Over my career I am very fortunate to have had the opportunity to work in several different capacities as an artist in the games industry. I have been a tech artist for several years but I started as a generalist artist. As a generalist I worked on smaller teams where I would be responsible for several aspects of art implementation. My first passion was rigging and animation which was a focal point for 10 years but I also worked as an character artist, environment/hard surface artist, VFX and Shaders artist...depending on project needs. This gave me a holistic perspective of art pipelines which still serve me well to this day. It is as intuitive for me to discuss art with artists as it is to discuss technical issues with engineers and other TAs.
As I traversed different projects and companies I was able to work in a unique array of development environments. From proprietary engines to staples like Unreal and Unity. From this experience I have found Unreal to be the most intuitive. Their dedication to content creators workflows is obvious in Unreal's ease of navigation, exploration and implementation. This is especially true of their visual scripting tool Blueprints. My time spent developing tools was instantly useful in creating complex systems that met expectations and were performant. Personally I find very little difference between tools dev and working in Blueprints although I occasionally would prefer to write code instead as it would be more concise.
Below are a couple examples of personal Shader and rigging work and I will be adding some Blueprint work shortly.
Some Substance work from a while ago : Shaders
A rig I made a while ago : Rig