Andrew Hopps
425-260-7312 | ahopps@live.com | Portfolio

Senior Design Lead, Project Creative Lead, Principal World Designer, prev. World Art Lead.
This portfolio is a timeline of my roles and contributions throughout my career.


  Bungie, 2012-Present

Creative Lead, Senior Design Lead || 2020 - Present

  • REDACTED - Project Creative Lead
  • 2025 Destiny 2: Renegades - Exotic Mission Sr. Design Lead
  • 2024 Destiny 2: The Edge of Fate - Project Creative Lead
  • 2023 Destiny 2: The Final Shape - The Final Shape Campaign Lead
  • 2022 Destiny 2: Lightfall - Lightfall Campaign Lead
  • 2021 Destiny 2: Witch Queen - Witch Queen Campaign Lead, Vow of the Disciple Raid (Preproduction World Lead)

World Lead, Senior World Artist || 2014 - 2020

  • 2020 Destiny 2: Beyond Light - World Lead: Deep Stone Crypt Raid, Prophecy Dungeon, Vault of Glass Raid Reprise
  • 2019 Destiny 2: Shadowkeep - World Lead: Garden of Salvation Raid, Pit of Heresy Dungeon
  • 2018 Destiny 2: Black Armory - World Lead: Scourge of the Past Raid
  • 2018 Destiny 2: Forsaken - World Lead: Last Wish Raid
  • 2018 Destiny 2: Warmind - World Lead: Spire of Stars Raid
  • 2017 Destiny 2: Curse of Osiris - World Lead: Eater of Worlds Raid
  • 2017 Destiny 2 - World Lead: Leviathan Raid
  • 2016 Destiny: Rise of Iron - Senior World Artist: Wrath of the Machine Raid
  • 2015 Destiny: Taken King - Senior World Artist: Kingsfall Raid
  • 2014 Destiny - World Artist: Destinations

  Hidden Path, 2009-2012

World Artist

  • 2012 Counter-Strike: Global Offensive - World Artist, PvP Map Owner
  • 2010 Team Fortress 2 - New User Experience Level Designer
  • 2009 Left 4 Dead 2 - Prop Artist
  • 2008 Digipen Institute of Technology - Bachelor of Fine Arts in Production Animation, 3d modeling specialization

  Tools and Expertise

Unreal Engine

  • 2024 Unreal Engine Mobile Game - Personal Project
    • Using top-down starting game, prototyped camera swipe controls and tap-movement, prototyped mechanics, prototyped camera post processing and focal depth style.

  • 2022 Unreal Engine Twin-Stick Melee - Personal Project
    • Collaborated on melee-combat focused top down twin-stick controls game. Greyboxed game levels, used blueprint scripting to implement grab and drag physics object, prototyped melee combat.

  • 2020 Unreal Engine Commercial Architectural Explorations - Easthound
    • Greyboxed architectural layouts of proposed commercial lease locations for an indoor dog park. Laid out designs for business, built 3d proxy assets, used floorplans to build facility to scale, and then used VR to explore architectural layouts "in-person"

  • 2019 Unreal Engine VR - Prototypes
    • Prototyped a number of VR experiences: built a working bow and arrow mechanic from scratch to mimic the SteamVR version, built a greybox island to explore in VR, prototyped an underwater experience.

  • 2017 Unreal Engine Mobile Game - Go Blowfish (Shipped)
    • Start to finish, designed and shipped a mobile game in Unreal Engine (Go Blowfish). Started with side scroller template, used Blueprint Scripting to develop satisfying touchscreen controls, established mobile-friendly rendering/art style and managed perf, designed procedural kit of world assets and built ~20 levels + level mechanics and lighting, designed and tuned game's points economy and powerups. Worked with colleague to implement UI features, handed off enemy designs for creation and then rolled them out in game progression.

  • 2016 Unreal Engine Art Test
    • Built, textured, lit, and rendered environment scene in Unreal Engine as part of an Art Test. Offered position.

Software

  • 3D Studio Max - Expert modeling, texturing, animation, rigging, lighting, rendering
  • Adobe Photoshop, Illustrator, Lightroom, Premiere - Expert technical proficiency
  • Maya - Advanced modeling, rigging, animation
  • ZBrush - Expert sculpting, rendering
  • Mudbox - Advanced sculpting