Coranna is a programmer & multi-media crafter from the Seattle, Washington area. She is skilled in project management, technical writing, vocational teaching, data architecture & reverse-engineering, modern computer graphics systems, software repackaging, and the design & implementation of cohesive low-level systems.
¶ Pierce College — Lakewood, WA, U.S.A.
Supervised students and maintained tech in an Intel Computer Clubhouse at a middle school.
¶ Austin Powder — Cleveland, OH, U.S.A.
Architect of packaging methodology & repository of 675+ packages (approximately 211 products across 75 vendors) for a network of 850 Windows computers. Documented methodology & structure and taught the art of repackaging. Wrote utilities for IT in VC++, JScript, and CMD.
Three small contracts for hardware and software deployments. Built cross-platform software to track assignment & progess of deployments and to allow the project manager to securely share user info with the technician.
Numerous small jobs to keep the gears turning: utility software (in C♯, C++, Visual Basic 6.0 + .NET, BlitzMax, JScript/WSH, and Windows CMD), software & hardware deployment, documentation, and user support.
- C, C++, C♯
- Lua, Python
- Java, HTML
- Clang, GCC
- Bash, CMD
- OpenGL, LÖVE
- GLFW, SDL
- git, GNU Make
- CMake, Premake
- Linux, POSIX
- Windows, WinAPI
- Visual Studio
- Excel, GSheets
- Blender, GIMP
- MSI, InstallShield
- Android SDK
- '15–'17 — participant in HCI thesis on trans people and speech training (identity withheld to prevent deanonymization)
- '16 — sounds for contemplating the universe, a soundtrack for stargazing (Fermi Paradox Jam)
- '14 — Onomo, a slow, dark platformer concept (Ludum Dare 30, Lua, LÖVE, 34.7h)
- '13 — Prisma, a color-based twitch puzzler (Ludum Dare 26, Lua, LÖVE, 35.1h)
togo, app & game super-library (C++, Lua)
- Data-oriented design, open types, open interfaces.
- Digestible alternative to the C++ Standard Library.
- Game engine (WIP) with pipeline tooling.
- Imaging and windowing.
Quanta, adaptive tracking toolkit (C++, Lua)
- Expressive time and nutrition tracker, WIP Android companion.
- Universal description language (English read- & write-able).
- Extendable, rapid-iteration tooling and data analytics with Lua.
- Linux integration (CLI tools, data vessels).
Pickle, static site generator (C++, Lua)
- Non-dogmatic; user controls structure.
- Lua-based template language and userspace.
- Bare-bones web server for rapid iteration.
precore, Premake 4.4 extension (Lua)
- Modularity & reusability layer atop Premake.
igen, C++ interface generator (Python)
- Generates function declarations (preserving docs) from their implementations using libclang.
include_sort, C & C++ #include sorter (Lua)
#includestatements in user-defined order.
mooege,†‡ Diablo III server (C♯, '11)
- Networking (Battle.net, game layer), game world, Linux support.
- Asset RE, packet RE, Protocol Buffer implementations, documentation.
- Designed prospective production-grade server architecture.
- Later: PR arbiter/project manager, working with many important contributors.
- Co-architect alongside Hüseyin Uslu.
ParkPoints, gamified park participation app (for the Parks and People United Through Technology hackathon by Metro Parks Tacoma, '17)
- Joint with Andrew Dickinson, Grace Bergman, Jasmine Scott, Krystaal McClain, and Robin Choi.
spirv,† binary SPIR-V codec (Go, '15)
- Implementation of the provisional specification.
- Contributed fixes upstream (to Khronos).
- Co-architect alongside Jim Teeuwen.
Maximus,† module manager (BlitzMax, '10)
- Core architecture and command-line client.
- Joint project with Christiaan Kras, who maintained GUI client & web service.
- Pygments (Python)
- libc++ (C++)
- GLM (C++)
- gltext (Go)
- SPIR-V Specification (provisional)
- Golang Specification
- Elixir Getting Started tutorial
† — Defunct. ‡ — Commit history.
Supplementary in-depth look at Coranna's knowledge.
- API & system design — extensive: very many API projects, strong attention to detail, strong architectural cohesion mindset
- algorithms & data structures / abstract data types — extensive: many uses of non-trivial structures & algorithms; task distribution, hashing, PRNGs, graphs, tries, hash tables, priority queues, stacks, radix sort, merge sort, quick sort, LZW, Huffman coding, RLE; basic complexity analysis; intermediate-level education, strong intuition
- data storage — proficient: very strong understanding of binary & text formats, proficient in non-trivial serialization
- language, parsing, pattern matching — extensive: a universal description language, a Quake-like, and a JSON-like; multiple uses of Lua as a DSL
- reverse-engineering — extensive: data & algorithms for a handful of games, several cryptographic breaks
- game systems & design — wide: several successful game jams, several small experiments, several game emulation projects; strong intuition
- networking — wide: several game server emulation projects, experiments
- graphics — narrow: 2D games & experiments; strong intuition, embarking on 3D
- mathematics — narrow: algebra, functional linear algebra, basic calculus, basic set theory, basic logic, extensive notation; strong intuition
- cryptography & security — narrow: daily PGP use, basic practical implementation – I won't store passwords unsalted, or use SHA1, or send your boss's (nor their boss's) plaintext credentials to IT
- time tracking — proficient: daily, very detailed (beyond work), personal software
Standard library familiarity is equivalent to language familiarity herein.
- C++ (03–11) — proficient: very many projects over very many domains
- Lua (5.0–5.2, LuaJIT) — proficient: many projects over many domains
- C (89–11) — extensive
- C♯ (2.0–5.0, .NET, Mono) — wide: large emulation project, several apps, professional
- Python (2–3) — wide: large Blender automation project, several utilities
- Go (0.x–1.x) — narrow: community projects, some spec fixes
- HTML (4–5) — wide
- CSS (2.1–3) — narrow
- Java (SE 6) — wide: coursework, projects
- TypeScript — narrow: experiments
- BlitzMax — proficient: many projects, professional
- Bash — extensive: daily
- Windows CMD — extensive: professional
- Assembly (Intel, x86) — narrow
- Erlang — minimal
- Elixir — minimal
- Scheme — minimal
- Lisp — minimal
- POSIX — extensive
- Windows API (Win32/WinAPI) — narrow: professional
- Android SDK — wide
- OpenGL (2.1–3.3) — wide: rendering pipelines, game emulation, extensive architectural knowledge
- Vulkan — narrow: specification fixes, SPIR-V tooling, some architectural knowledge
- DirectX — minimal
- SDL (1.x–2.x) — extensive
- GLFW (2.x–3.x) — extensive
- LÖVE — extensive
- Stingray / bitsquid — narrow: extensive architectural knowledge, no direct use
- Quake-like engines — minimal: modding & mapping for Half-Life 2: Deathmatch (Hammer) and early Medal of Honor games
- GameBryo — minimal: modding The Elder Scrolls IV: Oblivion
- GameMaker — narrow: dabbling, professional
- Unity, Unreal, XNA / FNA / MonoGame — minimal: basic architectural knowledge through QA & debugging, no direct use
- LLVM — narrow: tooling
- p5.js — narrow: generative art
- Vue.js — extensive: community projects, professional
- node.js — narrow
- React — minimal
- Linux (Ubuntu, Debian) — proficient: daily
- git — extensive: daily
- Clang — extensive: daily
- GCC — wide
- Premake (4.x) — proficient: daily
- GNU Make — wide
- Sublime Text (2) — proficient: daily
- vim — narrow: daily
- IDA (5.x) — narrow
- Visual Studio — narrow: professional (I avoid IDEs)
- Blender — narrow: general use, extensive automation (scripting)
- Microsoft Excel (2010) — extensive: professional
- Google Sheets — proficient: professional
- InstallShield (17–21) — proficient: professional
- Windows Installer (MSI) (3.0–5.0) — extensive: professional
- AdminStudio — extensive: professional
- Windows (XP, 7–8.1) — extensive
- English (U.S.–U.K.–net hybrid; U.S. dominant) — proficient (C1-C2): first language