Every skill listed here is demonstrated in a named project.
Frameworks applied in real projects, not just cited in essays.
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.
→ SupernaturallyApplied 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 ViewUsed 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)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
Sprint planning, daily standups, and retrospectives through university team projects.
Regular playtesting cycles with logged feedback and iteration. Includes the N=12 empirical study in GAM6503 that became the research backbone of Supernaturally.