About the Artist


Born in Los Angeles California, a third generation Mexican American, Andy Hoyos calls a suburb of Seattle Washington home, where he lives with his

wife, Michelle. Coming of age during the 1960’s and ‘70’s Andy grew up, like so many American boys, in love with high-imagination movies, comics and American popular culture in general. Raised in an artistic household; his father a TV and movie actor, grandfather an opera singer and mother a highly skilled crafts-person, it seemed a creative life might be his destiny. Although as an adolescent his first love wasn’t art, it was science. Anything pertaining to the wonders of the cosmos most peaked his interest. He even went so far as to make an appointment with the local Griffith Park Observatory astronomer in Los Angeles, at age 12, to ask some nagging questions he had about the solar system and also to find out how difficult and long a process it was in becoming an astronomer there. The resident astronomer – so kind to take this appointment from a child – showed Andy a book with a 9 page mathematical equation in it, of some astronomical significance. “When you can understand that, pointing to the book, you can begin to think about it”, he said. Andy realized his destiny lay elsewhere. Math was not exactly his strong suit. Creativity was.

Andy realized his destiny lay elsewhere. Math was not exactly his strong suit. Creativity was.

Responsible for some of adventure gaming’s most arresting, memorable images, Andy’s signature style can be seen in numerous franchise titles. His work and technique helped pioneer some of the earliest examples of "interactive art."



"Love is a snowmobile racing across the tundra - and then, it suddenly flips over, pinning you underneath. At night, the ice weasels come."



As a child Andy enjoyed drawing and painting, creating cut-out robots of his design, jet airplanes, rocket ships, and the like, as well as recreating the world of the original King Kong movie in his family’s garage - complete with real plant life (uprooted from the yard), plastic dinosaurs of all kinds, smoldering volcanoes, lakes and rivers and lots and lots of dirt. Realism was of the utmost importance. Andy’s parents were very proud. Photographs taken of the event no longer exist.


Having gone to Art Center College of Design, in Pasadena California, and as a young man in his early twenties and not quite sure where to focus his energies, Andy got a job at NBC Television Studios in Burbank California. It seemed like a natural fit in some way as both his father and grandfather were entertainers and Andy, while not an entertainer himself, felt a connection to the entertainment industry. Not sure where to start he took a job in the mailroom – thinking it was a great place to meet people. It was. After a brief stint in the NBC News department as an ‘editorial assistant’ – something he discovered he had no feeling for, he quickly realized that the graphic arts department held the most appeal for him. He applied for and landed an entry level position there. After becoming a journeyman designer / illustrator and creating graphics for numerous television shows including The Tonight Show, Rowan and Martin’s Laugh-in and The Midnight Special and meeting people like Redd Foxx, Dom DeLuise, Scatman Crothers and Betty Davis, it wasn’t until Andy was offered a position with a cutting-edge gaming software company that he really hit his stride.


It wasn’t until his employment with Sierra Online in 1989, a ground breaking gaming software company, that he got first hand experience with computer games and with computers in general. Up until then creating art in a computer was something others did. However, it didn’t take long for Andy to realize the great potential this relatively new digital tool. Working in this new medium he went on to work as game artist, art director and visual conceptualist on numerous Sierra Online titles. The visual creative force behind two King’s Quests, a Quest for Glory title, and both wickedly delightful Phantasmagoria games, are among his accomplishments. Along with directing the sequel to Phantasmagoria, Phantasmagoria: A Puzzle of Flesh – a live action game shot movie style with actors on sets and on location employing both practical and digital special effects. Going on to work with gaming companies EA, Origin Systems, Microsoft and Monolith Productions, Andy art directed such games Ultima Online2, The Matrix Online and being an environmental conceptualist on the Xbox game Shadowrun and Turn 10’s Forza 4 racing game.


After a long and successful career in computer & console game creation, Andy retired from gaming in 2013 and now works exclusively on personal work.