About

John McMurrough is a character animator and cinematic artist whose work spans television, games, apps, commercials, and real-time production. Character animation is still at the heart of what he does, but over the years he has grown into a versatile artist who is equally comfortable stepping into rigging, layout, cameras, Unreal Engine shot production, and broader generalist work when a project calls for it. He is drawn to the intersection of performance, technical problem solving, and storytelling, and that combination continues to shape the kind of work he loves most.

Recent work includes Unreal Engine 5.6 client cinematics for BAE, including AMPV and Sea Tridon. On these projects, John worked across the full pipeline, from remodeling CAD assets, UVing, texturing, and material creation through scene layout, Sequencer shot setup, persistent level and sublevel creation, camera animation, rigging, Blueprint work, final rendering in Unreal, and post finishing in After Effects. For Sea Tridon, he also composed the music and integrated sound effects to help shape the pacing, tone, and impact of the final piece. Other career highlights include Spree3D, Lego Brawls, The Outpost, Red Bull, Hotel Transylvania 3, Lyft Autonomous, and The Eternal Cylinder.

John is always looking to grow, not just as an animator, but as a more complete artist and storyteller. Whether he is refining a character performance, solving a technical challenge, or building a cinematic sequence from the ground up, he cares about making the work feel clear, engaging, and memorable.

When he is away from the screen, he enjoys spending time with his wife, Jennifer, their three Shih Tzus, and their horse, Rae. He loves cooking, the outdoors, fly fishing, fly tying, travel, great films, and an eclectic mix of music.