SUMMARY

Mandy Jacek has been a developer in the games industry since 2014.

With a background in 2D and 3D art, quality assurance, and tech, she provides a valuable and unique insight into game and art development.

Company of Heroes 3
2023. Relic Entertainment.
Technical Artist.


Responsibilities:
High level performance analysis and profiling game wide, optimization and debugging perf/mem (PC).
Asset and material optimization and modification to meet performance metrics and design expectations.
Worked with art and rendering team for optimization, workflows, bug fixes and memory crashes and issues.

FIFA 23
2022. Electronic Arts.
Technical Artist.


Responsibilities:
High level performance analysis and profiling, optimization and debugging perf/mem on multiple consoles (PS4, XB1, PS5, XBSX/S).
Autointegration and branching ownership for artist assets.
Worked with level artists, outsourcing, cinematic teams, lighting, and VFX teams for optimization, workflows, debugging and bug fixes.

Battlefield Portal
2021. Electronic Arts.
Technical Artist.


Responsibilities:
High level performance analysis and profiling game wide, optimization and debugging perf/mem on multiple consoles (PS4, XB1, PS5, XBOX SERIES S/X).
Worked with level artists, outsourcing, designers, level designers, lighting, and VFX teams for optimization, workflows, debugging and bug fixes.

Star Wars: Squadrons
2020. Electronic Arts.
Technical Artist.


Responsibilities:
High level performance analysis and profiling game wide, optimization and debugging perf/mem on multiple consoles (PS4, XB1, PC, VR).
Asset and material optimization, integration, and modification to meet performance metrics and design expectations.
Worked with level artists, outsourcing, designers, level designers, lighting, and VFX teams for optimization, workflows, debugging and bug fixes.
Help set guidelines, conventions, and workflows for in-house artists, outsourcing teams, and test execution plans for Quality Assurance and Verification.
Created scripts for ease of workflows.

Star Wars: Battlefront II (Singleplayer Campaign)
2017. Electronic Arts, DICE, a division of EA.
Quality Art Analyst.


Responsibilities:
Test execution, tools, and test plans for analysis and testing of art, lighting, VFX, character and asset workflows for in-house art and outsourcing.
Performance analysis on consoles and PC.
Art asset analysis and art workflows testing in Frostbite Engine.
Engine integration for Frostbite.
DCC Toolset testing for Photoshop, Maya.

Mass Effect Andromeda
2017. BioWare, a division of EA.
Quality Art Analyst.


Responsibilities:
Test execution, tools, and test plans for analysis and testing of art, lighting, VFX, character and asset workflows for in-house art and outsourcing.
Performance analysis on consoles and PC.
Asset and material optimization, integration, and modification to meet performance metrics and design expectations. Worked and gave guidance and reviews with outsourcing.
Art asset analysis and art workflows testing in Frostbite Engine.
Engine integration for Frostbite.
DCC Toolset testing for Photoshop, Maya.

Dragon Age Inquisition
2014. BioWare, a division of EA.
Art Intern.


Responsibilities:
Helped develop and modified environment and character assets across game.
Asset and material set up, optimization and integration for art assets and characters.
Asset and material optimization, integration, and modification to meet performance metrics.
Art asset analysis and art workflows testing in Frostbite Engine.