AeroLeads people directory · profile

Terrence Hicks Email & Phone Number

Creative Director, Art/UX Director
Location: San Francisco Bay Area, United States, United States 21 work roles 2 schools
1 work email found @applovin.com 2 phones found area 855 and 415 LinkedIn matched
✓ Verified May 2026 4 data sources Profile completeness 86%

Contact Signals · 1 work email · 2 phones

Work email t****@applovin.com
Direct phone (855) ***-****
LinkedIn Profile matched
3 free lookups remaining · No credit card
Role
Creative Director, Art/UX Director
Location
San Francisco Bay Area, United States, United States

Who is Terrence Hicks? Overview

A concise factual answer block for searchers comparing this professional profile.

Quick answer

Terrence Hicks is listed as Creative Director, Art/UX Director based in San Francisco Bay Area, United States, United States. AeroLeads shows a work email signal at applovin.com, phone signal with area code 855, 415, and a matched LinkedIn profile for Terrence Hicks.

Terrence Hicks previously worked as Creative Director at Battlefly Game and Studio Art Director at Limit Break. Terrence Hicks holds Aas Degree, Multimedia Communications And Presentations from Masters Institute.

Company email context

Email format at applovin.com

This section adds company-level context without repeating Terrence Hicks's masked contact details.

{first}.{last}@applovin.com
86% confidence

AeroLeads found 1 current-domain work email signal for Terrence Hicks. Compare company email patterns before reaching out.

Profile bio

About Terrence Hicks

Accomplished Art Director/Creative Director/ Artist and industry veteran with over 28 years experience in online, PC, Mobile, VR and Console development.Strong understanding of NexGen Console, Moblie and online 3d development.Consistent delivery of on-target art schedules under tight deadlines.Solid understanding of project management,TECHNICAL SKILLSETStrengths: Environment and prop modeling\texturingWorking Knowledge: Zbrush, Mudbox, Maya, 3D Studio Max, Topogun, Adobe Creative Suite, Crazy Bump, Ndo, Ddo, Home HDK, Unity, Unity Iphone, Torque 3d, Unreal, RenderWare, GTK Radiant, UDK

Listed skills include Maya, Video Games, Texturing, Game Development, and 37 others.

21 roles

Terrence Hicks work experience

A career timeline built from the work history available for this profile.

Creative Director

Develop, articulate, and maintain creative vision and strategy forthe web3 game projects, ensuring they align with the Company’s broader objectives.Lead, manage, and mentor the creative team, ensuring they arealigned and motivated to achieve the Company’s objectives. Ensure timely delivery of all creative elements andmilestones, managing resources.

Oct 2023 - Nov 2023

Studio Art Director

Park City, Utah, US

  • Limit Break ( Park City, UT, Palo Alto CA) HybridGM (interim) 03-2023-07-2023 Maintained communications and reported to CEO and President.Primary Game Development lead for Studios, directing and mentoring.
  • Setting 2d/3d visual style and direction of design and art production, coupled with technical art direction support for Artist, Engineering and Marketing teams.
  • Mentoring multidisciplinary teams across studio within Unity3d Game engine.
Dec 2022 - Aug 2023

Creative Director

Palo Alto, California, US

AppLovin enables developers to grow their business. Businesses rely on AppLovin’s market leading technologies to solve their mission-critical functions with a powerful, full stack solution including user acquisition, monetization and measurement. AppLovin is headquartered in Palo Alto, California with several offices globally.

Aug 2021 - Dec 2022

Lead Creative/Art Director Poker

San Francisco, California, US

Lead Creative-Art Director / Zynga Poker

Jul 2017 - Jul 2021

Art Director

San Francisco, California, US

  • Art Director Mafia Wars
  • Lead team to over haul the pre existing design and art style.
  • Setting 2d/3d visual style and direction of design and art production, coupled with technical support for Artist and Engineering teams.
  • Direct contributor game asset creation of Concept, 2d UI, 3d (environment, Characters and UI) vfx, UI, lighting, 3D performance and game design.
  • Mentoring artist and designer on current and Next-gen game creation process with in Unity3d Game engine.
Mar 2016 - Jul 2017

Art Director/Ops Manager/Project Manager

Redacted Studios

Day to day Studios Operations, Pipeline development/Design/Art Direction and Management of in house and out team members................LastContent creation for mobile game development (Concept design,level creation, animation,lighting,textures and Unity integration.For IOS, Android, Pc, Xbox one, PlayStation 4http://www.redacted-studios.com/

Mar 2014 - Nov 2015

Game Artist / 3D Generalist (Contract)

Gamaya Inc.

Creation of Environments, props, FX, lighting and textures for Mobile Toy Game.www.restorethelegend.com shipping Nov 14th 20

Sep 2015 - Oct 2015

3D Environment Artist (2D\3D Generalist\ Digital Platforms)

San Mateo, California, US

Environment\Character\Prop Artist\Textures\Marketing Imagery Creation\Game DesignGame Titles: Playstation Home(PS3), Charcoal Champ(PS3), COD Declassified (PSVita) High Stakes Poker (PS3) Contribute innovative solutions to art pipeline optimization.Create original polygonal organic, architecture,character models and animations.Generate photo-realistic.

Apr 2010 - Feb 2014

Art Director/Lead Artist

US

Game Titles: Dizim Skate, Valet HustelImplementation of visual standards throughout creation of objects and animations assets.Providing imaginative, high quality art under tight deadlines.Developed games interfaces and prototypes for use in clients systems.Close development with engineering’s input to design fun game play.Provided creative low impact ways.

Sep 2009 - Mar 2010

Lead Sr. Environment Artist

Doppelganger Inc
  • Vside www.vside.com
  • Creation of textures, partical systems, geometry and animations for both mesh and brush based models.
  • Plan environment modeling tasks for each release
  • Manage and provide art direction for the environment team and offsite contractors
  • Set up the in game ad system to support Dubblefusion integration, and produced ads of upcoming product features.
  • Designed and integrated min games with in the world
May 2006 - Jul 2009

Sr. Environment Artist

Perpetual Entertaiment

World creation, (modeling, texturing, set decoration)

Feb 2006 - May 2006

Enviroment Artist

Redwood City, CA, US

Course Artist, Tiger Woods PGA Tour 2007,2005 Creating course from conception to finish, terrain, structures and objects modeling.SFX authoring, Displacement map modelingEnvironment Artist, Lord of the rings 3rd ageCreated buildings, props, textures, terrain and set prop placements.Environment Artist, The God FatherCreated textures and models for.

May 2004 - Feb 2006

Environmental Artist Iii

3Do

US

Level Artist III, Four Horsemen of the Apocalypse Modeling of in game object assists, environments, lighting, textures concept sketch Level Artist III, Sarge’s War Modeling of in game object assists, environments, lighting, shadow maps.Level Artist III, Jonney Mosley Mad Trixx 2 Modeling of in game features, lighting, concept sketching, textures and trick.

Mar 2002 - May 2003

Qa

Discreet/Autodesk (Contractor/Dsi)

Involved developing new tests to increase testing coverage, updating and maintaining a globalized testing Harnessand maintaining a large suite of existing automated tests.Compatibilty testing Combustion, with 3dsMax,Flash,AfterEffects,Premier and most image editing software.

Aug 2001 - Mar 2002

Senior 3D Artist

Geometrix Inc

The focus of the position, was as to model very accurate high and low poly content and animations, (humans,planes, eye wear etc.)The models to be used in video, cd-rom, real time web ready and print.My Duties includes design and layout, roto scooping, storyboarding, sound engineering, texturing, character visualization, demo production, composting, video.

Nov 2000 - Mar 2002

Lead Qa Test Engineer

Multigen-Paradigm Inc

Pre and end users regression White box testing of software components. Writing test cases, bug tracking of software performance.From Game production,Virtual Sets, Urban Sim to Battle simulations. Also as a main part of my position I was to demonstrate the power of the application and how it could be used to optimize the users 3D content.In conjunction with.

May 1999 - Nov 2000

Digital Artist/Tech

Molecular Dynamics

Primary role of layout and design of Marketing's implementation of the (Storm) a 2d/3d interactive productions on CD-ROM and online use front and back end.Tech Pub. Documentation Intranet design & update modifications. Design and layout of marketing collateral, Photographing or dv capturing and enhancements of images.

Oct 1998 - Mar 1999

Qa Test Engineer

Multigen Inc

Created, edit low poly models and textures for and to view test cases in VR simulations, for use in game entertainment.Also help create and texture models for SIG 98's demonstration of the USS Iron Side. Wrote Bug test cases in HTML, Java of how to docs for internal engineers and external customers use of MultiGen Creator.Generated textured land features.

May 1998 - Sep 1998

Vspi Author (Multimedia Technical Specialist)

Santa Clara, CA, US

Helped create content and publish Applied Materials Intranet Web Site.Created content for multimedia tool for visually identifying parts of complex machinesVia CD or Web bases.Process isometric drawings digital video and Photo CD images In PhotoShop and 3D programs. Track images and Photo CDs in access database.Using proprietary authoring environment to.

Oct 1997 - May 1998

Logistic Tech

Houston, Texas, US

Resolved customer issues by out source different company sites around the United States. Place orders to ensureengineers, are properly suited for urgent calls that may arise.Tracking and expedite parts through back order logs, to ensure that data and hardware arrives within a timely deadline.

Aug 1995 - Oct 1997

Graphic Artist Lead Designer

Infiniti Systems

Over seen creative team in creating and design company's indignity and graphics that were for publication use.I was project manager of composition of interactive kiosks.Which included meeting with artist for scripting, sound editing, composting and design of interface. And managerialstaff for over all out comes.

Mar 1994 - Aug 1995
2 education records

Terrence Hicks education

Aas Degree, Multimedia Communications And Presentations

Masters Institute

Education record

Soft Image Training Deanza College
FAQ

Frequently asked questions about Terrence Hicks

Quick answers generated from the profile data available on this page.

What is Terrence Hicks's role at their current company?

Terrence Hicks is listed as Creative Director, Art/UX Director.

What is Terrence Hicks's email address?

AeroLeads has found 1 work email signal at @applovin.com for Terrence Hicks.

What is Terrence Hicks's phone number?

AeroLeads has found 2 phone signal(s) with area code 855, 415 for Terrence Hicks.

Where is Terrence Hicks based?

Terrence Hicks is based in San Francisco Bay Area, United States, United States.

What companies has Terrence Hicks worked for?

Terrence Hicks has worked for Battlefly Game, Limit Break, Applovin Lionstudios, Zynga, and Redacted Studios.

How can I contact Terrence Hicks?

You can use AeroLeads to view verified contact signals for Terrence Hicks, including work email, phone, and LinkedIn data when available.

What schools did Terrence Hicks attend?

Terrence Hicks holds Aas Degree, Multimedia Communications And Presentations from Masters Institute.

What skills is Terrence Hicks known for?

Terrence Hicks is listed with skills including Maya, Video Games, Texturing, Game Development, Zbrush, 3D Studio Max, Ps3, and Character Animation.

Find 750M verified contacts

Search by job title, company, industry, location, and seniority. Export verified B2B contact data when you need it.