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:
Performance and GPU profiling; collaborated with engineers, rendering and art teams to establish guidelines, budgets and optimizations for asset memory while maintaining artistic intention and direction.
Collaborated on central technology teams alongside artists and engineers to drive research and development on new technologies.
Provided guidelines and documentation for best practices on asset creation, performance and optimization, and usage of in-house tools.
Worked alongside art, VFX, and rendering teams with setup and integration of assets, optimization tasks, defining workflows, and bug fixes.
FIFA 23
2022. Electronic Arts.
Technical Artist.
Responsibilities:
Performance analysis and profiling game wide, optimization and debugging GPU performance and memory on multiple consoles (PS5, XBSX, PS4, XB1).
Worked with both remote and in studio environment artists, lighting, outsourcing and cinematic teams for asset optimization, asset integration into engine, defining workflows, debugging, bug fixes, and overall support.
Creation of debug and test scripts through visual scripting and in-house tools.
Auto-integration and branching ownership for art assets, lighting and cinematics.
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:
GPU profiling, debugging, performance and memory 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 and tech designers, lighting, and VFX teams for asset optimization, workflows, debugging and bug fixes.
Help set guidelines and documentation conventions, and workflows for in-house artists, outsourcing teams, and test execution plans for Quality Assurance and Verification.
Created scripts using IronPython within Frostbite Engine 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.