diff --git a/leitfaden.typ b/leitfaden.typ
index 445ff6b7ddfab263a35d2f0e3f7f8261b6dc2868..98b95ff8ba92ec36cd4a2d30835e1e471b6cb549 100644
--- a/leitfaden.typ
+++ b/leitfaden.typ
@@ -1,7 +1,7 @@
 #import "template.typ": *
 #import "global.typ": *
 
-#let title = "Guideline for the RWTH GameJam 2024\nof Fachschaft Mathematik/Physik/Informatik"
+#let title = "Guideline for the GameJam 2024\nof Fachschaft Mathematik/Physik/Informatik"
 
 #show: doc => apply-template(title, "en", doc)
 
@@ -24,7 +24,7 @@
 - During the presentation, you will show the games on your own devices. You shall further upload a compiled version, that is distributed to all participants.
 
 = Technical Requirements
-- The game has to support either Windows (10+) or Ubuntu (24.04.). If possible (your engine supports this, and you used to OS-specific APIs), you shall submit versions for Windows, MacOS, and GNU/Linux.
+- The game has to support either Windows (10+) or Ubuntu (24.04.). If possible (your engine supports this, and you used no OS-specific APIs), you shall submit versions for Windows, MacOS, and GNU/Linux.
 - If your game is intended for gamepads, it must also be possible to play it with keyboard and mouse.
 - There will be repositories in the RWTH Gitlab. You also submit your final version there.
 - We do not mandate a specific engine, though we do recommend to use Godot or Unity. We also recommend you to get familiar with the engine you would like to use beforehand.
@@ -32,7 +32,7 @@
 
 = Introduction: How to develop games?
 
-== What does a game consist of?
+== What do I need for a game?
 To create a game several components are usually needed:
 
 *Graphics*#h(1em)
@@ -40,12 +40,13 @@ To show something in the game, you will need graphical assets.
 In 2D games, the graphics consist of 2D UI Overlay elements like the menu, buttons, or the score.
 The rest of the game graphics are also 2D images and are usually called sprites.
 Often, many sprites are stored together in the same file called spritesheet or texture atlas.
+Animations are done by having different variants of an object and cycling through them.
 
 #figure(image("images/Characters_SpriteSheet.png"), caption: [
-  Example character sprites from #link("https://opengameart.org/content/top-down-pokemon-esque-sprites")[Corey Archer]
+  Example character sprites with walk animations from #link("https://opengameart.org/content/top-down-pokemon-esque-sprites")[Corey Archer]
 ])
 
-In 3D games, the UI overlay is done the same way as in 2D games, but the the 3D world is more complicated.
+In 3D games, the UI overlay is done the same way as in 2D games, but the 3D world is more complicated.
 #figure(image("images/0AD_example_colored.png"), caption: [
   A screenshot from #link("https://play0ad.com/media/screenshots/")[0.A.D.]. The 2D UI Overlay is marked green. Buildings, People, Animals, Ground, Trees, and everything else are 3D models.
 ])
@@ -65,7 +66,7 @@ but there are several other types.
 Models also have a material, with many more properties to change its appearance.
 You can see the influence of many common properties in #link("https://docs.blender.org/manual/en/4.0/render/shader_nodes/shader/principled.html")[the blender documentation for physically based rendering (PBR)].
 Note, that advanced shadered materials from 3D software are usually not exportable to game engines.
-This is in part because lack of standardized formats, but also because games require real-time rendering,
+This is in part because of lack of standardized formats, but also because games require real-time rendering,
 which heavily restricts how complex graphics can be.
 
 For unanimated objects, this is sufficient.
@@ -74,7 +75,8 @@ First, we add bones to the model.
 Then we say for each combination of bone and vertex,
 how much a change in the bone position should influence the position of that vertex (this process is called skinning).
 Then for each point and each keyframe, we say what position the bone is in that frame.
-This way of animation is called skeletal animation.
+This way of animation is called _skeletal animation_.
+If the relative position between bones is fixed, the connection is called a _joint_.
 
 #let subpipe(filename) = [#image("images/pipeline/" + filename + ".png", height: 10em, width: 10em, fit: "contain")]
 #figure(grid(columns: (1fr, auto, 1fr, auto, 1fr), 
@@ -89,9 +91,9 @@ This way of animation is called skeletal animation.
 ), caption: [Typical components of a 3D model]) <3dmodel>
 
 *Sound*#h(1em)
-Other assets usually used are sounds.
+Other assets almost always used are sounds.
 These are divided into music (in minecraft that would be the constant background music or the menu music)
-and sound effects (f.e. the placing of a block, the opening of a door, the click on a menu button).
+and sound effects (short: _SFX_) (f.e. the placing of a block, the opening of a door, the click on a menu button).
 There is usually one music played concurrently, while sound effects are triggered by events and may overlap without being faded into each other.
 
 *Physics*#h(1em)
@@ -128,8 +130,8 @@ If you want to do your own networking, I also recommend the networking section o
 #info[This section does not apply to Godot. Godot does not use ECS, but uses an object-oriented class hierachy.]
 Game engines usually use the entity-component-system (ECS)#footnote[Strictly speaking Unity does not use ECS either, but only the EC-pattern. The systems part is not used in Unity.].
 An entity is like an object.
-It could be a physical object in the game, f.e. the player character, the camera, or a projectile.
-But it could also be something more abstract, f.e. an animation or #add("entities without spatial components").
+It could be a physical object in the game, f.e. the player character, the camera, a light source, a spawn point, or a projectile.
+But it could also be something without relevant 3D Location, f.e. an event receiver or a global script.
 Entities have components, that define the entities functionality.
 
 For example, an arrow projectile could have the following components:
@@ -139,7 +141,9 @@ For example, an arrow projectile could have the following components:
 - a rigid body component, that tells the physics engine to move the entity according to rigid body physics
 - a script component, to process events (f.e. the event that the arrow hit another entity)
 
-#add("Godot oder Unity Screenshot: Links ist die Hierachy der Entities zu sehen. Rechts die Components des ausgewählten Entities.")
+#figure(image("/images/Unity/components.png"), caption: [
+  Screenshot from Unity with the hierachy of entities to the left and the components of a PlayerArmature to the right.
+])
 
 == Where can I obtain free assets?
 
diff --git a/sections/godot.typ b/sections/godot.typ
index 7eee432fd30ceda99ed5d6fc7010a2e921cad6be..6a2cf52a109883daa1a0ab7e7574187b0b723eeb 100644
--- a/sections/godot.typ
+++ b/sections/godot.typ
@@ -2,7 +2,7 @@
 
 = How to Godot
 
-== Tips
+== Hints
 - All fields accepting numbers also accept math expressions like `sqrt(2) - 1`.
 
 == 3D Navigation