Also Known As
- Chris Coffin
- Christina Coffin
|Midnight Club 3: DUB Edition Remix (2006)||(Statistics and User Interface Network)|
|Battlefield 3 (2011)||(Rendering Engineers)|
|Need for Speed: The Run (2011)||(Frostbite 2 Engine Team)|
|Medal of Honor (2010)||(Frostbite Engine Team)|
|Assassin's Creed II (2009)||(Platform Lead)|
|Far Cry 2 (2008)||(Additional Programming)|
|Midnight Club 3: DUB Edition (2005)||(Optimization and Microcode)|
|Midnight Club II (2003)||(Optimizations)|
|SpyHunter 2 (2003)||(File I/O Support)|
|Scoregasm (2011)||(Super Cool Folk)|
|Quake (1996)||(Special Thanks)|
|Midnight Club II (2003)||(Optimization)|
Christina began programming at the age of 9, writing code on personal computers such as the vic-20 and apple ][.
While growing up, she also studied art and music to cultivate her creative side and bring balance to the technically minded 'art' of programming.
Her first professional work in the game industry began in 1994, working as a junior programmer for a satellite office of Sculptured Software in San Diego, CA which was making SNES/Genesis titles. Later she moved to San Fransisco, CA to work at SEGA, writing tools, SDK code and evaluating prototype hardware for the game consoles Sega Saturn and Dreamcast for several years. Other companies she has worked for include Konami, Origin Systems , Sunset Entertainment ,Rockstar San Diego, and more recently worked on Assassin's Creed 2 for Ubisoft Montreal.
Christina usually works on optimizing graphics pipelines, but loves the challenge of making any part of a game engine faster and more efficient, especially if it involves assembly language or microcode.
Currently Christina spends her time writing lots of lowlevel SPU code for playstation 3 consoles and does multi-core programming for xbox360 as well.
In her spare time she enjoys playing videogames, art/graphic design, gourmet cooking, yoga, fishing, camping, snowboarding, stained glasswork and goldsmithing.
Last updated: Mar 11, 2010