C/C++ Embedded Systems & Algorithms
I’m Yannick Ruijter, a Game Development student at Howest DAE, where I work across gameplay programming, engine architecture, and graphics programming in C++. I’m particularly drawn to embedded and hardware-level work. I’ve written software for the NES and explored data structures like octrees for performance-critical systems.
This interest goes back to two years of Industrial ICT, where I first learned to program in C on Arduino microcontrollers, later picking up Python, and built a working understanding of electrical fundamentals along the way.
I’m open to a wide range of roles and locations. Roles such as gameplay, engine, or graphics programming all genuinely interest me, and I’m happy to explore opportunities across different studios and countries. That said, I have a particular pull toward embedded programming and algorithm-heavy work, where performance and low-level understanding make a real difference.
Just as important to me is room to grow. I want to keep learning and picking up new skills, not just apply what I already know.
If you’re looking for someone adaptable, eager to develop, and with a solid C/C++ foundation, I’d love to hear from you.
Languages
C++ · C · C# · Python · 6502 Assembly
Graphics & Engines
Vulkan · DirectX · Unity · Unreal Engine · Custom Engine Architecture (SDL)
Concepts & Practices
Data Structures & Algorithms · Embedded/Hardware Programming · Design Patterns (State, Strategy, Command, Observer) · Physically Based Rendering · Deferred Rendering Pipelines
Tools
Git · CMake · Visual Studio
Currently Learning
Linux (Arch)
Howest DAE — Game Development (2024–2027)
Currently in my third year, focusing on C++ across gameplay, engine, and graphics programming.
Industrial ICT (2022–2024)
Two-year program covering C programming for embedded systems (on arduino), Python, and electrical fundamentals, alongside coursework in operating systems (Windows-focused, with some exposure to Linux) and networking (theoretical fundamentals plus limited practical work in Cisco Packet Tracer).
Alongside my coursework, I’ve taken part in several game jams during my time at Howest DAE.
At Xbox Game Camp Belgium, I worked as part of a 9-person team on Hungry Games, an action game where players either sneak past a farmer as a rebellious vegetable or hunt them down as the farmer defending the crops.
I’ve also participated twice in Global Game Jam Antwerp: contributing to Bubble Hell in an earlier year, and most recently as one of four contributors on Retouched, a game where players restore a vandalized museum painting using witness descriptions, while filtering out misinformation from imposters in the crowd.