Tyler Walters - Technical Artist

      Moss
      Studio: Polyarc
      Credit: Technical Artist
      Platforms: PC (VR), PS4 (PSVR1),
      PS5 (PSVR2), Quest 1/2/3, Pico  3/4


  • Multi-platform optimizations and development workflows
  • VFX
  • Materials
  • Lighting support
  • Simulation/destruction 
  • Houdini & Unreal tools
  • Gamelay systems



This is an example of one of the 100+ levels that I optimized to work on Quest 1, which had very low hardware specs compared to the hardware the game was positioned towards. This involved rebuilding nearly every mesh and material in the game, moving from thousands of drawcalls in each level, to less than 150.
For our PSVR2 launch we enhanced the high end graphics. For this I tested and implemented Epic’s indirect capsule shadow solution that increased th.