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1 | > **DRAFT** — under teacher review. |
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| 2 | ||||||||
| 3 | # Creative Thinking for Your Godot Project |
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| 4 | ||||||||
| 5 | The Hamilton and Alexandra College · Year 12 · 2026 |
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| 6 | ||||||||
| 7 | C5-3 rewards **both** kinds of thinking: |
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| 8 | ||||||||
| 9 | > *"Documents the process of critical **and** creative thinking through the development of design ideas and the detailed designs."* |
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| 10 | ||||||||
| 11 | The three required steps — [Shoulders of Giants](/sd/C05/Shoulders%20of%20Giants), [Connect the Dots](/sd/C05/Connect%20the%20Dots) and [Plan B Ready](/sd/C05/Plan%20B%20Ready) — mostly show your **critical** thinking: analysing, tracing, planning. This page is about the **creative** half — extra, optional moves that generate strong creative-thinking evidence. Because you have locked in **Godot**, they fit naturally into a game project. |
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| 12 | ||||||||
| 13 | > [!NOTE] |
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| 14 | > This is still **design** evidence (C05), not the build (C06). The point of each move below is to *develop and refine a design idea* — and to **capture it in your design log** (a sketch, a screenshot, a short note). The artefact is what the marker reads. |
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| 15 | ||||||||
| 16 | --- |
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| 17 | ||||||||
| 18 | ## Move 1 — Diverge before you converge |
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| 19 | ||||||||
| 20 | Don't design the first idea that works. Generate **many** — five rough versions of a mechanic, a level layout, or a menu — *then* choose one. |
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| 21 | ||||||||
| 22 | - Sketch 5 quick options on one page. |
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| 23 | - Circle the one you'll build, and write one line on **why each other option was rejected**. |
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| 24 | ||||||||
| 25 | > [!TIP] |
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| 26 | > The rejected ideas are not wasted — a documented "I considered A, B and C, and chose B because…" is exactly the creative-thinking evidence that scores. Keep the idea sheet. |
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| 27 | ||||||||
| 28 | --- |
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| 29 | ||||||||
| 30 | ## Move 2 — Grey-box prototype to test a design idea |
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| 31 | ||||||||
| 32 | Build a quick, ugly, playable Godot scene — plain boxes, no art — just to feel whether a design idea actually works. Play it, then change the design based on what you felt. |
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| 33 | ||||||||
| 34 | - Use placeholder shapes (a `ColorRect` or a cube) instead of art. |
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| 35 | - Write a **before / after** note: "I planned a double-jump, but in the prototype it felt floaty, so I changed the design to a dash." |
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| 36 | ||||||||
| 37 | This is prototyping to refine the **design**, documented as design thinking — capture a screenshot and the note for your folio. |
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| 38 | ||||||||
| 39 | --- |
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| 40 | ||||||||
| 41 | ## Move 3 — Remix and combine |
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| 42 | ||||||||
| 43 | Creativity is often two old ideas combined into a new one. Take two things you like and mash them together, then document the reasoning. |
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| 44 | ||||||||
| 45 | - "Tetris + tower defence", "a cooking game with rhythm-game timing". |
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| 46 | - Write what each part contributes and why the combination is more interesting than either alone. |
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| 47 | ||||||||
| 48 | --- |
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| 49 | ||||||||
| 50 | ## Move 4 — Use a constraint as a creativity engine |
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| 51 | ||||||||
| 52 | A blank page is hard; a tight limit sparks ideas. Set yourself a deliberate constraint and design within it. |
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| 53 | ||||||||
| 54 | - One button only. One screen. No text. A single colour. Sixty seconds per round. |
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| 55 | - Document the constraint you chose and the design it forced you into. |
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| 56 | ||||||||
| 57 | --- |
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| 58 | ||||||||
| 59 | ## Move 5 — Design the "game feel" |
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| 60 | ||||||||
| 61 | How a game *feels* is a design decision, not an accident. Treat feedback — screen shake, sound, particles, timing, a little pause on impact — as a design dimension and make deliberate choices. |
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| 62 | ||||||||
| 63 | - For one key action (a jump, a hit, a pickup), list the feedback you'll add and why. |
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| 64 | - Note what you're trying to make the player **feel** (snappy, weighty, satisfying). |
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| 65 | ||||||||
| 66 | --- |
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| 67 | ||||||||
| 68 | ## Move 6 — Stand on the Godot ecosystem's shoulders — creatively |
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| 69 | ||||||||
| 70 | You don't have to invent everything. Study how others solved a problem, then adapt it into something of your own. |
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| 71 | ||||||||
| 72 | - Browse the in-engine **AssetLib** (Godot Asset Library) and the official **Godot demo projects** to see how a pattern is built. |
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| 73 | - Study open-source Godot games (itch.io, GitHub) and published games for a mechanic or UI idea. |
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| 74 | - Use free **CC0** art to prototype — e.g. [Kenney](https://kenney.nl/) or [OpenGameArt](https://opengameart.org/) — so your design work isn't blocked waiting on art. |
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| 75 | ||||||||
| 76 | > [!TIP] |
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| 77 | > **Credit everything**, even free CC0 assets and ideas you adapted. A Credits list is an integrity requirement — and noting "adapted from X" is also creative-thinking evidence. This overlaps [Shoulders of Giants](/sd/C05/Shoulders%20of%20Giants), but here the emphasis is on the *creative remix*, not just the analysis. |
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| 78 | ||||||||
| 79 | --- |
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| 80 | ||||||||
| 81 | ## Move 7 — Document your pivots |
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| 82 | ||||||||
| 83 | When you change a design idea partway through, that change is gold — **if you capture it**. |
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| 84 | ||||||||
| 85 | - Save the **before** (the original mock-up or sketch) and the **after**. |
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| 86 | - Write one or two sentences on what triggered the change and why the new design is better. |
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| 87 | ||||||||
| 88 | A folio full of documented pivots tells the marker a real thinking process happened. |
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| 89 | ||||||||
| 90 | --- |
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| 91 | ||||||||
| 92 | ## Capture it for your folio |
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| 93 | ||||||||
| 94 | None of this counts unless it's **documented**. As you try these moves, drop into your design log: |
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| 95 | ||||||||
| 96 | - the sketch / idea sheet (Move 1, 3, 4) |
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| 97 | - a screenshot of the grey-box prototype + your before/after note (Move 2, 7) |
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| 98 | - a short written reason for each design choice |
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| 99 | ||||||||
| 100 | --- |
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| 101 | ||||||||
| 102 | ## Check Your Understanding |
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| 103 | ||||||||
| 104 | 1. In one line each, what's the difference between *critical* and *creative* thinking in C5-3? |
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| 105 | ||||||||
| 106 | >| **Critical** thinking analyses and judges — comparing solutions, tracing requirements, planning for risk. **Creative** thinking generates and combines — producing new ideas, remixing, exploring options. C5-3 rewards documenting *both*. |
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| 107 | ||||||||
| 108 | 2. You sketched five menu layouts and built the second one. Why keep the other four? |
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| 109 | ||||||||
| 110 | >| Because the rejected options *are* the evidence. "I considered five layouts and chose this one because…" documents a creative process — far stronger than presenting one design as if it appeared from nowhere. |
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| 111 | ||||||||
| 112 | 3. Pick one move above you could do for your Godot project this week, and name the artefact you'd save for your folio. |
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| 113 | ||||||||
| 114 | >| Any reasonable answer — e.g. *Move 2: grey-box a jump mechanic and save a screenshot plus a before/after note*, or *Move 1: sketch five HUD ideas and keep the idea sheet with reasons for rejecting four*. |
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| 115 | ||||||||
| 116 | --- |
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| 117 | ||||||||
| 118 | ## See also |
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| 119 | ||||||||
| 120 | - [Shoulders of Giants](/sd/C05/Shoulders%20of%20Giants) — researching existing solutions (C5-3 Step 1) |
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| 121 | - [Connect the Dots](/sd/C05/Connect%20the%20Dots) — tracing ideas to requirements to designs (C5-3 Step 2) |
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| 122 | - [Plan B Ready](/sd/C05/Plan%20B%20Ready) — contingencies and mitigations (C5-3 Step 3) |
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| 123 | - [C05 Resources](/sd/Resources/C05-Resources) |
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| 124 | ||||||||
| 125 | ← Back to [C05 Home](/sd/C05/C05-home) · [VCE Software Development Hub](/sd/VCE%20Software%20Development%20Hub) |
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