TOOLS & SOFTWARE

Every skill listed here is demonstrated in a named project.

Unreal Engine

Blueprint Visual Scripting
Gameplay mechanics, AI behaviour trees, interactive systems, weapon state machines
→ See: Shadow's Path
Level Design & Blockout
Whiteboxing, metrics validation, player flow, combat spaces
→ See: Shadow's Path
Lighting & Atmosphere
Dynamic lighting, post-processing, mood creation, optimization
→ See: The End of the 50's
Performance Optimization
LOD systems, draw call profiling, memory management; 40% draw call reduction achieved on Shadow's Path targeting GTX 1060 at 60fps
→ See: Shadow's Path
Chaos Physics
Destructible environments, crumbling floor mechanics, runtime geometry fracture
→ See: Supernaturally
In-Engine Telemetry
Custom Blueprint logging hooks for shot counts, kill/death events, and weapon state at time of death, used to generate empirical research data
→ See: Supernaturally (Research)

Unity

C# Scripting
Game mechanics, component architecture, coroutines → See: Stranger Natural
2D Game Development
2D physics, sprite management, tilemap system
→ See: Stranger Natural
UI/UX Implementation
Canvas system, UI animation, event systems → See: Wizards & Dragons

3D Modeling & Design

Autodesk Maya
Environment modeling, UV mapping, topology optimization
Substance Painter
PBR texturing, material creation, smart materials

Adobe Creative Suite

Photoshop
Image Editing, UI/UX
Premiere Pro
Video Editing
Audition
Audio Editing

UI/UX & Design Tools

Figma
UI wireframing, prototyping, design systems, collaborative design → See: Wizards & Dragons, Red Winter
Design Pipeline Integration
Asset handoff, style guides, component libraries, design documentation
User Interface Design
Menu systems, HUD design, interactive mockups, accessibility considerations

Applied Design Theory

Frameworks applied in real projects, not just cited in essays.

MDA Framework (Hunicke et al., 2004)

Used to analyse the Mechanics–Dynamics–Aesthetics chain in Supernaturally's vulnerability system. Identified the risk of the Inventory Fumble dynamic undermining the Challenge aesthetic, resolved through visual affordance design.

→ Supernaturally
Self-Determination Theory (Ryan & Deci, 2000)

Applied as a fairness metric, specifically Attribution Theory to distinguish internal failure attribution ("I jumped too early") from external ("the system failed me"). Used to validate that the Hard-Lock vulnerability system preserved player Competence across all 11 test sessions.

→ Supernaturally, The Long View
Cognitive Load Theory (Sweller, 1988)

Used alongside Hick's Law (decision latency), Cowan's working memory limit (4±1 chunks), and Fitts' Law (input ergonomics) to define and operationalise Cognitive-Mechanical Interference, the coupling fault between decision latency and committed movement.

→ Supernaturally (Research)
Flow Theory (Csikszentmihalyi, 1990)

Used to define the aesthetic target for high-difficulty platformer design, measuring whether tactical complexity pushed players into the Frustration zone or maintained the Challenge channel. Zero flow loss recorded across all variable-condition sessions.

→ Supernaturally (Research)

Research Module: GAM6503 · Jan 2026

Cognitive-Mechanical Interference in 2.5D Platformers

BSc Games Design · GAM6503 Practical Development Research · University of Greater Manchester · 3,985 words · N=12 counterbalanced within-subjects experiment

Read Paper (PDF)

Production & Workflow

Version Control

  • Git workflow & branching strategies
  • Perforce basics (learning)
  • Project collaboration best practices
  • Repository management

Documentation & Communication

  • Game Design Documents (GDDs)
  • Technical specifications
  • Level design callouts & annotations
  • UI/UX wireframes & prototypes (Figma)
  • Clear written communication

Professional Skills

  • Team collaboration & communication
  • Receiving & implementing feedback
  • Iterative design mindset
  • Time management & prioritization

Development Methodologies

Agile / Scrum

Sprint planning, daily standups, and retrospectives through university team projects.

Playtesting & Iteration

Regular playtesting cycles with logged feedback and iteration. Includes the N=12 empirical study in GAM6503 that became the research backbone of Supernaturally.

Core Competencies

Design Skills

  • Level Design & Layout
  • Environmental Storytelling
  • Player Flow & Pacing
  • UI/UX Design & Prototyping
  • Narrative Integration
  • World Building

Technical Skills

  • 3D Modeling & Environment Art
  • Lighting & Atmosphere
  • AI Behavior Programming
  • Game Mechanics Implementation
  • Audio Integration