Most of the projects I work on are under NDA for obvious reasons, so I won't be able to share them here. However, if you want a general idea of what I do and how I do it, please take a look at my Github or Bitbucket.
Some personal code projects I'm happy with include:
libss, my own super-simple libraries that I use across several of my own applications: https://bitbucket.org/sonictk/libss
Hot-reloading compiled code in Maya: https://github.com/sonictk/maya_hot_reload_example_public
Sample deformers plugin for Autodesk Mudbox: https://bitbucket.org/sonictk/mudbox-deformers
If you'd like to see more, simply peruse my repositories, or take a look at my blog.
A selection of various endeavours I've embarked on in my professional career.
I work on the Front-end Technical Director team as one of the TDs, and develop the tools and technologies behind all the cinematics in Blizzard titles. Below is a small selection of just some of the cinematics that our department produces.
Diablo IV Announcement Cinematic
Overwatch 2 Announcement Cinematic
Overwatch - Shooting Star
Overwatch - The Last Bastion
Overwatch - Dragons
World of Warcraft: Battle for Azeroth Cinematic Trailer
World of Warcraft: Old Soldier
Hearthstone: Hearth and Home
Technical Animator. Did in-game/cinematic character animation, along with writing asset pipeline tools, shaders/lighting development and helping with debugging gameplay programming when needed.
Worked as a FX artist, responsible for environmental/abilites visual effects.
Non-professional projects that I've worked on over the years.
Bait & Switch
Student film from DigiPen Institute of Technology. Lead artist on the team, and worked on everything from intial concepts to final renders.