Three different behaviors that you made: 1. The Candy Cane Monster (CandyCaneMonster-1) jumps around Candyland. The animation is made possible by using trigonometry to calculate the position and forward facing direction as it navigates the terrain. (The monster's behavior is also articulated, see below) 2. The Candy Cane Street Lights (CandyCaneLight-*) turn on and off in a loop based on the time of day. This does not use elapsed time, instead it uses the time of day to determine when to turn on and off (which can be read more about in the advanced features section). 3. The Tiered Cake Mountain's top (TieredCakeMountain-1) has a series of candles that have two behaviors. The first is that they have directional lights above each flame that flickers and changes size. The second is that the flames themselves have a particle system that emits particles that float up and disappear. The particle system is able to recognize the velocity and position of the particle to decide if it should be yellow, orange or red (from farthest to closest to the flame). The particle system also has a random chance to emit a particle or not, which is based on the elapsed time. One behavior that is not simple: Not simple: The Candy Cars (CandyCar-*) spawn (transparency goes from invisible to visible) at the edges of the road, use the roundabout and then disappear (transparency goes from visible to invisible) at the edges of the road. The motion is key-framed and the transparency is animated using a loop. The cars also move at different intervals and don't collide by adjusting the elapsed time's starting value. Animated Articulated Figure: Articulated: Candy Cane Monster's (CandyCaneMonster-1) arms and legs have articulated motion (jumping/flapping animation loop) as it jumps around Candyland. Additionally, the monster's head bobs and its y-scale changes as it jumps up and down to make it look like it's bouncing. Other Behaviors that you made: (backup in case something above doesn't count) - The Sugar Airplane (SugarAirplane-1) flies around Candyland. The animation is made possible by using trigonometry to calculate the position and forward facing direction as it navigates the terrain. The propeller also spins as the plane moves (articulated motion) and the plane's rotation not only adjusts for its direction but also is "banked" to make it look like it's turning and moving up and down. Finally, the plane emits a series of particles that represent pieces of candy that have velocity in all directions and disappear after a certain amount of time. - As mentioned above, the Candy Car's (CandyCar-*) have a multitude of behaviors combined together. Of which span from key-framing, transparency, elapsed time adjustments, etc. - The entire Candyland has shadows that are dynamic and are changing by the implementation of timeOfDay in the stepWorld method of every GrObject. With this, there is global lighting that rotates from day to night and the shadows change accordingly. This timeOfDay system is also used (discussed above) for the Candy Cane Street Lights (CandyCaneLight-*) to turn on and off.