It's important to remember that your job is merely to attempt to do the assigned work, based on what you can understand with the materials provided. It's up to me to determine whether or not you're demonstrating a good grasp of that material, so there's no sense worrying so much about it yourself.

Starting with your form intersections, these are coming along well. The forms are constructed with a good deal of care - you're clearly employing the ghosting method to execute straight, smooth lines and confident, even ellipses, and your intersection lines themselves are working well to demonstrate clear relationships between your forms, and a good grasp of how they all fit together in space.

Just a couple quick points to keep in mind here - be sure to construct your cylinders around a central minor axis line to keep those ellipses aligned (you're already doing that well enough with your cones). Also, I noticed that some of your cylinders seemed to have the faces closer to the viewer set to a wider degree than the end farther away. It wasn't the case for all of them, but remember that as demonstrated in the Lesson 1 ellipses video, you want that far end to have the wider ellipse.

Moving onto your object constructions, despite your worries, you've done an excellent job here. This lesson is the first one where we really start making pretty strict demands of how students approach their constructions - specifically in that we have them actually subdivide their forms gradually to maintain precision rather than letting them approximate and eyeball the relationships between their forms. Some students find this too demanding, and will stop after a point, deciding that they've done "enough", and approximate everything from that point on, resulting in a lot of wonky little details. Looking at your work, you pushed through to subdivide everything enough to pin down every element with considerable precision.

This improves steadily throughout your work, and you really knock it out of the park with your game controller. I'm especially pleased with how you're handling your rounded corners - that is, defining an object first with a simple box or rectilinear corner, then rounding it out after the fact. This helps maintain far more solidity in your structure, rather than jumping straight into the rounded corner from the start.

I do want to mention that it's normal for especially complex structures - like the game controller - to come out a little wonky or disproportionate. Remember that the goal of what we're doing here isn't to copy our reference perfectly. Rather, each drawing is an exercise - or really, a three dimensional puzzle, and in putting our brain through the process of solving it, we're gradually rewiring the way in which our brain perceives the space in which our drawings exist - developing its ability to see a 3D world where only a flat piece of paper exists. So in this sense, the reference images just serve as a source of information.

Now the only real piece of criticism I have to offer at this point isn't really that big of a deal, but it's still worth mentioning. I did notice some areas where the line weight of your drawings got a little out of hand at times. We can see it in this mouse demo, as well as in this bottle drawing. For the mouse demo, you definitely chose to make some sections of the silhouette especially thick - remember that line weight so something that should be quite subtle, varying thickness only slightly so as to communicate with the viewer's subconscious rather than really shouting into their eyes. Making lines overly thick can actually flatten our forms, making them look more like flat, graphic shapes.

For the bottle, here I'm not sure if you were just accidentally pressing too hard, or if the drawing itself was quite small (making the linework thicker relative to the overall size of the drawing). Either way, this did contribute to a bit of clumsiness, though it wasn't too big of a deal.

When you get into the last lesson, I strongly recommend that you take advantage of the permission to use ballpoint pens though - this will make the sheer complexity of those drawings far more manageable, and given how complex they can be, and how much time they can take, it's well worth it.

Anyway! I'll go ahead and mark this lesson as complete. Keep up the great work.