Amanda Pruchnicki Email & Phone Number
@infinityward.com
2 phones found area 425
LinkedIn matched
Who is Amanda Pruchnicki? Overview
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Amanda Pruchnicki is listed as Editor at Riot Games, a with 4485 employees, based in Los Angeles, California, United States. AeroLeads shows a work email signal at infinityward.com, phone signal with area code 425, and a matched LinkedIn profile for Amanda Pruchnicki.
Amanda Pruchnicki previously worked as Senior Technical Writer at Riot Games and Player Support Writer (Knowledge Management) at Riot Games. Amanda Pruchnicki holds Bachelor Of Science - Bs, Technical Communication from University Of Washington Human Centered Design & Engineering.
Email format at Riot Games
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AeroLeads found 2 current-domain work email signals for Amanda Pruchnicki. Compare company email patterns before reaching out.
About Amanda Pruchnicki
I enjoy crafting useful information (and obsessively iterating until people actually want to use it).My background in software documentation, business analysis, user-centered information development, and game production (while dogfooding my own docs!) have uniquely positioned me to empathize deeply with every information problem that crosses my path.My writing process always includes putting myself in the user’s shoes as far as I can go (in the tools/processes), and trying to anticipate every need without bogging down the reader. As a producer in games (yes, that happened! https://www.mobygames.com/person/1036490/amanda-soyo-ahn/credits/), I built and maintained project info, ran weekly art and design reviews for multiple projects simultaneously for almost two full development cycles, with directors and leads of all disciplines within the studio, identified production bottlenecks, improved and created processes, resolved conflicts, prevented unnecessary work, mentored, and took on ownership proactively to provide utmost clarity while alleviating as much unnecessary stress and strain on the team as was within my power. I became a "hub" person and went to great lengths to give teams the best and fully vetted information the first time around and throughout a project.A theme in my career is that in every role, I’ve created or improved processes out of a desire to help people avoid unnecessary pain. This includes impacting hundreds of little design changes in tools, features, and workflows across my work at IBM, Panda Restaurant Group, and Infinity Ward. I enjoy being able to walk in my user’s shoes and catering info for their specific workflows.
Listed skills include Technical Writing, Software Documentation, Content Management, Technical Communication, and 30 others.
Amanda Pruchnicki's current company
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Amanda Pruchnicki work experience
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Senior Technical Writer
Player Support Writer (Knowledge Management)
• 2024: Wrote internal knowledge base docs for our support agents, and coached other writers. • 2022-2023: Wrote help articles on the external support site and crafted other player-facing support snippets (email copy, alert banners). Introduced pageview heatmaps to our authoring workflow for some qualitative data and reviewed Google Analytics on a regular basis to understand viewership and conversion rates of self-service information.
Producer (Tech Art)
Triage, general support, facilitating communication and creating processes between the art and code teams. Supported one of the most in-demand and interrupt-driven teams in the studio. Jira wizardry.
Senior Associate Producer (Multiplayer Maps)
Call of Duty: Modern Warfare (2019)+ nearly all post-launch seasonal mapsWorked closely with artists, level designers, testers, engineers, producers, directors, and pretty much everyone at the studio to some degree.I supported Multiplayer level designers and environment artists on Call of Duty: Modern Warfare, owning the production of nearly all 2v2, 6v6, and Groundwar-sized multiplayer maps while catching and troubleshooting technical issues with builds, assets, and workflows (and documenting them in our Confluence); addressing concerns from content creators and directors; and managing shifting priorities on a daily basis. Other duties included: understanding priorities from directors, designing and communicating schedules for new maps, mentoring new folks coming into production roles, owning and deploying playtest builds and running team and studio-wide playtests, identifying and resolving pipeline bottlenecks, clarifying legal guidelines and ensuring they are followed correctly without impeding artistic goals, obtaining legal clearance for fictitious names and props, catching incorrect or broken game assets (and prescribing or requesting the correct fixes), addressing performance issues from many angles, understanding and ameliorating interdepartmental communication issues, defusing conflicts and proposing solutions, and so on.Timely nudges. Shepherding. Thoughtful comms. Quick and strategic alignment. Genuinely caring about every person I worked with, noticing when they needed help or was likely to have missed a comm, and working 1:1 with them to make sure everyone had all the necessary information and a clear understanding of the priorities. Having a clear sense of prioritization at any given time and attuning/scaling comms to that. Coordinated snowball weapons into our winter map from an artist’s pitch to in-game in less than two weeks.
Technical Writer (Tech Art)
As Infinity Ward's first technical writer, I built a wiki-based internal knowledge center--customizing the CSS of the existing wiki site (Confluence), writing custom macros, designing the information architecture, creating templates, and writing/maintaining hundreds of documentation topics for Call of Duty's proprietary level editor, proprietary art and production tools and procedures, and various other components of the game engine and build pipeline. The tools & tech changed on a daily basis. As part of the Tech Art team, I avidly sought out pain points, confusion, and inefficiencies to develop clear guidelines, procedures, best practices, tips, and troubleshooting. Key topics: map performance, visual debugging, physics debugging, getting engineers and artists up and running, checklists, optimal iteration pathways, syncing/building/running the game, working with Perforce/version control, and troubleshooting errors. Tested all of my own work (which led to reporting several tools bugs--at one point, often being the first to escalate major issues and blockers on a daily basis--and driving usability improvement opportunities) rather than rely on SME reviews alone. Audiences included engineers, level designers, environment artists, modelers, and producers. In addition to creating a large portion of the documentation, I fostered a culture that encouraged more experts to contribute.Through my technical writing work, I became an expert in troubleshooting various assets, tools, and workflows in our pipeline, and jumped into a production role to help ship Multiplayer levels and assets for Call of Duty: Modern Warfare.
Technical Writer (Independent Contractor)
• Wrote and refined existing disaster recovery documentation • Gathered and defined business requirements for a new internal web application (including logic, database needs, user flows, and visual mockups) • Defined all business requirements for a change to an HR time off policy and system update • Wrote internal processes and procedures
Content Designer | Information Developer
IBM Enterprise Content Management IBM Datacap (2015-2016) === • Developed and published documentation for database admins, system admins, and business end users. • Edited readmes and release notes. • Initiated a working relationship with the L2 Support team to discover and address documentation-related customer pain points. • Edited mobile app API documentation and mobile app user guides.IBM Content Navigator (2009-2014)=== • Designed and implemented a strategy for single-sourcing a user guide that was purposed for two different audiences. • Edited and wrote Java, JavaScript, and REST API documentation. • Developed documentation for plug-in developers, administrators, and end users. • Created diagrams, viewlets (short video tutorials), and scenarios. • Wrote and provided improvements to text in the user interface. • Prepared and delivered readmes for interim fixes and fix packs. (2012 - 2013) • Partnered with developers, QA engineers, and writers in an agile/scrum environment. IBM InfoSphere Information Server (July 2009 - July 2011)=== • Rewrote error messages; performed information architecture tasks; performed peer editing; tested accessibility for web documentation (by using JAWS and other tools); and provided tools education, tips, and assistance to teammates. • Documented concepts and procedures in installation, migration, configuration, application server administration, and troubleshooting.
Information Development Co-Op Intern, Infosphere Warehouse
• Wrote documentation and UI strings while applying IBM Style guidelines, creating index entries, authoring in DITA, proposing improvements to the user experience, packaging files for translation, and working efficiently within a global team across several time zones. • Edited commands and constructed syntax diagrams for a command-line interface. • Developed an effective method for presenting drafts of embedded assistance, which was then adopted by several team members.
Undergraduate Teaching Assistant, Cognitive Psychology
Co-maintained the course website, contributed new questions for the final exam, attended lectures, and completed basic office tasks for Professor Susan Joslyn and the graduate teaching assistants (making and distributing copies, setting up and packing away equipment for lectures, and so on).
Lead Peer Writing Tutor
Assisted engineering students with the writing and revision processes in developing technical reports, descriptions, definitions, and proposals within the domains of science, technology, and engineering. Created and ran events (like resume/cover letter drop-in feedback sessions for engineering students). Created a short manual for future lead peer tutors--covering everything from how to update the tutoring website, to troubleshooting common issues with the printer. Was promoted from Peer Tutor to Lead Peer Tutor; this role was created for me.
Technical Writing Intern
• Revised and reformatted internal policy guidelines, procedures, and legal documentation in the domain of civil engineering.• Examined water distribution maps to determine the availability of water services for land developers. Measured and recorded distances for water mains, easements, fire hydrants, and geographical features by using GIS. When there grew a need for assistance in this work, I got trained quickly in one or two sessions, and performed this job for the remainder of the internship in addition to the writing work.
Colleagues at Riot Games
Other employees you can reach at riotgames.com. View company contacts for 4485 employees →
Sharisse Deal
Colleague at Riot GamesLos Angeles, California, United States
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Igor Vasić
Colleague at Riot GamesBelgrade, Serbia
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Əli Məmmədov
Colleague at Riot GamesBaku, Baku Ekonomic Zone, Azerbaijan
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Hui Mariah
Colleague at Riot GamesLos Angeles, California, United States
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Michael Jensen
Colleague at Riot GamesSan Francisco, California, United States
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Sarah Fernandes
Colleague at Riot GamesSão Paulo, Brazil
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Jacob Marsalisi
Colleague at Riot GamesLos Angeles, California, United States
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Shirley Lin
Colleague at Riot GamesSan Luis Obispo, California, United States
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Lee Stan
Colleague at Riot GamesUkraine
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Justin Wildhorn
Colleague at Riot GamesBellevue, Washington, United States
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Amanda Pruchnicki education
Bachelor Of Science - Bs, Technical Communication
Bachelor Of Science - Bs, Psychology
Specialization Course In Api Documentation
Frequently asked questions about Amanda Pruchnicki
Quick answers generated from the profile data available on this page.
What company does Amanda Pruchnicki work for?
Amanda Pruchnicki works for Riot Games.
What is Amanda Pruchnicki's role at Riot Games?
Amanda Pruchnicki is listed as Editor at Riot Games.
What is Amanda Pruchnicki's email address?
AeroLeads has found 2 work email signals at @infinityward.com for Amanda Pruchnicki at Riot Games.
What is Amanda Pruchnicki's phone number?
AeroLeads has found 2 phone signal(s) with area code 425 for Amanda Pruchnicki at Riot Games.
Where is Amanda Pruchnicki based?
Amanda Pruchnicki is based in Los Angeles, California, United States while working with Riot Games.
What companies has Amanda Pruchnicki worked for?
Amanda Pruchnicki has worked for Riot Games, Infinity Ward, Panda Restaurant Group, Ibm, and University Of Washington.
Who are Amanda Pruchnicki's colleagues at Riot Games?
Amanda Pruchnicki's colleagues at Riot Games include Sharisse Deal, Igor Vasić, Əli Məmmədov, Hui Mariah, and Michael Jensen.
How can I contact Amanda Pruchnicki?
You can use AeroLeads to view verified contact signals for Amanda Pruchnicki at Riot Games, including work email, phone, and LinkedIn data when available.
What schools did Amanda Pruchnicki attend?
Amanda Pruchnicki holds Bachelor Of Science - Bs, Technical Communication from University Of Washington Human Centered Design & Engineering.
What skills is Amanda Pruchnicki known for?
Amanda Pruchnicki is listed with skills including Technical Writing, Software Documentation, Content Management, Technical Communication, Technical Documentation, Editing, Information Architecture, and Dita.
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