This chapter presents an example project implemented entirely with UML state machines and the event-driven paradigm. The example application is an interactive “Fly ‘n’ Shoot”-type game, which I decided to include early in the book so that you can start playing (literally) with the code as soon as possible. My aim in this chapter is to show the essential elements of the method in a real, nontrivial program, but without getting bogged down in details, rules, and exceptions. At this point, I am not trying to be complete or even precise, although this example as well as all other examples in the book is meant to show a good design and the recommended coding style. I don’t assume that you know much about UML state machines, UML notation, or event-driven programming. I will either briefly introduce the concepts, as needed, or refer you to the later chapters of the book for more details.