Hello, I'm Terry Hopfenspirger, currently working at Blizzard Entertainment as a Senior Hard Surface Artist. I love video games and have a comprehensive understanding of creating AAA quality game worlds and art. My passion for quality, workflow, creative problem solving and leadership drives me to make the best and efficient art possible. I'm always eager for a challenge and staying up to date with current trends of the gaming industry.
-Companies
Blizzard Entertainment
Sony / Firewalk Studios / Probably Monsters
343 Industries
Amazon Game Studios
Holospark
Cryptic Studios
Zombie Studios
-Military
Army Game Studios
Americans Army 2, 3, and AA Proving Grounds
Raytheon
SAIC
Commercial and non-commercial military and civilian applications (Convey Sims, VAE, Triage Sims, and more.)
Please contact me for password protected content.
-Concord- PS5 / PC • August 2024 Release
• Created primary and secondary weapons and ability props for Concord. Responsible for modeling high and low poly models, baking, texturing, skeleton set up, skinning and engine implementation.
• Collaborated closely with the concept and animation departments to solve and establish animation touch points, moving mechanics, and function on proxy models to unblock downstreaming teams while the asset goes though the development process.
• Strongly emphasized composition design choices based on the first person camera perspective, while maintaining the overall silhouette and detail elements in third person view.
• Contributed and exchanged ideas across multiple departments regarding, weapon design and function, character design, and prop gameplay systems.
• Regularly shared modeling and texturing techniques to the team to help grow knowledge and develop efficient workflow practices with each new task.
• Helped mentor, guide, and provided feedback to empower associate artists on various tasks.
• Led the process for the weapon and ability proxy phase for an unreleased character. Solved technical hurdles so artists tasked with these assets could focus on the art and quick delivery.
-Halo Infinite- Xbox Series X / Xbox One • Fall 2021 Release
• Created the Banished AAGun for the Gameplay Reveal Demo in June. Responsible for taking it to final completion. Partnered with tech art and animation to solve technical obstacles.
• Environment asset creation, modeling, UV trim mapping, surfacing, authoring collision and LODs
• Modeled, textured and animated a number of dynamic and destructible assets to full in-game completion. Collaborated closely with tech art to future proof assets for downstreaming teams.
• Assisted the surfacing team with mask painting wear and tear, rust and grime on world assets and helped set terrain blending in the game world to meet critical milestones.
• Demonstrated leadership by teaching the Environment Content Team (ECT) the pipeline and workflow for Forge objects and proprietary shaders for Forge.
• Developed proxy world art to establish shape language, composition and scale for downstreaming teams such as ECT and world builders.
-Crucible- PC • May 2020 Release
• Produce hero and prop environment assets for a wide variety of different art sets and themes
• Heavy use of the weighted normal workflow with the use of tiling textures and customized shader parameters
• Develop shareable decal and trimsheet textures to enhance game performance
• Modeled and textured cinematic assets for promotional character video vignettes
-EarthFall- PS4 / PC / Xbox One • July 2018 Release
• Full ownership of weapons: modeling, baking, texturing & skinning all 25 weapons for Earthfall
• High/low poly modeling and PBR texturing of modular architecture, props and environment assets
• Modeled, textured, baked and skinned more than 10 key interactable gameplay objective meshes
• Developed an ecosystem of alien foliage within Earthfall. Used vertex painting for undulation and morph targets for animating exploding alien cocoon pods
• Designed and produced most of the custom weapon skins
-Jurassic World- PC • Canceled
• Full ownership of weapons: modeling, baking, texturing & skinning 17 weapons
• Collaborated with animators and designers for weapon functions and rigging functionality
• Assisted the environment team to reach milestones by creating additional prop & environment art
• Worked diligently with designers and concept artist to model interactable objective items
-Blacklight: Retribution - PS4 / PC • 2012 & 2013 Release
• Prop/asset building including modular art kits, set dressing and level development
• Ownership of main interactable items, including the Weapons Depot and TKOTH bomb rover
• Created many of the games environment landmarking and hero set pieces across multiple maps
• Responsible for overseeing art optimization on the PS4 port of Blacklight: Retribution
-Daylight- PS4 / PC • 2014 Release, (worlds first UE4 game)
• World building & set dressing, constructed rooms, corridors, sewers, caverns and the opening scene
• Tasked to whitebox over 50 procedurally generated rooms to establish art metrics
• Built prop kits, including hospital, basement, prison, and sewer themed art sets
• Mentored 4 junior artists and guided them through the projects art pipeline
-America’s Army: Proving Grounds- PC • 2013 Release
• World building, set dressing, decal placement
• Modeled and textured prop kits for the hospital, armory, quarry, and urban maps
• Collaborated with Army Game Studios (AGS) weekly to establish tasks and goals
• Maintained art continuity across the project by collaborating with AGS art director regularly over Skype
-Special Forces: Team X- XBLA / PC • 2012 Release
• Modeled, textured and set dressing of environment assets
• Created "hero" game meshes and modular art assets for a wide range of art sets
• Optimized game art for smoother PC and Xbox 360 performance
-Blacklight: Tango Down- XBLA / PSN / PC / Steam • 2010 Release
• High and low poly environment art, level development, and set dressing
• Created landmark hero set pieces
• Worked extensively with the art lead to optimize performance on the Xbox 360 and PS3
-Army and Defense Contractor Projects - PC • May 2007 - December 2009
Level Designer & Environment Artist
• Served as a designer and 3D artist for more than 10 shipped military and civilian applications for Army Game Studios and other government contractors including Raytheon and SAIC
• Level design and environment art support for America’s Army 2 & 3, including DLC patches
• Lead level designer for the Army’s second iteration of “Virtual Army Experience”
• Participated in Basic Combat Training (Boot Camp) 4 days & 4 nights, 16 hour days of extreme physical and mental exercise at Fort Jackson, South Carolina
• Commercial and non-commercial military and civilian applications (Convey Sims, VAE, Triage Sims, and more...)
• Worked with a small team at Zombie doing level design, world building, environment art and developing gameplay systems for military and civilian applications (Commercial and Non Commercial Government titles) using Unreal. During that time I had many opportunities to travel and see the country with the company setting up hardware and software installations at various public events. Traveled to Dayton Ohio, LA, Buffalo New York, Niagara Falls, Vicksburg Mississippi, Huston Texas, Fort Jackson, Columbia, South Carolina for Boot Camp (Basic Combat Training). So many wonderful memories traveling the country with an amazing team.