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Gary Macarevich
Gary Macarevich
Animator
Washington DC-Baltimore Area, United States

Summary

As a kid I loved cartoons and drawing, but it wasn’t until I saw Toy Story and Jurassic Park that I knew it could be a career. I attended college in New York City and lived there for close to a decade. I got my first big break at Blue Sky Studios working on ICE AGE. After that, I freelanced around the city until a connection lead me out west to ELECTRONIC ARTS and MAXIS. I spent close to 20 years in the Bay Area, and have been lucky enough to contribute to many incarnations of both the JAMES BOND and THE SIMS franchises. I’ve recently moved back east, and am enjoying working with new studios – and exploring new opportunities.

Skills

3D AnimationCharacter AnimationAnimation

Software proficiency

After Effects
After Effects
Illustrator
Illustrator
Maya
Maya
Unreal Engine
Unreal Engine
MotionBuilder
MotionBuilder
Photoshp
Photoshp

Reel

Experience

  • Cutscene Animator at Visual Concepts
    Novato, CA - Remote, US
    July 2025 - February 2026

    Managed the creation of dynamic, cinematic cutscenes for the blockbuster WWE2K franchise, blending keyframe animation with polished mocap data to produce high-fidelity narrative sequences.

    •Created cinematic cutscenes for WWE2K 26, integrating keyframe animation with polished mocap.

    •Implemented, and tested finished cutscenes in proprietary game engine to assure quality.

    •Ensured technical and artistic integrity by using proprietary software to make sure the motion worked not only on the intended wrestler, but also for differing sizes and genders (customizable by the player).

    •Used proprietary software to properly time and align characters, cameras, props, and minor VFX throughout the entirety of the cutscene.

    •Applied detailed keyframe animation for the camera, face, fingers, ropes, and props to enhance character performance.

    •Cleaned and refined mocap data to produce realistic, fluid body motion.

  • Cutscene Animator at Visual Concepts
    Novato, CA - Remote
    July 2024 - March 2025

    Managed the creation of dynamic, cinematic cutscenes for the blockbuster WWE2K franchise, blending keyframe animation with polished mocap data to produce high-fidelity narrative sequences.

    •Created cinematic cutscenes for WWE2K 25, integrating keyframe animation with polished mocap.

    •Implemented, and tested finished cutscenes in proprietary game engine to assure quality.

    •Ensured technical and artistic integrity by using proprietary software to make sure the motion worked not only on the intended wrestler, but also for differing sizes and genders (customizable by the player).

    •Used proprietary software to properly time and align characters, cameras, props, and minor VFX throughout the entirety of the cutscene.

    •Applied detailed keyframe animation for the camera, face, fingers, ropes, and props to enhance character performance.

    •Cleaned and refined mocap data to produce realistic, fluid body motion.

  • Senior Animator II at Lost Boys Interactive
    Madison, WI - Remote, US
    August 2022 - January 2024

    Animation production for two unreleased AAA titles. Including mocap cleanup and enhancement for a Gearbox Entertainment FPS, and helping to define character motion/establish gameplay animation systems for an original IP colony simulator.

    •Created polished gameplay assets by enhancing, editing, and cleaning raw mocap for core in-game actions like locomotion, combat, grappling, prop and object animation.

    •Imported finished assets into Unreal Engine for hand off to the technical animator, ensured pose matching - and that the assets were functional for hookup in-game.

    •Audited existing assets during pre-production to define future animation needs for LBI’s first original IP.

    •Defined a key antagonist’s motion by curating reference and provided animation support during the character rigging and skinning process for both body and face.

    •Developed and maintained a master mocap sheet, streamlining organization and workload tracking for internal and external teams.

    •Used Unreal Engine’s Sequencer to explore the cinematic tone for key in-game decision moments.

  • Animator II at Maxis Studios - EA
    Redwood City, CA, US
    February 2005 - July 2022

    Served as a long-term, integral animator for the world-renowned SIMS franchise, contributing to over 30 titles -helping to form the series’ memorable character, and object animations.

    •Animated diverse in-game assets, including characters, creatures, and props for THE SIMS franchise.

    •Owned the full animation lifecycle for assigned game features in the animation department, from translating design department concepts into assets, prototyping, implementation, and bug fixing.

    •Built complex animation systems for new features, including state machines in proprietary software and animation trees, animation estimates, feature maintenance - while maintaining continuous collaboration with all stake holders addressing issues or concerns through ship.

    •Mentored and onboarded new animators, contributed to a collaborative and skilled studio culture.

  • Freelance Animator at Freelance - various clients
    Redwood City and Los Angeles, CA / New York, NY, US
    January 2002 - January 2005

    Delivered versatile freelance animation services for a range of high-profile clients, including Electronic Arts, Nickelodeon, and Curious Pictures, contributing to video games, commercials, and television.

    •Animated in-game assets for major titles including JAMES BOND: ROGUE AGENT, EVERYTHING OR NOTHING, AND FROM RUSSIA WITH LOVE, and an unreleased MMORPG.

    •Animated shots for television pilots, including Nick Jr.’s THE BACKYARDIGANS and TV Land’s THE ALAN BRADY SHOW.

    •Animated national commercials for major brands such as DUNKAROOS and EXXONMOBIL.

    •Provided character animation for G.I. JOE: SPY TROOPS: THE MOVIE and JIMMY NEUTRON’S NICKTOON BLAST ride film.

  • Animation Technical Assistant / Additional Animation at Blue Sky Studios
    Harrison and White Plains, NY
    June 2000 - November 2001

    Played an important role on a small but agile lip-sync team within the animation department for the original blockbuster animated feature film ICE AGE. Contributed lip-sync animation for the entire cast of characters in the film, plus character animation.

    •Animated shots and performed detailed lip-sync animation for the feature film ICE AGE.

    •Created appealing character poses for the extensive ICE AGE licensing and merchandising campaign.