Speed: Moving Fast Towards What Matters
Some leaders think speed is simply about working harder or moving faster. It isn’t. The speed that matters is Mission Speed: the rate at which your mission advances in the direction you’ve chosen.
As teams scale, that speed can quietly erode. Decisions pile up, energy becomes diffused, and everyone stays busy, yet less gets done than it should.
In this limited-series podcast, Keith Lucas—former Roblox CPO/CTO, author, and startup advisor—unpacks how the best operators move fast. Guests include the founders of Roblox, Instrumental, Vera, Divi, Splendid Games, and Blue Rose Research.
Speed: Moving Fast Towards What Matters
Speed Is Time To Evidence: Matt Curtis on Building Speed Into Games
In this episode of Speed, Matt Curtis joins host Keith Lucas to redefine what speed actually means: not raw execution velocity, but the time between a decision and the evidence that validates it. He shares the three habits behind it — clean data, cheap mistakes, and experience as a compression algorithm — and explains why small teams die of distraction while big ones die of dependencies.
Speed: Moving Fast Towards What Matters is a six-episode limited series featuring six startup founders and operators who exemplify personal speed and have wrestled with it organizationally — exploring the systematic principles of speed and the critical tactics that make it sustainable as you scale.
In this episode
00:00 – Welcome to Speed & introducing Matt Curtis
05:51 – Redefining speed: the time from decision to evidence
06:08 – Three levers for speed: clean data, cheap mistakes, and experience as a compression algorithm
10:25 – "Fail fast, fail often": removing ego from iteration
11:29 – Small teams vs. big teams: distraction vs. dependencies
13:52 – GREE's "slow is steady, steady is fast" and the limits of focus
15:51 – Vision + iteration: the one-two punch that built Roblox
19:31 – Splendid Games: how Roblox development has changed in 10 years
23:58 – Where AI fits into Splendid Games' workflow
26:13 – Is speed vs. quality really a trade-off?
29:27 – Quality as an accumulation of evidence, not perfectionism
31:51 – How Matt recovers: work hard, rest hard
The Guest: Matt Curtis
Matt Curtis has spent 15+ years at the intersection of games, platforms, and the communities that power them. Now he's getting back into his passion: building. He recently co-founded Splendid Games, a new game development studio focused on Roblox, which just wrapped its closed alpha, and he advises select companies navigating the creator economy and platform ecosystems. Previously, Matt spent six years as VP of Developer Relations at Roblox, and before that a decade at Zynga, GREE, and Kabam leading titles that collectively generated over $1B in revenue, including Words with Friends 2, CSR2 Racing, Zynga Poker, and The Hobbit: Kingdoms of Middle-earth.
Connect with Matt:
The Host: Keith Lucas
Keith Lucas joined Roblox as employee #7 and later served as CPO and CTO, leading product, engineering, and operations as the company scaled. He went on to serve as COO of Instrumental and now advises leaders across AI, gaming, creator platforms, and enterprise technology. He is also the author of IMPACT and host of Speed.
Connect with Keith:
Get the book: Impact — https://keithvlucas.com/impact/
Contact us: speed@keithvlucas.com
CREDITS
Produced by : Leah Barnum
Social Media: Julia Guagliardi - www.stillwaters-creative.com
Editor: Jon Keur - www.wayfarerecording.com
Content Designer: Natalie Leroux - www.studioeightyseven.com
Studio lighting/Setup - www.175productions.com
This concept of having an aspiration or a vision and iterating to get there, I think is a good way of going about it. Because it still allows you to have that broader vision. But the realization that it's going to take iteration to get there, I think is really important. And it's not going to be a straight line. That's applicable to any size company and helps with that focus, also helps with the process as you get bigger. But having those checks and balances and kind of that culture to your point, I think is is paramount to getting it right.
SPEAKER_02Hello and welcome to Speed, a podcast for startup leaders who want to move fast toward what matters. I'm your host, Keith Lucas, and I've spent almost 30 years in tech building teams and advising companies. I've also written Impact, a book for startup leaders who want to transform their teams from scrappy to stale. It is my pleasure to welcome my friend, Matt Curtis. Matt started his career at Lucasfilm, a dream job for me back in the day. He then went on to Kabam as director of product and monetization, and Zynga as VP of Growth. Along the way, he held other executive roles in gaming and became a startup advisor and investor. I first met Matt when he joined us at Roblox as VP of Developer Relations. He had just released one of the most fun and polished Roblox games I'd ever played on the platform. And he was a natural head of our developer community. Matt has recently co-founded Splendid Games, where he is CEO and backed to building Roblox games. Matt is a great person to talk with about speed. He has lived this in the two games I've seen him develop, and he has operated in three of the fastest moving gaming companies of all time. He's also a startup advisor and has consistently offered concrete ideas on how to move faster. Something I can attest to personally, having advised alongside him multiple times. Matt, welcome and thanks for being here.
SPEAKER_01Thank you, Keith. And thank you so much for the kind words. I'm flattered, uh, thrilled to be here and talk about speed.
SPEAKER_02All right, let's dive in. Given your time at Kabam and Zynga and Roblox, as well as your experiences in vising companies and building games, what are the core elements of speed that startup leaders should be building?
SPEAKER_01Yeah, I think generally speed is extremely important, obviously, but a lot of people miscategorize it. Um not not everyone, but what I've seen where the most missteps are is defining speed as purely execution velocity. That's definitely a component. But in my experience, and this is really specific to mobile games, Roblox games, um length of time between decision and evidence is really what I use as a definition of speed. And it's it's really important to try to be as objective as possible. And gaming, um, especially there's there's an aspect of passion, right? A lot of people are in the gaming space because they love games. Um and and that's a a great place to start. Um, you usually have a really strong intuition, but creating a process that is objective in nature that allows you to iterate quickly, get answers quickly, and then make improvements to improve quality is really important. And there's really three ways. Um, I'm distilling this down to something that's more simplistic, but I've I've realized there's three ways that have helped me that I think could be applicable not just to games, but just startups in general. And the first one is getting your data right. I think that's really an important first step. Um you really should instrument uh all your data uh prior to any product being built. I think, you know, otherwise you're going in blind. Um and it's extremely important to continue to improve uh upon this and and try to make it as best as it can be. Because it's quite frankly, the the main way you can get from implementing something, validating it, and then moving on to make it better. Another way to do this is to make uh errors or make being wrong cheap, right? Like it it does, it does kind of hurt your ego a little bit when you're wrong. Um, but if you can iterate quickly and and do it fast and it's part of the process, it's less about this uh ego-driven exercise and more about getting information to make things better. And it turns what I think normally could be a negative into a positive. Some ways to do this, right? Feature flags, having kill switches, um, doing experimentation, A-Bs, having reversible bets, making sure that you know you're doing little things versus one big thing, and it's kind of leading to a broader feature, um, and just being very quick about it. And then last but not least, but I think experience as like a compression algorithm is really important. It's part of the holistic aspect. And funny enough, the first two I noted help with this, right? If you're getting experience through those methods, um you're already going to find out what starts to work and you'll be able to repurpose that as well for new products. You'll create modules, libraries, best practices, et cetera. But also honing your craft for games, you know, playing games, being intimately familiar with what you're doing. From the outside in, it looks like you're goofing off. But the reality is um you need to really understand what's working, what your competitors are doing, what's the current zeitgeist, et cetera. Um, so staying on top of that and not just leveraging a pre-built intuition, but always building your intuition to make sure it's contemporary, I think is a really important aspect.
SPEAKER_02That is so well said. Um, I'll touch on the last point first. Gaming has one of the most fun, competitive research activities there is. Uh, the the just go play games is really important. I've over the years talked about the importance of iteration many times with people I've advised and where I've worked, but your crystallization and the simplicity of it is just, I just want to highlight, really excellent. It's time from decision to evidence. It's getting your data right, it's making mistakes cheap. And it's it's using both of those to take advantage of the experiences you've had. And overall, that in that iterative mentality, I think that's such so really well said. So thank you.
SPEAKER_01Yeah, early on in my career, I remember um, I think it was 500 startups who was was putting on a meet and greet, and there was a motto that they had that stuck with me, and it's fail fast, fail often. Um, I think it's really important. Like you should embrace failure. Like that, that is how you identify what's good. You want either people to love it or hate it. If you're in the middle, it makes your job really difficult. So figuring what that what that out is quickly is is by far um the best advice I can give. And it removes the ego, right? When you create that process and that system, it allows you to uh leverage the data to really drive it. You're still leveraging the fun aspect, the passion, the intuition. That's the hypothesis. So there's there's still this element of creativity, but you need to constantly test that hypothesis. And we're in a very fortunate position in this industry, um specifically on Roblox, where you can get data extremely quickly.
SPEAKER_02So if you're not taking advantage of it, uh your competitors are so I wanna I want to think about where you are today again versus where you've been multiple times. You've worked at small companies and large ones. So when you think about moving fast, what does that mean with a team of two or three versus a team of maybe two or three hundred?
SPEAKER_01Yeah, great question. Um I I I think it it's dependent on the constraints and the the competitive advantages you have. So the way I view it is small teams generally die of distraction or lack of focus, whereas larger teams and even bigger companies, they usually die due to dependencies or problems with the overarching system, right? So with a small team, um, you're generally not moving too slow. You don't really have any blockers. Uh, but what kills your efficiency and your speed is spreading yourselves too thin, um, not having the right focus, not having an objective system in place. Um, I think those things really do get in the way. Um, and it can be difficult to implement because uh for for me, especially coming from larger organizations into something that's smaller, um, you do have that tendency to to fe to feature creep. Like it's it's pretty easy to do. It's a slippery slip. I've been guilty of it. I I still am guilty of it occasionally. So I always have to keep myself in check. But going back to that that process, I I noted, I think is really important and having that in place and making sure that's part of the overarching culture. Um, as as it as the company grows, though, that culture will change, um, there's more complexities, there's uh more focus areas where you're bringing in expertise. And that's where, you know, really allowing autonomy. I mean, you've spoken about this and written about this too, this concept of aligned autonomy, I think is really important. But the breaking points are if those, if the if those parts of the system actually aren't working together and working on a holistic goal, I think giving them the autonomy and agency to do what they do best is really important, but it needs to fit into kind of this broader vision. And there needs to be the right processes and praise to support it. And it's even more important as it grows beyond kind of that 300 mark to say 3,000, right? Um, it's funny, when I worked at uh Gree, there was a motto that they always said, uh, slow is steady and steady is fast. And for GRE, that makes sense. A huge multinational conglomerate. That the cost of like doing stuff wrong is actually bigger than the cost of um trying something new. So um for for that particular uh scenario, that totally makes sense. But obviously on the other side of the spectrum, when you're small, um, it's it's less about making sure everything's steady. It's more about just making sure it's focused.
SPEAKER_02Yeah, focus is another key ingredient to what I call competent scheme. This is, I think, the thing you touched on at the beginning. It's not just performative execution screen that looks fast. It's actually moving towards something you're trying to do in a focused way. Focus as well as iteration are two key ingredients. What's I always find interesting about people is that when you look at something like focus, a lot of people in an early stage startup will not quite be have the focus they need. And you and I have seen this together personally. Um what's interesting about people is that it's often for very different reasons. There's the person who's just like incredibly ambitious and just, no, we have to just do it all. There's been another person on the other end of the spectrum who who might have um um some concern about um, are they good enough or is their startup good enough? And no, there no one's gonna like it unless I do this much. And both of those people and all of the archetypes that are surrounding a lack of focus have to get past themselves to just the practice of iteration and the discipline of focus. So I think that's uh next uh really helpful.
SPEAKER_01Both of us, we both worked at Roblox, and I think Roblox is a great example. Um, and and props to to Dave Bazookie, uh, this concept of having an aspiration or a vision and iterating to get there, I think is a good way of going about it. Because it still allows you to have that broader vision, but the realization that it's gonna take iteration um to get there, I think is really important. And it's not gonna be a straight line. Um, and I think that's applicable to any size company and helps with that focus, also helps with the the process as you get bigger. Um, but having those checks and balances and kind of that culture to your point, I think is is paramount to getting it right.
SPEAKER_02And that is the one-two punch, I think, that was really evident at Roblox. Um vision and iteration. There were plenty of times when we knew the first coup, two, three, four steps that uh um that we needed to make. And in the name of speed, I'd often uh advocate that if if we know, if we have high confidence that whatever the vision is, we can't, we understand those first steps and they're all virtuous, we should start. But there was a deep discomfort about starting without the vision. And the vi and and the reason was efficiency is ultimately if you have vision, then your iteration will tend in the right direction. And it supports autonomy as well. I think I think I think you're right about that vision coupled with iteration waste and the one-two punch at Roblox.
SPEAKER_01Yeah, I think that the two things that um really resonate with me. And again, props to to Dave to ensure that the the culture and the vision was always aligned. There's plenty of companies that talk about long-term vision. I worked at a few. Roblox was the first that actually abided by it. Um they that was to your point the most important aspect. And by doing that, it allowed for the right conversation to have to happen regarding trade-offs and opportunity costs. Because in certain cases, the the faster option um on paper, you know, okay, cool, we want to go with speed, but it wasn't aligned necessarily with the broader vision. So it it would probably be the wrong path, or inevitably it would cost more. So balancing those two, I think, are really important. And it allows you to kind of retain that focus, but also really identify the things you want to work on, which inevitably increase your overarching speed, even if in the short term it doesn't seem that way. So I think speed can be, especially if you're just basing it off of uh execution velocity, it could be a trap. Um, you really have to have kind of the holistic vision in place first, and then you can properly identify the right opportunity cost.
SPEAKER_02Yeah, excellent. Well said. I wanna I want to look at your new startup, Splendid Games, with a particular lens around now versus before. How do you operate today compared to say how you operated just before joining Roblox when you were working on a Roblox game back then? And how has that changed with the specific lens of speed?
SPEAKER_01Yeah, totally. I mean, one of the biggest changes, uh, my co-founder Chris Kirmsey, he's excellent. He's he's been in the gaming space for for a long time. And actually, having a technical co-founder is a huge improvement. Uh uh, but I think beyond that, right, the platform has material materially changed. Um, the market has changed. It's been almost 10 years, which is crazy to say. Um, when I started developing on Roblox, I just learned about it. It was 2016, I believe. Roblox had just launched into mobile. Um, there was there was a rocket ship happening, but it was still early and pretty nascent. And it wasn't the dominant player it is today in the mobile space. Also, just generally speaking, the ecosystem was as nice mature, both from a player perspective and from a developer perspective. So those that that's a huge change, right? When we were originally developing um, being in the top 20, I believe we did crack the top 20, it it really couldn't sustain a team of three in the Bay Area. Now that's a very different story. Um, so I think just the the maturity and the economics are very different. Um and as a result, I think the the core loop has changed, right? Because with those opportunities and also that that 10-year time horizon, development has gotten much better. Um, developers have matured, their content has increased in quality. Um, and it's really transitioned from more of a hobbyist platform, I'd say, to more of a professional one. It's still a great environment to dabble and and be a be a hobbyist. I think actually that's where a lot of top creators start, and that's amazing. And I think that's actually one of the things that excites me most about Roblox. But on the flip side, you can make a real business and and you can actually um do it in a way that I think is more sustainable than say mobile free-to-play, right? The app stores are zero sum, you have a very steep power curve. On Roblox, um, Roblox in particular, they they have a vested interest in kind of flattening that curve and and improving the the amount of people who can find success. So I think as a result, right, there's this there's this shift, this paradigm shift, and creating something that is pure intuition and transitioning to something that is is still intuition but data driven as well. And the the best developers um that that I've seen have success are those that are able to iterate quickly, identify that like core gameplay loop that's that's fun and exciting and has the the broadest potential. But then what they're able to do is quickly iterate on it. So they essentially go fishing. And once they catch the fish, they can implement modules, libraries, best practices, and then quickly iterate to a game that has events, has a weekly cadence of updates, and is really being driven by live ops. That's actually a big difference between now and 10 years ago. And then last but not least, and this is relatively recent, but the tooling has changed. Um, I think AI is having a huge impact, uh, specifically on Roblox. I think the broader gaming industry, as you've probably seen, um, I think there's been an allergic reaction to that. Uh, Robux instead has uh really welcomed it. And I think developers that I've spoken to in my in my own uh personal experience as well, if if used correctly, it actually increases your ability to be creative. It actually empowers the creative. That's that's an aspect that AI still isn't really good at. But what it does help is remove obstacles and roadblocks, especially when it comes to scripting. Um, so for a new user to Roblox, a new developer to Roblox, someone who's just starting to dabble, I think AI can be a great catalyst because it can help you get through those obstacles, learn as you go, become competent in your crafts as you continue to iterate. But likewise, for the more experienced team, they can greatly increase that cadence we talked about and expedite, I think, the speed to learn. So it's really exciting to see how that further develops as well.
SPEAKER_02And for those not familiar, are you using AI off-platform to write things that go inside of Scudio, or are you using um AI within Scudio and to develop gaming?
SPEAKER_01Yeah, we we both actually. For our first project, or our main goal of that project was just to get everyone up to speed. It was actually the first time my co-founder Chris had developed on Roblox, has a wide range of experience. He and his brother actually created the first MMO when they were in college. It's called Meridian 59. Go check it out. It's still playable, it's pretty amazing. Um, but there's some nuances with developing a Roblox. So our first our first goal was to um get him up the speed, get the team gelled, and try to create something primarily by hand. We didn't really use AI for our first project to create a corpus that we could then leverage. So now for future iterations, what we're doing is we're taking that core code base that we built and then leveraging AI to help expedite. Um, and then the other piece too is whenever we build a system, we make sure that that's a module or a library or we can reproduce for other games. And what we're trying to achieve, right, is identify that core gameplay, that foundational piece. But then there's a lot of other features that are quite ubiquitous that you can just plug in. So um creating that harness, I think greatly expedites your speed. But what one thing I would say is you can't just fully depend on AI, right? It's it's an augmentation, it's a tool. Um, part of the reason we're we've implemented it was because Chris became competent and comfortable on the platform and now can actually properly use AI. To empower our workflows. I think if we started the on the opposite end of that spectrum, it still can work, but you potentially run into trouble and pitfalls, especially if you're having or you're relying on artificial intelligence to build stuff you you don't have experience in. Right. Um yeah, if you if it's like anything that needs to be managed. If you don't manage it, it's going to be a bad result.
SPEAKER_02Yeah. Yeah. And if you understand it and are open to understanding and curious, you'll be a better manager of it.
SPEAKER_01Totally.
SPEAKER_02So I hear people talk about a trade-off between speed and quality often. A classic argument. In the case of gaming, I think about quality in a lot of different ways from low friction, fast join rates, usability, gameplay mechanics. How do you think about that trade-off between speed and quality at Splendid Games?
SPEAKER_01Yeah, I I think I can talk specifically for games and in Roblox in particular, but in a world like Roblox, I actually don't think speed and quality are counter to one another. Um if used correctly, I think speed can greatly improve quality and help you get to higher quality faster. Um you know it's uh similar to what we were talking about with Roblox. A lot of it is identifying kind of long-term vision and iterating to that. And I think from the outside end, um, whenever a new game pops up, a lot of people who aren't developing games think, oh, that's this crazy innovation. The reality though is it's usually just a bunch of iteration, right? Over and over and over again. And a lot of content mediums follow the same path. Um and and games, especially, uh, with what's available as far as like data, the speed of getting that data and user feedback on Roblox in particular. Um, if harnessed correctly, you can you can validate a hypothesis um very, very quickly. And then inevitably that will improve quality. Um and taking Roblox as another example, I think they're actually a good analogy to this. And one of the reasons I think Roblox has this ability to iterate is because their foundation is so sound. Right. Um this 3D physics sandbox is so powerful, it actually affords Roblox the ability to iterate and continue to go. The same is true of games. So the really important piece is to identify kind of that core gameplay. Is it is it fine and is it broad enough? And then everything else is kind of like icing on the cake, right? But that's I think the the biggest piece and what I view quality to be within gaming. A lot of people um I think misrepresent quality potentially as like fidelity. And that is that is a variable for sure. That that's an aspect, but I think it's it's one of like a multifaceted group of variables. And for me, it's it's really about the the quality of of the gameplay. And you can see many examples that follow this. Roblox is one, Minecraft is another. I mean, Nintendo is has made their business on this, right? Their their hardware is usually two generations behind their competitor, yet they still dominate because their games are fun. Um, they have the right hooks, the right, the right type of gameplay, um, the right type of metagame, etc. So I think those are really, really important. But in this day and age, it's it's even easier to try and validate those um through systems and data uh and and get to a higher quality bar, I think, through that iterative process.
SPEAKER_02Yeah, that uh uh what that makes me think about is that if you think about the two extremes of the quality that someone imagines that keeps them locked in their room working on something uh until they think it's ready versus the iterative approach, is that that for a lot of software, tech products, gaming, quality is not defined by doing your vision really well. It's actually defined by an accumulation of evidence that what you're doing is actually connecting with the people you want to connect with. And and that's uh a definition of quality that will push you to iterate, push you to get feedback from the external audience, and will push you to be data-driven in your uh in your pursuit of quality. And so I I think this we often think of this quality trap as an overbuilding, polishing the fenders. Uh, I think I heard at Roblox many times, the don't like live in a cave for six months and emerge with what you think is amazing. It's probably not. Get out there. I think it's this accumulation of evidence that what you are doing is is resonating and working with the intended audience. So I think that's another excellent uh summary of of your experiences there.
SPEAKER_01Yeah, and embracing failure as a positive, right? Yeah. Because it's a data point. Um I didn't I didn't work at Supercell, but I I know their philosophy really well. I know a lot of people who were there, and they were called Supercell because they had cells of groups that were working on new content. The best part about that was um if the game they were working on failed, they would still take pieces of it and apply it to other successful products. Many of the successful features in Clash were the results of failed projects, but they tried something new. So it's it's about identifying kind of that data and then leveraging that lesson to then further empower the kind of the core system. And if you can do that, you've you've figured it out.
SPEAKER_02So I want to get to my last question, which I'm asking everyone. Um Beyond speed, I've seen that recovery is one of the key traits of great leaders, the ability to have a bad day, bad news, bad results, and come in fresh the next morning with optimism and moving forward. How do you recover?
SPEAKER_01Yeah, it's a good question. Um I I think, you know, at least in my experience, burnout, thrash, exhaustion, all of that, um it really stems primarily from issues with the system. Right? W w what you're leveraging for speed, what you're leveraging to build. Um I think a lot of it can be mitigated uh with the the you know tactics and strategies that we've already discussed, where if you do embrace failure, it's part of the system, um, it allows you freedom, it gives you evidence, it allows you to iterate. It greatly mitigates what inevitably I think results in a lot of those um cases of burnout and hitting a wall. Um in my experience, especially early in my career, I experienced burnout a few times, and it was a result of um I think not having the right checks and balances, the right culture, uh, the right systems in place. Um essentially spinning your wheels, so to speak. And the problem with burnout is you usually don't know it until it happens, right? You're already burnt out. Um so I think first and foremost, it's it's about having the right system in place that includes the culture of the company, and then having the right checks and balances and ensuring that's also part of the culture. Because even if you have the best system, people still need a break. You still need to decompress. Um, I found for me personally, I I love the motto work hard, rest hard. I I I like to work really long hours, get stuff done, and then take a larger break. Um, but that's very personal, right? So the other piece of advice is and it requires a lot of introspection, but like what allows you to decompress? What gives you energy? And then ensuring that's baked into the process, right? For me, I'm actually an introvert, so getting some alone time, playing video games is a way to decompress, reading, um, and then getting that energy to go back as well. Uh so yeah, I think a lot of it stems though from the system, and and the three pieces I spoke about inherently are all part of that. Um, and if if you can structure that the right way, I think it can mitigate uh and hopefully, you know, even allow you to avoid inevitably this this burnout um or thrash that I think a lot of people encounter, unfortunately.
SPEAKER_02No, thank again, a very thoughtful answer. And I just want to comment if you're an introvert, I might be on the uh end of the spectrum called Hermit. Uh just uh FlyIn. I want to I want to thank you for your time, and I just want to say that Um I want to thank you for reminding me of why I loved my time at Roblox so much. I think you're an exemplar of all the great people that have uh have worked at Roblox. And this I'm talking about in the opening of my book that the successes at Roblox were no accident. They were intentionally an intentional strategy around people, uh, the kind of people that would thrive and the system that the people operated in. And I think you're an exemplar of um those people, the this the incredible thoughtfulness and the smarts and the experience and the decency and and optimism. And so thank you for reminding me of how much I love my time at Roblox. It's uh and it's great to have Roblox alum like you scattered everywhere now.
SPEAKER_01No, thank you, Keith, for the kind words. I really appreciate it. I mean, you're one of the reasons I started at Roblox. So props to you. You laid the foundation.
SPEAKER_02Oh, well, thanks. Thank you. I'm glad uh I'm I'm glad to have played my part. Well, thanks so much. I'm um I'm gonna we'll sign off now. Thanks again, Matt. Have a great day.
SPEAKER_01Thank you. You too.
SPEAKER_02Next time on speed.
SPEAKER_00The mental framework that I have with Agenic AI for development is it doesn't create new capabilities for an engineer. What it does is it massively changes the cost of doing something. And when you massively change the cost of doing something, then all the trade-offs that used to make sense, you've changed the trade-off surface, right? So before electricity was invented, light was very expensive. I've seen this amazing graph of, you know, cost per lumen of light. You needed to be very frugal with light. You needed to think, do I really need to light this candle? Uh, because it's an expensive candle. Now you don't have to think about it. And it would be a waste of your time and energy to think about should I be turning this light on?