I'm a tools/systems developer, my work to date primarily being on build and test automation systems. I've been in the Core Tech group at Adobe Systems for 11 years, and worked for 8 years before that at tools developer Borland. I do most of my development work in Python, which is an ideal way to develop cross platform systems and tools which, with a little careful design consideration, do just run anywhere. I'm also quite comfortable in a C or C++ development context, though do more reading and debugging of that than code writing these days, and work primary in Visual Studio and Xcode. We use Perforce for SCM (I currently use Subversion at home).
I prefer a Unix environment, and would use Linux full time if all of the apps I use had native versions for it. I started out on Windows (ok, DOS...), but love OSX now due to its Unix core. I use Emacs as my primary authoring/editing environment on all platforms, then augment with ActiveState Komodo for heavy Python debugging.
I got hooked on gaming back in the mid to late '90's, and have been on a part-time foray into the world of 3D since then, starting with LightWave and then Maya (since v5). In the last year, I also made a significant investment in learning ZBrush. Along the way, I have carefully studied the first Gould book on Maya programming, and took a slow, careful study of Jason Scheifer's Animator Friendly Rigging course.
I own a license of Terathon Software's C4 Game Engine (because it includes source), and have lately been playing a bit with the amazing UDK, and have been working out the flow of data from content creation tool(s) into the engines (what data is supported, what form does it need to be in, how to manage updates, etc.).
My current objective is to find work in a CG content production environment as a Tech Artist, either in action or adventure-related gaming, or feature area (TV/film) in the SF Bay area.