1. Java Terminal-Based Game
This project was developed using Java and Object-Oriented Programming principles to create a fully functional, terminal-based game. While it may look simple on the surface, this is not introductory material — it’s the kind of assignment normally found in the second term of a university-level computer science program.
In order to even take this type of course at a university, students are required to complete a full first semester of programming theory and practice with a passing grade. That means you're expected to understand classes, inheritance, modular structure, exception handling, user input flow, and runtime debugging at a minimum.
I completed this solo, without instructional guidance, and wrote the architecture entirely from scratch. It demonstrates not just programming ability, but the capacity to self-direct a project through a higher education curriculum level.
2. Unity 6ix 9yne – Gooba : Lip Sync Music Video Timeline Project
This was a custom Unity Timeline project built entirely around a synced music video — using 6ix9ine’s “Gooba” track as the animation base. The project includes:
- Complex Cinemachine camera cuts and blends tied to audio beats
- Timeline-triggered lip sync animations using custom imported facial rigs
- Layered animation tracks with keyframe blending for expressive poses
- Audio-synced character movements and timeline scrubbing triggers
- Multiple Unity plugins to support Timeline control, animation smoothing, and expression triggers
The final result is a fully timed, beat-matched music video sequence rendered inside Unity using Timeline, with no external editing, all sequencing was handled directly in-engine. This was built for a Game Programming course and showcases cinematics, rigging control, and Unity sequencing skills.
3. JavaScript Browser Game – Hemi's Chicken Hunt
This project features a browser-based remake of Space Invaders called Hemi’s Chicken Hunt, written in vanilla JavaScript and loaded through a modular system. The game is hosted directly on my portfolio site and integrates with modal launchers and route-based state control.
The current live version is still in active development and may appear broken or incomplete at times — this is due to ongoing implementation of boss logic, enemy waves, and other expanded features. As I continue refining the game's architecture, I’ve prioritized system experimentation over visual polish for the moment.
It’s worth noting that JavaScript is arguably not the ideal language for learning or building full-scale games, or maybe it is, depending on perspective. Unlike engines like Unity or Godot, JavaScript in the browser requires you to essentially create your own rendering and input pipeline from scratch. There’s no default collision engine, no scene graph, and no universal compatibility across platforms without manually handling edge cases.
Despite that, I chose to pursue this approach precisely because of the challenge, and because the skills it develops around modular architecture, logic isolation, and browser-level control are incredibly transferable.
4. Unity Horror Game: Unfathomable with Game Design Document
Unfathomable is a horror game built in Unity that features modular loading systems, animated menu transitions, " dynamic player control logic, and now... in-world puzzle systems! It includes exactly the types of features referenced in RRC’s application criteria in regards to demonstrating basic programming logic and then some.
The game is structured with a focus on long-term expandability, including room for AI-driven encounters, resource-based exploration, and environmental storytelling. While the project is still heavily in development, the architecture reflects an intentional and scalable design approach, incorporating many industry-standard principles.
Despite the presence of these core systems, which demonstrate both technical knowledge and design thinking, this wasn’t enough to qualify for admission. It highlights a difficult reality for self-taught developers: even when your work hits every checkbox, the outcome may still fall short of institutional expectations.
That said, Unfathomable is one of my most ambitious projects to date, and development will continue regardless of external validation. The foundation is built, and what comes next will only build on its strengths.
5. Second JavaScript Browser Game – Dozer's Fighting Tower
This project showcases Dozer’s Fighting Tower, a side-scrolling beat 'em up created in vanilla JavaScript. It features PvC combat, sprite animation, and modular design architecture.
6. Hemi's Island Mayhem - Unity Firebase Project *playstore-ready*
7. Firebase Portfolio Website – Modular CMS with Firestore Integration
This website (formant.ca) is a fully custom, lightweight Content Management System (CMS) and interactive portfolio. It is written entirely in vanilla JavaScript, without any frameworks, and backed by Google Firebase services. It demonstrates advanced full-stack logic, security practices, and scalable modular architecture.
- Firebase Hosting – Secure HTTPS delivery with custom domain support
- Cloud Firestore – Real-time database used for dynamic content loading (About page, blog feed, etc.)
- Firebase Authentication – Auth-guarded admin panel using email/password login
- Vanilla JavaScript Routing – Custom hash-based SPA routing engine
- Modular Script Loading – On-demand component loading using ES modules (blog, games, music, modal, etc.)
- Responsive Design – Mobile-first layout with carousel and modal systems
- Dynamic Content Modules – Firestore-driven content fetchers for blog posts, about cards, games, and music embeds
- Interactive Game Launch System – JavaScript game modal framework with lazy-loaded game modules
- Click-to-Load Embeds – Custom script defers heavy iframe embeds (YouTube, SoundCloud, etc.) until interaction
- Content Security Policy (CSP) – Strict headers with fine-tuned external media whitelisting
- Bot Detection & Honeypots – Tracks and deflects suspicious bot traffic using Cloud Functions and bait routes
- SEO Optimized – Semantic HTML, JSON-LD structured data, meta tags, and Open Graph metadata
- Analytics + Logging – Google Analytics, Firebase logs, and custom interaction tracking
- Progressive Enhancement – Works without JavaScript enabled for basic viewing; enhancements activate progressively
7a. Cyber Security Skill Comparison – Formant.ca vs RRC Outcomes
This section compares the real-world implementation of Formant.ca against the graduate outcomes of RRC’s Cyber Security diploma program. It highlights how the site’s modular design, monitoring stack, and bot defense systems fulfill and surpass many of the learning objectives typically gained in formal instruction.
Cyber Security Graduate Outcomes vs My Capabilities
RRC Outcome | My Equivalent | Live Example |
---|---|---|
Troubleshoot IT services | Debugged and resolved live Cloudflare/Firebase errors | Live traffic mitigation and honeypot re-routing |
Secure network configuration | Custom CSP headers, strict DNS proxying | Cloudflare proxy + Firebase hosting secured via HTTPS |
Infrastructure security | Firewall rule enforcement, anti-bot logic | Over 2,800+ exploit attempts logged and blocked |
Vulnerability scanning/patching | Manual and automated detection of URL scanning tools | Detection of Neil Patel’s SEO scanner hitting honeypots |
Incident monitoring | Realtime analytics, bot logging and session watching | Google Analytics + Firebase logs cross-linked |
ITSM best practices | Modular JS loading, fault-resilient routing | SPA with scroll-sync, route flags, and on-demand loaders |
Security communication | Honeypot data and IP abuse reporting pipelines | Reported scraping IPs to DigitalOcean with logs |
System architecture interpretation | Self-built SPA with modular CMS logic | Formant.ca homepage structure, modal logic, routing engine |
Policy and compliance | Strict CSPs, cookie consent, user safety controls | Fully static fallback + progressive enhancement support |
Summary
This comparison shows that my self-directed development work has already met or exceeded many of the applied goals of RRC’s Cyber Security curriculum. I did this without formal instruction or team collaboration, using only documentation, testing, and audit-driven iteration. The project reflects practical DevOps knowledge, frontend/backend cohesion, and modern security protocols appropriate for production systems.
If this doesn’t qualify as technical readiness, then the standards for admission may not currently recognize Indigenous-built or self-taught infrastructures, which would be a meaningful gap in the lens through which applicants are reviewed.
7b. Game Development Graduate Comparison – Real Project vs Curriculum Outcomes
This section compares my actual production-level work against the expected graduate outcomes of RRC Polytech’s Game Development program. I developed Formant.ca and accompanying games using a self-directed stack, with no formal education, delivering outputs that reflect or exceed many course outcomes.
Graduate Outcomes vs My Proven Skillset
RRC Outcome | My Equivalent | Live Example |
---|---|---|
Develop 2D and 3D games using industry standard tools | Released multiple browser games and working on complex Unity-based shooter | Unfathomable, Dozer’s Fighting Tower, Hemi’s Island Mayhem (Unity) |
Apply programming concepts to game mechanics | Created boss logic systems, enums for difficulty scaling, and modal routing | Custom JavaScript boss classes and canvas rendering engines |
Create interactive game systems and UI | Built full modal launcher, click-to-play games, embedded carousels | Game modal system on /#games with project-specific interfaces |
Implement version control systems | Used local Git for modular deployment, active Firebase/CDN backups | Internal source management with structured deployment foldering |
Design engaging game levels | Designed gameplay waves, projectile paths, and hit detection systems | Wave spawner in Hemi’s Chicken Hunt and animated camera design in Unity |
Collaborate in teams using Agile or SCRUM methods | Solo developer with task boards and milestone feature planning | Kanban-style iteration across Firestore feed modules, CMS tools |
Create technical and design documentation | Published blog posts, PDF game design docs, and CV writeups | Project PDFs included with submission, full writeups on site |
Implement security and testing practices | Bot detection, honeypot links, Firebase rules, and analytic logs | Cloud Function logging, Cloudflare proxy defense, abuse reporting |
Deploy games to web or mobile platforms | Released live playable web games and mobile builds | Games playable from /#games; Firebase hosted; Play Store planned |
Assessment
While I may lack some of the theoretical coursework experience (e.g., shader pipelines, large team asset flow), my practical execution rivals full-stack development expectations. I’ve built front-end game logic, backend content handling, security infrastructure, and publication pipelines on my own.
Formant.ca and the related game projects were built without any instructors or team members, reflecting independent problem-solving, scalable system thinking, and real-world publishing knowledge. This strongly suggests I have already fulfilled a majority of the learning outcomes RRC seeks to instill over the full course duration.
8. Developer Commentary – Technical Breakdown of Formant.ca
As the sole developer and designer of Formant.ca, I created a secure, performant, fully integrated content platform without relying on external frameworks or CMS platforms like WordPress. This was built entirely in vanilla JavaScript, using Firebase as the backend. The system supports blog feeds, project carousels, modal launchers, embedded media, and a real-time admin panel, all housed within a single-page app structure.
Key Capabilities:
- Full SPA Routing System – Custom hash-based router with scroll/route-sync flags, modal states, and outlet injection
- Dynamic Firestore Loading – Modular components query and render data from Firebase Firestore (e.g., About page, blog, Work section)
- Progressive Embed Loading – Custom script defers loading of YouTube, Spotify, and SoundCloud until click-to-play
- Responsive Layouts – Scroll-snapped sections and modal carousels for full-screen mobile engagement
- Realtime Admin Tools – Firebase Auth-gated admin app allows instant content editing and publishing
- Bot & Exploit Detection – Integrated honeypot links, Cloud Functions, and analytics detect scanning behavior
- Security Infrastructure – CSP headers, bot traffic logging, and spam-resistant input handling
- Analytics Layer – Google Analytics + Firebase logs for traffic, source fingerprints, and routing data
- Zero Frameworks – Every system handcrafted in vanilla JavaScript without React, Vue, or Angular
Time Investment vs. Team Cost:
This project spanned hundreds of hours over several months. A comparable project would require at least:
- 1 Frontend Developer – for responsive UI/UX and routing logic
- 1 Backend Developer – for Firestore integration, auth, security functions
- 1 Designer – for layout, accessibility, and component polish
- 1 Project Coordinator or CMS Specialist – to manage data schema and updates
All of these roles were filled by one person—without any formal technical education.
Position in the Dev Hierarchy:
This project reflects:
- Mid-level frontend competency
- Junior-to-intermediate backend skills
- DevOps awareness through monitoring, optimization, and deploy strategy
Conclusion:
This project is more than a portfolio. It’s proof of professional-grade execution by a self-taught developer. Its completion and continued evolution show an understanding of scalable systems and digital publishing pipelines that rival junior developer output in the industry. If this submission wasn’t sufficient to secure a spot in a foundational game development program, it may point to a misalignment between admissions expectations and demonstrable technical capacity.
🎓 The Career Question
Let’s talk outcomes.
This is an advanced diploma program. It filters for high-skill applicants. It screens them with portfolio-level expectations. It frames itself as a professional gateway into game development.
But… where’s the job data?
There is very little public information showing how many graduates from this program go on to work in the game industry — let alone in Winnipeg. There are no clearly published placement rates, no employer pipelines listed, and no graduate testimonials showcasing direct transitions into professional roles.
That’s a problem.
Parents and local funders assume that high-bar programs like this lead to real careers. But if the program doesn’t provide clear pathways to employment, mentorship, or studio partnerships — and instead quietly filters people without telling them the rules — then what exactly are people paying for?
💰 Tuition costs money. Time costs opportunity. underrepresented students are told that programs like this are pathways to inclusion.
But if the gatekeeping is this extreme — and the outcomes this unclear — then it’s not really a bridge. It’s a bottleneck.
And I’ve seen it firsthand. Some of the program’s recent graduates list the diploma proudly on their LinkedIn — and every one of them is “looking for work.” The credential isn’t translating into opportunity. So who is it really serving?