Difference between revisions of "Christina Coffin"

From Sega Retro

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*Reformat and move interview.
 
*Reformat and move interview.
 
*Transcribe and add production credits.
 
*Transcribe and add production credits.
 +
*To work in, from Twitter: Rendering+Optimization Programmer, TechArtist, Animation, VFX.  GDC Advisory Board Emeritus
 
[[User:CartridgeCulture|CartridgeCulture]] ([[User talk:CartridgeCulture|talk]]) 00:54, 29 October 2021 (EDT)
 
[[User:CartridgeCulture|CartridgeCulture]] ([[User talk:CartridgeCulture|talk]]) 00:54, 29 October 2021 (EDT)
  

Revision as of 02:17, 31 October 2021

To do

  • PRIORITY: Rewrite final paragraph in later career to be a brief overview of Rockstar, DICE, then a chunkier section on Light & Dark Arts (or probably just a second paragraph and clean wrapup.
  • Write brief paragraph before the SoA section about time at Sculptured Software.
  • Write STI section with her Sonix X-treme work, specifically her association with the term "Coffin Boss Engine."
  • Write brief mention of her continued gender confusion (stemming from assumptions over her nickname "Chris".)
  • Reformat and move interview.
  • Transcribe and add production credits.
  • To work in, from Twitter: Rendering+Optimization Programmer, TechArtist, Animation, VFX. GDC Advisory Board Emeritus

CartridgeCulture (talk) 00:54, 29 October 2021 (EDT)

Production credits to add

Specifics of her programming SGL?

I have no doubt she did notable programming work on the Saturn's SGL. But I'm curious about the specifics. Short of just messaging her, I wonder - SGL is attributed to Sega AM2. Either she worked with AM2 directly somehow, or worked on the SoA-side's implementation of it. I don't have enough information right now to confidently write either into the article, but I'm sure a little research should find something. In the meantime, wanted to put this here if anyone had any insight/info/etc :) CartridgeCulture (talk) 01:45, 31 October 2021 (EDT)