Hello! I'm a passionate game developer with hands-on experience in Unity, C#, C++, and rapid prototyping. I enjoy building 2D/3D gameplay systems, prototyping AI behaviors, tooling, and iterating based on player feedback. I excel at collaborating with fully remote teams of designers and artists to ship features that balance technical constraints with fun, user-focused design. In my recent roles at Fish Truck Studio and Kent State University, I designed scalable gameplay systems, created prototypes in Unreal Engine 5, and led the debugging and production pipelines. I'm motivated by solving challenging problems and bringing imaginative ideas to life through clean code and thoughtful design.

Sarah Reen

Hello! I'm a passionate game developer with hands-on experience in Unity, C#, C++, and rapid prototyping. I enjoy building 2D/3D gameplay systems, prototyping AI behaviors, tooling, and iterating based on player feedback. I excel at collaborating with fully remote teams of designers and artists to ship features that balance technical constraints with fun, user-focused design. In my recent roles at Fish Truck Studio and Kent State University, I designed scalable gameplay systems, created prototypes in Unreal Engine 5, and led the debugging and production pipelines. I'm motivated by solving challenging problems and bringing imaginative ideas to life through clean code and thoughtful design.

Available to hire

Hello! I’m a passionate game developer with hands-on experience in Unity, C#, C++, and rapid prototyping. I enjoy building 2D/3D gameplay systems, prototyping AI behaviors, tooling, and iterating based on player feedback. I excel at collaborating with fully remote teams of designers and artists to ship features that balance technical constraints with fun, user-focused design.

In my recent roles at Fish Truck Studio and Kent State University, I designed scalable gameplay systems, created prototypes in Unreal Engine 5, and led the debugging and production pipelines. I’m motivated by solving challenging problems and bringing imaginative ideas to life through clean code and thoughtful design.

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Experience Level

Expert
Expert
Expert
Intermediate
Intermediate

Language

English
Fluent

Work Experience

Lead Programmer at Fish Truck Studio
June 1, 2023 - Present
Led design and implementation of core gameplay systems for Our Town, an upcoming mystery-horror RPG. Created rapid prototypes in Unreal Engine 5 (UE5) using C++ and python to test mechanics and player interactions. Conducted research, brainstorming, and interaction cycles with a remote team and presented solutions through PowerPoint and video examples. Proposed optimal gameplay solutions based on feasibility, fun, and player experience impact.
VR Research Scholar at Kent State University
January 1, 2023 - December 1, 2023
Developed a VR haptic-feedback IV needle insertion simulation that improved nursing student performance by 30%. Implemented custom VR input systems, interaction mechanics, and simulation tools using C++ and C#. Strengthened skills in system design, user testing, and scalable workflow improvements. Conducted biweekly playtests with 60+ participants, collecting data to iterate on design, controls, and UI.
Unity Level Design & Programming Intern at Pie For Breakfast Studios
June 1, 2023 - August 1, 2023
Programmed 1,000+ lines of C# for core gameplay features, UI flow, player systems, and 2D interactions. Implemented features based on player and team feedback, improving usability and overall player experience. Identified, documented, and resolved scripting and sprite issues, saving senior developers 8 hours of work weekly. Collaborated with designers, artists, and programmers to maintain coding standards and follow the Game Design Document. Strengthened skills in scalable, maintainable gameplay systems, and remote production pipelines.
Conference Associate at Game Developers Conference
March 1, 2023 - March 1, 2023
Assisted in the organizing and running of the 2023 GDC from March 18th to 22nd. Over 25 hours supported conference operations with session monitoring, speaker assistance, attendee management, and logistics. Built strong communication, teamwork, and problem-solving skills while networking with industry professionals.

Education

Bachelor of Science in Game Design & Programming at Kent State University
January 11, 2030 - December 1, 2023

Qualifications

Add your qualifications or awards here.

Industry Experience

Gaming, Software & Internet, Education, Media & Entertainment
    paper Our Town - Lead Programmer

    Our Town — Mystery-Horror RPG

    🎬 Trailer

    About the Game

    Our Town is a 1960’s-inspired, mystery/horror RPG by Fish Truck Studios. In this game you’ll:

    • Live a new life in a small town
    • Write and deliver newspapers
    • Connect with residents
    • Investigate strange occurrences and uncover hidden secrets

    My Role — Lead Programmer

    As the Lead Programmer on Our Town, I:

    • Architect and implement core gameplay systems (investigation, NPC interaction, dialogue, 2D/3D mechanics)
    • Manage the programming team and coordinate feature development
    • Optimize performance and ensure stable builds/releases
    • Debug complex issues and integrate art & sound pipelines
    • Collaborate closely with designers to translate features into code

    Follow & Wishlist

    Note: more social links available via our Linktree — https://linktr.ee/ourtowngame

    Status & What’s Next

    • ✅ Full Demo: TBA
    • 🔧 Ongoing development by Fish Truck Studios (Windows only)
    • 📅 Stay tuned for announcements and release date news
    paper Spit It Out! - Co-director & Programmer

    Spit It Out — 2D Co-op Platformer

    🎮 Play / Download

    [Play Spit It Out on itch.io](https://www.twine.net/signin

    About the Game

    Spit It Out is a chaotic, expressive co-op game where the players must play as the brain and body of the future president of the United States to overcome obstacles. The future President of the United States needs your help! Help them learn the fundamentals of speaking and forming persuasive speeches that will move the hearts of millions. Work together as brain and body to complete puzzles and traverse levels. Designed as a quirky, comedic, puzzle-focused, the game shines at getting players to work together in a fun unique setting.

    This project was created collaboratively — I served as co-director and sole programmer, helping shape both the creative vision and the technical execution.

    My Role — Co-Director & Sole Programmer

    As the only programmer on Spit It Out, I was responsible for the entire technical foundation of the game. My contributions included:

    • Building all gameplay systems from scratch — including the co-op split screen controls, environmental interactions, puzzle systems, and respawning.
    • Developing moment-to-moment control flow, animation hooks, UI elements, and game state logic.
    • Collaborating closely with my fellow co-director and other team members to shape the overall design, tone, and pacing of the game.
    • Implementing rapid prototypes for mechanics so the team could iterate on feel and comedic timing.
    • Integrating all art, audio, and visual effects into cohesive, working gameplay.
    • Handling debugging, optimization, and preparing the game for itch.io release.

    What I Learned

    Working on Spit It Out taught me:

    • How to quickly turn creative ideas into functional prototypes to test timing, humor, and gameplay feel.
    • How to create the foundation of systems that can easily be expanded upon, all integrating together seamlessly.
    • The importance of strong communication when co-directing both the vision and execution of a project.
    • How to keep builds stable while experimenting with new features and adjusting mechanics.
    • How to create expressive gameplay systems that support comedic or stylistic goals.

    Status & Next Steps

    • ✅ Released — fully playable on itch.io
    • ⚠️ Small-scale prototype — intentionally simple and stylized
    • 🔧 Possible future updates: polish, expanded mechanics, refined visuals, additional levels or interactions

    Dev / Build Details

    • Platform: Windows
    • Engine / Language: *Unity C#
    • Input / Controls: *Keyboard and Controller supported

    Reflection

    Developing Spit It Out was an energizing experience that combined creative direction with full-stack game programming. Being both co-director and sole programmer allowed me to help shape the identity of the game while building every underlying system that made it work.

    paper WrAngler - Lead Programmer

    Wrangler — Game Jam Entry

    🎮 Play / Download

    [Check out Wrangler on itch.io](https://www.twine.net/signin

    About the Game

    Wrangler is a game jam project created over 3 days. The goal of the game is to wrangle as many of the unique fish on Warthog Island by of course punching them in their fishy faces. It’s a quick, experimental prototype made under time constraints, embodying the creative spirit of a jam.

    My Role — Solo Programmer

    As the only programmer on this project, I:

    • Built the entire codebase from scratch in three days — including core gameplay logic, controls, and any systems required.
    • Designed and implemented mechanics (movement, interaction/“wrangling”, UI, game flow, etc.).
    • Handled all debugging, optimization, and build/export (for itch.io distribution).
    • Integrated any art/sound/placeholders — coordinating with whatever art or assets were used (or placeholder assets) to make the game playable.
    • Managed versioning and packaging for distribution.

    What the Jam Taught Me

    • Rapid prototyping under time pressure — how to scope, prioritize, and implement features quickly.
    • Designing minimal viable gameplay to deliver a playable experience in a short time span.
    • Maintaining working, stable builds while adding features and iterating rapidly.
    • The mindset and discipline needed to deliver a complete prototype in a constrained time window.

    Status & Next Steps

    • ✅ Completed — playable (download or web build) on itch.io.
    • ⚠️ Prototype-level — the game may lack polish / content / features compared to a full release.
    • 🔧 Future thoughts: possibly revisit the project to add polish, features, or improve gameplay — as time permits.

    Dev / Build Details

    • Platform: Web + Windows
    • Engine / Language: Unity #C

    Reflection

    Working solo on Wrangler was a challenging but rewarding experience. It taught me about rapid prototyping, full-stack game development (from core logic to distribution), and time management. I learned how to balance ambition with scope, and how to deliver a functional game under pressure.


    Note: Wrangler is a game-jam prototype and designed to demonstrate what can be built in a short timeframe. Feedback and support are appreciated — check it out on itch.io!