Yahir VLOGS entre otras cosas
@yahirvlogsentreotras
Systems-minded video game developer with strong C++ compiler and networking foundations, shipping complete games under tight deadlines.
What I'm looking for
I’m a recent graduate in Video Game Development, focused on systems programming in C++. I’ve built modular engine architecture, graphics abstraction layers, and memory/performance-conscious components that let me ship complete, playable experiences under strict time constraints.
My engineering instincts show up in tooling and language work: I built a full compiler pipeline (lexer, parser, AST construction, and semantic analysis) from scratch, including structured error handling. I also created a client-server networking layer with real-time event synchronization, designed to work reliably as systems grow.
On the graphics and gameplay side, I’ve implemented deferred rendering pipelines and HLSL shaders, and used math/numerical simulation to support engine systems. I’ve also integrated AI features by implementing pathfinding and wiring NavMesh and Behavior Tree systems in both Unity (C#) and Unreal Engine (C++).
I enjoy self-directed delivery—across four Global Game Jam entries, I’ve worked independently and in small teams from concept to finished builds. I’m excited to bring that same systems-level curiosity and end-to-end execution to Ubuntu’s open source engineering organization.
Experience
Work history, roles, and key accomplishments
Game Jam Developer
Global Game Jam
Jan 2023 - Jan 2026 (3 years)
Shipped 4 games under Global Game Jam time pressure: The Remainder (2023), Gassy Flight (2024), Ready, Set, Bubble! (2025), and Feel of the Masquerade (2026). Worked independently and within small teams to design, build, and ship complete playable projects within fixed deadlines.
Compiler & Tools Development
Universidad de Artes Digitales Guadalajara
Jan 2022 - Jan 2025 (3 years)
Implemented a compiler pipeline with lexical, syntactic, and semantic analysis, including AST construction from a BNF grammar. Built structured error handling for semantic validation and automated asset processing pipelines with resource export/import plugins.
Systems & Graphics Programming
Universidad de Artes Digitales Guadalajara
Jan 2022 - Jan 2025 (3 years)
Designed and implemented a modular C++ engine architecture with a graphics abstraction layer supporting DirectX 11 and OpenGL. Developed numerical simulation libraries and deferred rendering pipelines with HLSL shaders (vertex, pixel, compute).
Networking & Game Engine Development
Universidad de Artes Digitales Guadalajara
Jan 2022 - Jan 2025 (3 years)
Designed client-server architectures with interoperable communication protocols and real-time event synchronization. Implemented pathfinding and AI systems by integrating NavMesh and Behavior Tree systems in Unity (C#) and Unreal Engine (C++).
Education
Degrees, certifications, and relevant coursework
Universidad de Artes Digitales
Specialization, Graphics Programming for Video Games
2026 -
Activities and societies: Coursework covers rendering pipelines, HLSL shaders, and PBR/IBL techniques across DirectX 11 and OpenGL.
Specialization in Graphics Programming for Video Games, focusing on DirectX 11/OpenGL, HLSL shaders, and rendering pipelines (PBR/IBL).
Universidad de Artes Digitales
Bachelor's degree, Video Game Development
2022 - 2025
Activities and societies: Completed coursework projects including a modular C++ engine with graphics abstraction (DirectX 11/OpenGL), a compiler pipeline (lexer/parser/AST/semantic analysis), and client-server networking/game engine systems.
Bachelor’s in Video Game Development covering engine development, graphics programming, AI systems, compiler development, and networking.
Tech stack
Software and tools used professionally
Availability
Location
Authorized to work in
Job categories
Skills
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