Lee Amarakoon

Lee Amarakoon

FX Artist at Bioware

Austin, Texas Area

Current
Past
  • Game and Simulation Instructor at Game Design Program, WakeTech Community College
  • Lead Artist at Mid Carolina Media
  • Marketing Artist at Octagon Entertainment
Connections
177 connections
Industry
Computer Games

Lee Amarakoon’s Summary

Lee Amarakoon’s Specialties:

Knowledge of design, scripting tools, matinee editor, UI tools and particle systems.


Lee Amarakoon’s Experience

  • FX Artist

    Bioware Austin

    (Public Company; ERTS; Computer Games industry)

    March 2009Present (5 months)

    Working on Star Wars: The Old Republic

  • Level Designer

    Gearbox Software

    (Privately Held; 51-200 employees; Computer Games industry)

    August 2007September 2008 (1 year 2 months)

    ALIENS: Colonial Marines

    * Responsible for implementing menu interface for single player portion of the game using Unreal UI scene editor.
    * Constructed last 2 levels of single player and 1 multiplayer TDM level.
    * Created particle effects for guns, sentry turrets, bullet impacts, steam, acid blood, blood hits, sparks, etc.

  • Level Designer

    Gearbox Software

    (Privately Held; 51-200 employees; Computer Games industry)

    March 2008September 2008 (7 months)

    Brothers In Arms: Hell's Highway

    * Worked on 4 multiplayer levels.
    * Optimized performance on Xbox 360 and PS3 by exporting each BSP group into 3dsmax to reduce the amount of brushes.
    * Modeled, textured and imported 3dsmax objects and buildings back into Unreal levels.
    * Refined game play and polished visuals while focusing optimization and frame rate.

  • Level Designer

    nFusion Interactive

    (Privately Held; 11-50 employees; Computer Games industry)

    May 2006August 2007 (1 year 4 months)

    - Shipped title - Hour of Victory

    * Responsible for creating grey map levels with objectives using concept art and overhead layouts.
    * Populated levels with static meshes for 2nd visual art pass.
    * Implemented game menus using Unreal UI scene editor.
    * Created particle effects and matinee sequences in Kismet.

  • Game and Simulation Instructor

    Game Design Program, WakeTech Community College

    (Higher Education industry)

    January 2004May 2006 (2 years 5 months)

    Continuing Education: Intro to Maya Fundamentals

    Evening Classes: Intro to Maya, Advance modeling in Maya, Unreal Tournament 2004 Level Design & MOD creation.

    Game Design Workshop: Intro to Unreal Engine 3 using RoboBlitz.

    Game Design Workshop: Intro to 3dsmax for game creation.
    .

  • Lead Artist

    Mid Carolina Media

    (Privately Held; 1-10 employees; Computer Games industry)

    May 2005February 2006 (10 months)

    Shipped title - Ultimate Duck Hunting (PC)

    - As lead Artist, managed 4 artists & 1 Level Designer.
    - Developed tutorials for importing models and textures into Torque Engine.
    - Designed UltimateDuckHunting.com
    - Modeling & texturing outdoor environment objects.
    - Designed the User Interface for in-game & menu.

  • Marketing Artist

    Octagon Entertainment

    (Privately Held; 1-10 employees; Computer Games industry)

    September 2003January 2004 (5 months)

    - Developed interactive cdrom presentations for new clients
    - Created game trailers for soon-to-be-released games. Terrorist Takedown, WW2 Tank Commander, Kart 2005 Racing available on GameTrailers.com


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