Amanda Pruchnicki

Amanda Pruchnicki Email and Phone Number

Senior Technical Writer With Game Production Experience @ Riot Games
los angeles, california, united states
Amanda Pruchnicki's Location
Los Angeles, California, United States, United States
Amanda Pruchnicki's Contact Details

Amanda Pruchnicki personal email

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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.

Amanda Pruchnicki's Current Company Details
Riot Games

Riot Games

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Senior Technical Writer With Game Production Experience
los angeles, california, united states
Website:
riotgames.com
Employees:
4485
Amanda Pruchnicki Work Experience Details
  • Riot Games
    Senior Technical Writer
    Riot Games Sep 2024 - Present
  • Riot Games
    Player Support Writer (Knowledge Management)
    Riot Games Jun 2022 - Sep 2024
    Los Angeles Metropolitan Area
    • 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.
  • Infinity Ward
    Producer (Tech Art)
    Infinity Ward Sep 2021 - Apr 2022
    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.
  • Infinity Ward
    Senior Associate Producer (Multiplayer Maps)
    Infinity Ward May 2019 - Sep 2021
    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.
  • Infinity Ward
    Technical Writer (Tech Art)
    Infinity Ward Feb 2017 - May 2019
    Woodland Hills
    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.
  • Panda Restaurant Group
    Technical Writer (Independent Contractor)
    Panda Restaurant Group Jun 2016 - Feb 2017
    Los Angeles, Ca
    • 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
  • Ibm
    Content Designer | Information Developer
    Ibm Jul 2009 - May 2016
    Littleton, Ma (2009-2011) And Los Angeles, Ca (2011-2016)
    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.
  • Ibm
    Information Development Co-Op Intern, Infosphere Warehouse
    Ibm Apr 2008 - Jun 2009
    Remote And San Jose, Ca
    • 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.
  • University Of Washington
    Undergraduate Teaching Assistant, Cognitive Psychology
    University Of Washington Apr 2009 - Jun 2009
    Seattle, Wa
    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).
  • Engineering Writing Center, University Of Washington
    Lead Peer Writing Tutor
    Engineering Writing Center, University Of Washington Sep 2007 - Mar 2008
    Seattle, Wa
    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.
  • Engineering Division, Seattle Public Utilities At City Of Seattle
    Technical Writing Intern
    Engineering Division, Seattle Public Utilities At City Of Seattle Oct 2006 - Oct 2007
    Seattle, Wa
    • 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.

Amanda Pruchnicki Skills

Technical Writing Software Documentation Content Management Technical Communication Technical Documentation Editing Information Architecture Dita Html User Experience Agile Methodologies Copy Editing User Centered Design Writing Css Proofreading User Interface Copywriting Java Microsoft Word Microsoft Office Visio Xml Leadership Image Editing Statistical Data Analysis Balsamiq Business Requirements Wireframing Requirements Elicitation Wordpress Interviewing Darwin Information Typing Architecture Dita Xml

Amanda Pruchnicki Education Details

Frequently Asked Questions about Amanda Pruchnicki

What company does Amanda Pruchnicki work for?

Amanda Pruchnicki works for Riot Games

What is Amanda Pruchnicki's role at the current company?

Amanda Pruchnicki's current role is Senior Technical Writer With Game Production Experience.

What is Amanda Pruchnicki's email address?

Amanda Pruchnicki's email address is am****@****ard.com

What is Amanda Pruchnicki's direct phone number?

Amanda Pruchnicki's direct phone number is +142544*****

What schools did Amanda Pruchnicki attend?

Amanda Pruchnicki attended University Of Washington Human Centered Design & Engineering, University Of Washington - College Of Arts & Sciences, University Of Washington.

What are some of Amanda Pruchnicki's interests?

Amanda Pruchnicki has interest in Dark Skies/light Pollution, Memory, Insight, The Arts, Minimalistic Living, Children, User Centered Design, Interaction Design, Improvisational Comedy, Web Development.

What skills is Amanda Pruchnicki known for?

Amanda Pruchnicki has skills like Technical Writing, Software Documentation, Content Management, Technical Communication, Technical Documentation, Editing, Information Architecture, Dita, Html, User Experience, Agile Methodologies, Copy Editing.

Who are Amanda Pruchnicki's colleagues?

Amanda Pruchnicki's colleagues are Moisés Rodríguez Lorenzo, J.d. Spears, Jakub Łakomiec, Jordan Jarvis, Mark O'neill, Alondra Álvarez, Fabián Arvizu.

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