking about - what we did to actually bring that to mobile in the past few months. It is actually out now, as of earlier this month. So, before I go into anything super crazy, I'm going to introduce briefly what Galaxy Gamedev does in the Samsung team. Galaxy Gamedev is Samsung's own game developer support program. So, to put it into one sentence, our goal is to help Android game developers bring amazing titles to mobile hardware and explode the mobile ecosystem, making it amazing. We do that mostly through early adoption of these three main technologies. One of which is Vulkan, which we are speaking about fairly extensively today. One of them is 60-vote programming and multi-threaded rendering. These are the same things that every main mobile game uses. We tell people this is amazing. Generally speaking, it works. So, we started in about 2016. We're now in five different locations - in San Jose, in the U.S., in London, UK, Kiev in Ukraine, Nanjing in China, and Seoul in Korea. I'm pretty sure you can guess which one I'm...