I am a skilled software developer with a strong background in game development, automation testing, and Agile methodologies. With expertise in C#, C++, and SenseTalk, I have experience developing interactive applications, automating software testing, and working within structured development environments. My professional experience includes working as an Automation Test Engineer at Specialty Systems Inc., where I developed and executed automated tests for U.S. Navy system interfaces. I have also contributed to game development projects showcased at PAX East, served as a lead programmer on medical and educational gamification projects, and collaborated on research-driven interactive solutions. Proficient in Unity, Unreal Engine, Visual Studio, Eggplant Functional, and various version control systems, I am adept at writing well-structured software design documents and implementing Agile methodologies such as Scrum and Kanban. I thrive in fast-paced, team-oriented environments and am committed to delivering high-quality, efficient, and impactful software solutions

Sarah Robinson

I am a skilled software developer with a strong background in game development, automation testing, and Agile methodologies. With expertise in C#, C++, and SenseTalk, I have experience developing interactive applications, automating software testing, and working within structured development environments. My professional experience includes working as an Automation Test Engineer at Specialty Systems Inc., where I developed and executed automated tests for U.S. Navy system interfaces. I have also contributed to game development projects showcased at PAX East, served as a lead programmer on medical and educational gamification projects, and collaborated on research-driven interactive solutions. Proficient in Unity, Unreal Engine, Visual Studio, Eggplant Functional, and various version control systems, I am adept at writing well-structured software design documents and implementing Agile methodologies such as Scrum and Kanban. I thrive in fast-paced, team-oriented environments and am committed to delivering high-quality, efficient, and impactful software solutions

Available to hire

I am a skilled software developer with a strong background in game development, automation testing, and Agile methodologies. With expertise in C#, C++, and SenseTalk, I have experience developing interactive applications, automating software testing, and working within structured development environments.

My professional experience includes working as an Automation Test Engineer at Specialty Systems Inc., where I developed and executed automated tests for U.S. Navy system interfaces. I have also contributed to game development projects showcased at PAX East, served as a lead programmer on medical and educational gamification projects, and collaborated on research-driven interactive solutions.

Proficient in Unity, Unreal Engine, Visual Studio, Eggplant Functional, and various version control systems, I am adept at writing well-structured software design documents and implementing Agile methodologies such as Scrum and Kanban. I thrive in fast-paced, team-oriented environments and am committed to delivering high-quality, efficient, and impactful software solutions

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Experience Level

Expert
Expert
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
Intermediate
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Language

Javanese
Advanced

Work Experience

Automation Test Engineer at Specialty Systems Inc.
March 20, 2020 - April 1, 2024
Created and ran automated tests for US Navy system interfaces on ships, using SenseTalk in Eggplant Functional. Developed comprehensive spreadsheets containing ship-based data for test scripts; streamlined data accuracy processes, enhancing testing efficiency by 80% and reducing errors by 40%. Incorporated JIRA for comprehensive task tracking, facilitating real-time updates and collaboration. Used Eggplant Manager to run automated tests of system interface in an environment that emulated the conditions and equipment onboard aircraft carriers. Used Git with BitBucket to manage, upload, and merge code changes to different branches. Used Hyper-V Manager and VMware to access and manage builds for testing in a virtual machine workspace. Collaborated with manual and automated testers to complete projected scope 3 months ahead of schedule.
Researcher / Consultant at Fidelity Investments
January 1, 2019 - May 1, 2019
Selected by advisor to be part of group to conduct research on the relationship between young people and investing and to conceptualize solutions to encourage young people to invest. Conceptualized a mobile clicker game targeting young adults where players have a random chance of finding pieces of a coin; if all the pieces are found, the player is awarded a Bitcoin investible through Fidelity.
Programmer at Accipiter Studio
January 1, 2017 - May 1, 2019
NeuroArchery – Lead Programmer January 2017 – December 2018. NeuroArchery is a gamified medical treatment where patients control an archer through an EEG headset. Aided in the creation and maintenance of the design document for the project. Developed C# placeholder scripts to mimic the readings an EEG would feed to the program. Discussed, obtained, and implemented software from EEGer, a company that specializes in EEG software and served as a partner on the project. Implemented a mixture of Agile, Scrum, and Kanban as part of the development team, utilizing sprints, backlogs, and Kanban boards. Allocated programming and QA tasks to the development team.
Lead Programmer at Accipiter Studio
January 1, 2017 - December 31, 2018
NeuroArchery – Lead Programmer. NeuroArchery is a gamified medical treatment where patients control an archer through an EEG headset. Aided in the creation and maintenance of the design document for the project. Developed C# placeholder scripts to mimic the readings an EEG would feed to the program. Discussed, obtained, and implemented software from EEGer, a company that specializes in EEG software and served as a partner on the project. Implemented a mixture of Agile, Scrum, and Kanban as part of the development team, utilizing sprints, backlogs, and Kanban boards. Allocated programming and QA tasks to the development team.
Live Studio Intern at MassDiGI
August 1, 2016 - May 1, 2019
Line Slider – Programmer. Developed new and improved analytics functions and C# scripts in order to prepare the game for launch. Successfully performed a “soft launch” to collect relevant data to aid in improving features before the full launch. Analyzed analytics data from the soft launch using GameAnalytics software, using the data to improve the gameplay in areas where players fell short. Developed and completed systems tests and build verification tests for iOS weekly. Reorganized the bug database and submission forms to streamline the bug reporting process.
Programmer at MassDiGI
August 1, 2018 - May 1, 2019
Line Slider – Programmer. Developed analytics functions and C# scripts to prepare for launch; analyzed soft launch data with GameAnalytics; completed iOS system tests; reorganized bug reporting.
Programmer at MassDiGI
January 1, 2018 - May 1, 2018
Hyper Thunder Run: 198X – Programmer. Utilized C# to create an in-game achievement system through dictionaries and scriptable objects, which was triggered when the player reached a certain number of points. Showcased at Pax East 2018, a gaming convention. Developed and completed systems tests for iOS weekly. Submitted bugs to the database and verified resolved bugs.
Lead Programmer at Lotto’ Boxes
August 1, 2016 - May 1, 2017
Lotto’ Boxes is an educational clicker game where players tap boxes in search of golden ticket pieces. Organized and implemented design choices into each build, overseeing all programming tasks. Polished scripts from previous programmers to fit the company’s C# style guide. Implemented new features through C# programming using Unity 5. Utilized Perforce in organizing the project files while aiding the build manager during weekly sprints. Collaborated with a team of four towards publishing updates on the mobile game, and worked towards communications with the Silicon Valley Community Foundations and Petricore. Ran build verification tests, on iOS & Android, to ensure the game operated smoothly. Managed and taught one other team member on quality assurance, checking in on them each week to ensure they completed their sprint tasks.

Education

Bachelor of Arts in Interactive Media Design at Becker College
January 11, 2030 - May 1, 2019

Qualifications

Alpha Lambda Delta Honor Society
January 11, 2030 - December 23, 2025

Industry Experience

Gaming, Software & Internet, Education, Media & Entertainment, Professional Services