How to Present with Power and Poise

Great presentations have many ingredients from the structure of the visuals to the delivery. But what makes it all work from voice, eye contact, word choice, to body language, the visuals used, etc? Let’s take a look at the act of successfully presenting or pitching an idea to reveal these ingredients.



  • TED: Body Language by Amy Cuddy
    • Presentation Transcript
    • communication – interactions
    • we are influenced by our nonverbals
      • nonverbal power and dominance = opening up
      • we compliment the other person’s nonverbals
        • if faced with power = subordinate
      • nonverbal power coordinates to gender
      • nonverbals govern what we think about others and ourselves
      • do our bodies change our minds? Since our minds change our bodies…
        • powerful people = more optimistic – abstract – risk takers – testosterone (high) – cortisol (low)
        • role changes shape the mind
      • presence
        • passionate
        • confident
        • enthusiastic
        • authentic
        • captivating
        • comfortable
      • behavior can change the outcomes
      • fake it ’til you become it
      • tiny tweaks → BIG CHANGES
      • power posing
  • NPR: How A Position Of Power Can Change Your Voice
  • TED: How to speak so that people want to listen by Julian Treasure
    • Presentation Transcript
    • 7 deadly sins of speaking
      • gossip
      • judging
      • negativity
      • complaining – viral misery
      • excuses – blame thrower
      • exaggeration – making something look better/worse than it is (lying)
      • dogmatism – opinion/beliefs
    • 4 cornerstones to powerful speaking (to great or acclaim enthusiastically)
      • Honesty (be clear and straight)
      • Authenticity (be yourself)
      • Integrity (be your word)
      • Love (wish them well) – hard to judge them
    • Toolbox
      • Register – locate voice to the chest = depth
      • Timbre – the way your voice feels – rich; smooth; warm
      • Prosody – the singsong
      • Pace – speed to emphasize
      • Silence – can be powerful
      • Pitch
      • Volume – make people listen – contrast
      • Warm up your voice
    • creating  sound consciously
  • 11 Things To NEVER Say In A Presentation
  • Garr Reynolds Brain Rules for Presenters


  • Create a simple visually stimulating presentation
  • Practice in front of an audience, stuffed animals, parents, friends, anyone who will listen
  • Record a video of yourself and analyze it


  • Google Presentation
  • PowerPoint
  • Apple Keynote
  • VoiceThread (you can upload, narrate the slides on this site, and then embed the presentation into an online portfolio or blog)
  • YouTube

ACADEMONS – Game of School Production Presentation Project


An app game where you take care of small monsters, each of a different class. Each level has different classes of academons. The goal is to raise the academons which will regurgitate credits. Once the minimum amount of credits is reached, you win the game.

21st Century Skills Demonstrated

Learning and Innovation Skills
  • Critical Thinking and Problem Solving
    • Game Ideas:
        1. Linear storyline
          1. roleplay
        2. Collect credits
          1. fight monsters
          2. like Pokemon
        3. Adventure
          1. teachers = bosses
          2. class = level
            1. 6 levels per day
          3. grade = stage
        4. Puzzle
          1. draw certain amount of lines that bring character to all the credits they need to collect
          2. concept of “flow”
        5. Card game
          1. collect all the credits
          2. concept of “old maid” and “go fish”
            1. asking for cards – trying to collect certain sets
        6. Adventure
          1. go against other students
          2. amount of credits = “level” of character
          3. battle other students for best homework/test grade
            1. trivia
          4. weapons = school supplies
        7. Escape
          1. chased by dogs
            1. don’t let them eat your homework
        8. Candyland
          1. chance game
          2. roll a dice to move forward
          3. land on certain tiles to gain credits
        9. Pac man
          1. collect hw, projects, tests (white dots)
          2. evade teachers (ghosts)
        10. Blockus
          1. fit together classes to block out procrastination and other distractions
            1. amount of credits = number of tiles in piece
        11. class monsters
          1. app
          2. collect different monsters (adorable) which, after feeding them and caring for them, give you:
            1. homework, projects, papers, tests
              1. trade in for credits
        12. class wars
          1. fight against different subject classes for credits
          2. homework finished = higher levels
Information, Media and Technology Skills
  • ICT Literacy
    • based off of Neko Atsume and Pokemon – collectibles
      • used google images for references on what player interface looked like in these two games
      • analyzed what made each enjoyable
        • incorperated aesthetics idea of Neko Atsume – collect and hold in room
        • incorperated care idea of Pokemon – level up
        • incorperated cute animal factor from both games – want academons to be fun to collect
Life and Career Skills
  • Productivity & Accountability
    • Daily goals and planning
      • what I need in order to present my game idea effectively
      • what needs to be done and by when

The Game


The Real Thing:

Reactions to the Final Version

I felt like I spoke slower (which could also be attributed to how tired I was).

Evaluation of the Final Version

Even though I practiced at home, it was still good to practice in front of a full audience. Even though I was presenting the same material in front of the same group, I felt that I did change my presentation slightly because I knew that my audience had heard my presentation before.

What I Learned and Problems I Solved

I learned how important your voice is in presenting. For future purposes, I will practice in front of “bigger” audiences and record myself so I can evaluate my presentation in order to make it better.

Creative Thinkers and Writers Block

Fail Faster – A Mantra for Creative Thinkers

  • any plan is better than no plan
  • failures = develop better ideas next time
  • idea → iterate → fail → new idea → iterate → fail (REPEAT)
  • broad ideas
  • mock-up the idea
  • imagine in the place of the player
  • what matters is the game you ship
  • failing is how you get it right
Writers Block – Suggestions on how to deal with this very common problem

  • abstract thinking
  • we are taught that there is one solution
  • genius thinkers see many solutions
  • creativity vs. the world
  • nurture the genius thinking part of your brain
  • Genius level thinking:
    • look at problems different ways
    • make their thoughts visible
    • produce as much as possible (no matter how “bad” the idea may be)
    • make novel combinations – for inspiration
    • change location
    • force relationships – JUXTAPOSE!
    • think metaphorically
    • prepare for chance – take a risk
    • don’t initially listen to the inner critic
  • No ideas?
    • writing exercises – exercise your brain
  • Lot’s of ideas… which one?
    • keep producing – regurgitate those ideas
  • Have an outline… but that one part O_O
    • take a detour/tangent
  • The inner critic
    • don’t listen to it initially in the creative process
    • listen to it during revision
  • self discipline… 😀
Changing Education Paradigms

  • divergent thinking
  • lateral thinking

Retro Espacio Post-Production – Artist Journal

Pause Spaceship by whalesofthesky


During post-production, the team worked on getting the menus (main, pause, and how to) together. For the coder, they worked on and finally succeeded in creating a working code for shooting missiles from the spaceship. The rest of us have been working on the menus. Since the overall aesthetics are done, the rest of us have been working on the coding and putting together all the pieces of the menus, which has been a great learning experience.

Working with The Team

For the menus, I’ve had to learn how to code (which is still a large work in progress). Luckily, the coder has lent me some hints on what to put where and why you need certain commands in certain places. There has also been the aspect of frustration. As a team, we’ve supported one another so that our discouragement didn’t get to be too much. This was especially apparent in the making of the missile script. After many forums, groans, sighs, and threats of a sledgehammer to a computer screen, our coder finally got the missiles to work in the way they wanted. So as a team, we’ve worked well together which shows through our communication, work ethic, and encouragement.

Evolution of Art

At the beginning of production, I had a couple sketches and a few ideas of what was wanted for the final look. By using the computer program Piskel, the transfer of sketches to the computer was simple. Below are the sketches I had for what the main aesthetics of the game were going to look like. The final products can be seen in the final art.

Something that I learned from the process of sketching everything out is that I had a better idea of what the overall product was supposed to look like. This made it easier to transfer my ideas from paper to digital.

SS – Sketch by whalesofthesky

Though the final product ended up looking different than what I had planned, this change helped me process what looked better when certain objects went in different places than what was originally planned. Main changes that I made for the final look were the buttons. Instead of having boxes, I ended up making the actual text into the button.

Menus – Sketch by whalesofthesky

Art Issues and Fixes

Overall, the only issues I had with the art were the sprites. When the image wasn’t saved properly, the background wasn’t transparent anymore. This issue also happened with some sprite converters that I used. I also came across the issue of the sprite sheets not showing each frame in the correct order. In the end, I used this Instant Sprite generator to make the initial sprite sheet. After, I used Photoshop CS6 to rearrange each image so that they appeared in the correct order. Since I haven’t used Photoshop CS6 before, it was interesting to learn what different tools there were and the new layout.

Final Art

Earth 1 by whalesofthesky

spaceship by whalesofthesky

Asteroid 1.5 by whalesofthesky

Screen Shot by whalesofthesky

How To Screen by whalesofthesky

Pause Screen by whalesofthesky

Reaction: I like how each final menu screen ended up looking unique but fitting together in the retro aesthetic theme. Since I’ve never worked with the retro style/pixel look, I’m very pleased with how the overall aesthetics ended up looking. I think the overall product also fits well into what the team’s vision was.

Evaluation: The creation of the aesthetics have been enjoyable and a definite learning experience. I’ve really enjoyed working in Piskel and learning new techniques for pixel art. Even though I am happy with the “final art” of the game, there are a few things that I would improve upon. One thing I would work on is the font. Though the letters look “pixel-y,” the letters have different pixel lengths and widths across each letters depending on which menu you look at. Therefore, I would make the font continuous throughout the game. The other aspect of the aesthetics I would change would be to create a specific color scheme for the game and use that for the menus. This, again, deals with the idea of continuity. Although there are things I would change, this just allows for more learning and a greater experience!

What I Learned and Problems I Solved

Since I have completed the art for the game, I’ve moved to working on coding the menus. For this part of the production, there haven’t been any problems that I’ve solved yet, but I’ve learned some aspects of coding. Something that the coder on our team showed me were the different “KeyCodes” that you have to use. This was helpful especially since I feel like I have no clue what I’m doing. Because I’ve been feeling this way, I’m working with pre-written codes and testing them out, then altering them in ways that I think may work according to out game. So far, nothing has worked out, but I’m starting to get a sense of where things go and why according to the functions you use. Coding has been the main problem that I’ve dealt with during post-production, so I’ve learned some basics of coding, but haven’t solved any code related problems yet.

Retro Espacio Game Production – Artist Journal

MM PNG by whalesofthesky


During the production phase, we discussed fixes that needed to be implemented for the overall game while continuing in the production of the game. One issue that needed to be fixed was the earth sprite sheet. As a group, we discussed numerous ways to fix this and we eventually found a program that would create a PNG file of the sprite sheet so that the transparency was kept. For the past few days, we’ve discussed what else each team member can do to move the project along. While I’ve been focusing on finishing the menu aesthetics, other team members have been focusing on completing the coding of the main menu screen.

Production Notes:

Each work day, I focused my time on creating the final art for the menus and coding the buttons for the main menu. A few of those days were spent figuring out how to create a button with an image in Unity while the rest were used in finishing the art.

On-Going Discussions:

Some main points in production were communication was needed was in the application of the background, sprite sheets, and menus to the game. I transfer the image files to the coder through Google Docs and then we communicate on any other aspect that needs discussion.

Menu Folder by whalesofthesky

The team also communicates through Facebook Messenger when further communication is needed outside of school. This includes asking for finished products (coder) or describing in further detail what is needed/wanted for the overall game (producer).

Essential Art

MM PNG by whalesofthesky

Piskel by whalesofthesky

Creating the Pause Screen by whalesofthesky

Making the Menu Screen by whalesofthesky

What I Learned:

One of the main things I learned was how to make a menu in Unity for a 2D game. This required implementing images with the right resolution, a transparent background, and scale. From this, I learned how to input a “Button” function which could be made into an image and then programmed to change colors when hovered over by a mouse. The challenging part about this was figuring out how to use an image as a button. From the tutorial I was using by XenoSmashGames, I had to figure out how to use an image instead of inputting text as the tutorial shows.

Another thing I am learning about is how to use Photoshop CS6 for basic functions such as cutting, pasting, and scaling images. Since I’ve been using a program called Paint Tool SAI, this has been a challenge because the controls are different and the overall program is more complex than that of Paint Tool SAI. An area where Photoshop came into play was when the sprite sheet for the earth sprite did not have a transparent background. The issue was that the program I used to make the sprite sheet was not creating a sheet with a transparent background. After finding a program that did, the issue was that the sprites were not in order of rotation. For this, I used Photoshop to cut and past the different frames in the correct order.

Retro Espacio Game Pre-Production – Artist Journal


The first thing I did was to list out all the tasks that needed to be completed in Google Docs and Afterwards, I sketched out ideas for the character (spaceship) and objects (earth, asteroids) which were approved by the producer. Each object and character were then developed in Piskel and rotated using Pain Tool Sai.

Explanation of the Game Vision

My vision is of a simple, retro style game which has pleasing aesthetics for the player. I’m hoping to be able to contribute to making a game that is easy and enjoyable for all players. I wanted to make this game because I thought it would be a good step towards learning how to design a game that has some challenges but is not too overbearing in the initial process. From what I’ve learned so far, I think that the making of this game has been a great learning experience.

Contributions to Game Development Plan

Google Docs Milestones by whalesofthesky

Activity in Zoho by whalesofthesky

Project General Aesthetics

Folders in GD for Aesthetics by whalesofthesky

Piskel Sprites by whalesofthesky

Tasks and Milestones

Milestones by whalesofthesky

Tasks – Sprites by whalesofthesky

Tasks – Menus by whalesofthesky

List of Objects, Characters, and Textures
    • Asteroids
      • 4 different sizes
        • (3) 100%, (1) 150%, (1) 200%, (1) 400%
      • Color scheme: grey
      • Animations
    • Spaceship designs
      • Spaceship 1
        • Color scheme: red, neon-green, grey
      • Animations – Sprite Spreadsheet
    • Missiles
      • Color scheme: yellow
      • Animations – Sprite Spreadsheet
    • Menus ⇒ Color scheme: dark blue, lime green, black
    • Earth
      • Color scheme: light blue, green
      • Animations – Sprite Spreadsheet
    • Background
      • stars
        • Color Scheme: white, dark blue
Rough Drafts

SS – Sketch by whalesofthesky

Player Interface – Sketch by whalesofthesky

What I Learned

A main thing I’m learning about are the concepts behind sprites. This includes the resolution, sprite sheets, and seeing how a PNG works. The main program I used was Piskel which was good for creating initial GIFs or images. Since the animations needed frames in between the basic cardinal points, I used Paint Tool SAI to rotate the images. Something I learned here was how to keep the transparency of the background and the difference between a 32-bit and 24-bit PNG.

Problems that arose from the making of the sprite sheets were finding out how to make a sprite sheet, how to keep the file in PNG 32-bit, and all the different file conversions that needed to be done for the process I was doing. From this, I have learned useful skills such as how to do pixel art in Paint Tool SAI and what it means for an image to be PNG as opposed to a JPEG.

I’m also in the process of learning how to create continual backgrounds for the game along with the menus and how to code them in Unity. For this, I’ve found several tutorials on YouTube and people’s blogs where they lay out how to code and create the menus for a game.

The Art of the Pitch

Guy Kawasaki – Art of the Start

  • make meaning
    • increase quality of life
    • right a wrong
    • prevent the end of something good

The Elevator Pitch

  • 2 minute presentation
  • layout the pain statement
  • value proposition
  • short and to the point
  • easy to understand
  • greed inducing/what’s in it for them
  • irrefutable
  • pre-answer people’s questions
  • make it easy to say yes

Art of Pitching

  • the golden rule
  • rule of three
    • establish a relationship (talk 3 times before you pitch) – invest in the person
    • 2-3: expand upon the past conversation
  • follow through with what you say you are going to do

Log lines Process and Examples

  • a short synopsis of your idea
    • protagonist
    • verb
    • what happens



Game Pitch Proposal

Cover Page

Project: Neko Island

Programmer & Menus:

Terrain & Objects:

Character Builds & Artist:

Camera POV & Sound:


Two friends strive to save the cats of Neko Island when a natural enemy is brought to the island, threatening the only place they call home.

Executive Summary

Neko Island is an adventure game with a quest to rescue the cats of the island after dogs are brought to their haven. The player’s goal is to collect the cats that reside on the island and bring them to the safe houses located around the island. Each level will feature a different part of the island.

This game can be played by two people for teamwork gameplay, or as a single player. The cute cartoon characters, easy controls, and simple objectives will make this game fun and easy for anyone ages 7+.

Game Description


Neko Island is a haven for cats. With the population of cats exceeding the human population, cats can comfortably live their lives. One day, the peace is disturbed when dogs are let loose on the island by a mysterious source, causing chaos and havoc. The cats fall prey to their natural enemy and the cat haven that existed is on its way to destruction. Two heroes step forward to save the poor felines. Blaze and Lexi, residents on the island, feel the need to save the peace and its furry residents, so they embark on the task of collecting the cats and putting them in safe houses around the island. Now, it’s only a race against the dogs as the duo scrambles to save the home of felines and humans alike.

The game takes place on Neko Island. The player(s) will be completing levels that take place around the island in buildings and forests that spread across the island in order to find the hiding cats. The main quest is to save all the cats, so once all objectives have been achieved, the game will be labeled as complete.

The Quest

Main obstacles of this game will be finding the locations of the cats and the dogs. Because a new threat has come, the cats will be in hiding from the dogs. The player(s) will have to search the tops of buildings, under foliage, and other places where they may be. Therefore, it is the player’s job to find the cats and bring them to the safe-houses without being confronted by the dogs. If the player is met by a dog, the player will lose three cats. The player(s) will also lose a life. At the beginning of each level, the player(s) has a total of three lives. Depending on the level, the amount of cats that a player is able to carry will vary. Players will be able to carry a max of 5 cats each unless attaining a special item.

Rewards will include in-game bonuses and boosts for completing each level. In-game bonuses will include catnip for attracting the cats to the player, bigger baskets for carrying more cats, extra lives, and dog repellent sprays which will ward off the dogs for ten seconds each. For each level completed, the player(s) will receive a certain amount of fish depending on the completion of the objective. For completing a level, the player will receive 100 fish. If the player(s) only have 2 lives left over, they will receive 75 fish. If the player completes the level with only 1 life left over, they will receive 50 fish.

The final objective is to complete each level’s goal to the maximum degree in order to continue in the story and to receive more points. Once the player(s) rescue the required number of cats, the level will end as the objective has been completed.

Main Characters

Since this game can be played by two players, a single player is able to choose between the two heroes of the story: Blaze or Lexi. The player’s point of view during game play will be 3D top-down. Characters are able to walk, run, and pick up (cats). The only power ups that the players are able to use are upgraded baskets (for carrying more cats) and dog repellent. The characters will not change with the gameplay and will continue to have the same powers and abilities throughout all levels.





The main opponents of the story are the dogs that roam the island. The dogs go around the island attacking the cats and stopping anyone who tries to help. Therefore, once the game starts, the dogs will slowly start moving in towards the player(s). There are two types of dogs. If the dog is big, the dog will be able to pinpoint the player(s) easier while the small dog will not be able to pinpoint the player(s) at all.

If a dog catches up to the player(s), then they will each lose three cats and a life. The opponents will be able to detect the location of the dog by the proximity of its barking.  Capture may be avoided with use of the dog repellent spray.




Neko Island is based off of Tashirojima, a small island in Japan. The environment is that of a small island interspersed with shops, buildings, and houses along the streets. Boats can be found floating along the docks and a little ways offshore. The player(s) will be able to explore all these areas depending on the level of the game they have reached.

Island - Environment


Opening Screen

Opening Screen

Play Screen - MENU

Play Screen – Menu

How To - MENU

How To – Menu


Levels - MENU

Levels – Menu

Choose Character - MENU

Choose Your Character – Menu


Settings - MENU

Settings – Menu

Game Over - MENU

Game Over – Menu




Controls include the arrow keys and the “ctrl” key on the keyboard. The arrow keys control the direction that the player travels. Special movements can be made by the up and down arrow keys. If the up-arrow is pressed two times in a row, the character will start running. If the back-key is pressed, the character will jump. The left and right arrow keys will move the character left or right according to the matching direction of the arrow. The ctrl key is used to pick up objects or cats. By hovering over an item, the player is able to collect it. The player(s) must be next to a cat in order to pick it up.


Main sounds of the game include running sounds, meowing, and barking. The running sounds will differ between concrete, a boat dock, and running through foliage. Both the meowing and barking sounds will alert the player to the proximity of either animal because the volume of each sound will increase the closer the player is to the object. The meowing will only occur if the player is within a few feet of the cat. The barking will occur in random increments between 2-5 seconds. The frequency of the barking will also alert the player to how close the dog(s) are.

Other sounds include the background noises. This will include waves on a beach when the level is near or on the beach. When the level is inland, the sounds will vary between bird tweets and seagulls. There will also be an overall small musical melody that is constantly playing in the background during game play.

For the menu screens, there will be different music playing in the background. When buttons are selected, a clicking noise will occur. When the player chooses a level or the play button, a cat meow will sound, signaling the beginning of gameplay.


Neko Island is known to be inhabited by more cats than humans, so it acts as the perfect cat haven. Small shops and houses line the street of the island and cats can be found around every corner and dotting each rooftop. It isn’t until a mysterious being brings dogs to the island that the peace that had been in place for years is destroyed. Dogs roam the streets, prowling for victims while cats scurry into hiding. It is up to you to help Blaze and Lexi bring the cats to the safe houses that are interspersed throughout the island and to restore Neko Island to the haven it once was. This 1-2 player game will allow anyone ages 7+ to play the hero as either Blaze or Lexi in their fight to restore their home.


5.C.1.B: Building Learner Scripting Skills

Code by Riebart

Scripts as Behavior Components

Link: scripts-as-behaviour-components (3:27)


  • Components that you create allowing you to create different behaviors for the objects in your game

Variables and Functions

Link: variables-and-functions (5:52)


  • variables: “boxes that hold information” – need a different variable (box) for each type of information
    • definition: type nameOfVariable = value;
      • declaration
      • initialization (assigned info to store)
      • finish declaring variable by “;”
    • Start Function: when object in script is attatched to enter scene
      • Debug.Log();
        • can see results in console window
        • value of nay variable by “;” or give variable info to hold
  • function (AKA method)
    • takes variables back – “return”
      • start function: doesn’t return anything
        • type: void
    • create own function: can give it a specific variable in return
      • EX: int MultiplyByTwo(int number){
        • type
        • function name
        • type
        • parameter name
      • variables & parameters = (round brackets)
      • actions = {curly brackets}

Conventions and Syntax

Link: conventions-and-syntax (4:10)


  • coding syntax: structure of the language
    • dot operator: full stop/”.” between words within code
      • like an address
        • EX: Debug.Log(transform.position.x);
          • country
          • city
          • country
          • city
          • street
      • allows separations of compounds
        • EX: Debug.Log(transform.position.x);
          • transform: position, rotation, scale
            • position
          • x: what position contains (x, y, z), chose “x” with dot operator
    • semicolon: terminates statements
      • anything using {} does not need “;” but anything within {} will end in “;”
    • indenting: shows functional structure of code
      • helps with spotting code blocks {}
    • comments: notes
      • use “//” for 1 line
      • use “/*,” “*,” and end with “*/” for multiple lines
      • can temporarily disable codes – use to check for issues

C# vs JS syntax

Link: c-sharp-vs-javascript-syntax (1:54)


  • C# – declarations shown
    • variable declaration
      • type nameOfVariable = value;
    • function declaration
      • asdf
  • JS – declarations hidden
    • variable declaration
      • var nameOfVariable : type = value;
    • function declaration
      • asdf

IF Statements

Link: if-statements (1:27)


  • a decision based on a decision
  • if-else statement
    • further extended by conditional else statement


Link: loops (5:33)


  • ways to repeat lines of code – “iterating”
  • 4 types of loops
    • while loop – while (conditional) > 0)
      • loop will repeat as long as condition is met
    • do while loop – test condition at end of body
      • guaranteed to run at least once
      • semicolon after conditional
    • fore loop – different syntax
      • for(declare variable; conditional; increment/decrement variables)
      • useful for counting when iteration number is known
    • for each loop
      • loops through a collection of items and stops after it finishes
      • easy to access each item of collection
      • cannot modify elements


Link: classes (6:00)


  • “factories” that variables are in
  • shares name of script it is in
  • container for variables and functions
  • OOP – split script up into shorter scripts
    • easier to manage scripts
  • constructor
    • always the name of the class
    • a class can have multiple constuctors

5.C.1.A: Learner Scripting Skills


For both projects, the main thing I learned was the importance of brackets, semi-colons, and spelling. If a word wasn’t spelled right (or spelled like the British spell…), then the function wouldn’t work. If there were no semi-colons at the end of a variable, then it affects later functions and variables. It was interesting to learn that these small details would have such a huge effect on variables later on. For the brackets, I learned how important it is to keep track of them because each has a different function that will not work if the brackets are either nonexistent or in the wrong place. Other techniques I learned were the different ways to attach a script to an object or a parent object. The script can either be dragged or added as a component on the side. Overall, both of these simple projects helped me learn some of the basics to scripting.