University Marks
Those marked with * are modules without a programming project to submit Programming projects for university modules are on private repositories due to university policy though code examples are available on request.
Postgraduate
This sections only contains the marks which I have recieved back so far (January 2026).
| MODULE NAME | MARK |
|---|---|
| Graphics Programming Produced a solution focusing on implementing a PBR lighting model using the Cook-Torrance BRDF as well as skeletal animation, appliy bone weighting and skinning in the vertex shader. I also wrote an essay covering my thoughts on the past, present and future of lighting models which you can download HERE! |
85 |
| Computer Science Applications for Games Produced a position paper justifying the algorithms used in the creation of two executables generating outlines of cave systems. |
74 |
Undergraduate
| MODULE NAME | MARK |
|---|---|
| Group Game Development Project and Work-based Simulation Working as a team to simulate a studio setting, produced a 2D game engine and then continuing to produce a game using said engine. |
77 |
| Final Year Project I researched and implemented a 2D real-time fluid simulation using Smoothed Particle Hydrodynamics. The writeup for this is available to download HERE! and the code for the particle physics model is available to view HERE! |
77 |
| Low Level Programming Given an existing raytracing framework, proceeded to profile and optimise the application as well as add linux support. |
40 |
| Advanced Graphics and Real-Time Rendering Developed a rendering engine that demonstrates multiple advanced graphics techniques including Normal and Parallax Mapping as well as Animation and Terrain Rendering. |
56 |
| Technical Games Production As part of a five person group, developed a puzzle game in which you use different coloured cubes with different properties to solve a variety of puzzles. |
76 |
| Further Games and Graphics Concepts Created a physics engine which contained a mass aggregate particle system and rigid body simulation. |
72 |
| Concurrent Network Applications Using C# and .NET to create a networked chat client and game. Utilises both TCP and UDP. |
60 |
| Artificial Intelligence for Games Given an existing framework, implemented a state machine to control various steering behaviours in a small tank. |
45 |
| Further Mathematics and Algorithmics* A series of lectures and tests covering topics such as quaternions, O notation and using dynamic programming to solve maths problems. |
62 |
| Computing Professional and Business Skills* Covered the fundamentals of becoming a computing professional as well as a group project with students from the year above. |
69 |
| Fundamentals of Game and Graphical System Development Created a 2D SDL Game and then moved onto 3D using OpenGL as an introduction to 3D programming. |
71 |
| Fundamentals of Computing and Mathematics* Covered the fundamentals of maths for programming. |
73 |
| Games Engine Creation A small game engine created in SDL to recreate Super Mario. |
59 |