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.
Below is a small selection of just some of the cinematics that our department produces with the backbone of our team's products and the skill of our artists combined.
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
While working at Frostburn Studios, I designed and implemented the studio's fledging art asset pipeline, integrating ftrack into 3ds max, which was the studio's primary DCC at the time. I also worked on setup of all tools and the Amazon S3 backend required to hold the art assets at the time.
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.