Tyler Walters - Technical Artist / Game Dev
Moss: The Forgotten Relic
Polyarc
Technical Art Director
PC, Steam Deck, PS5, Xbox One, Xbox Series X/S, Switch 1 & 2


  • Multi-platform optimizations and development workflows
  • Cinematic camera setup and direction
  • Global rendering features
  • VFX, shaders, and texturing
  • Gameplay camera design and scripting
  • Additional gameplay and marketing support
  • Trailer production
  • Outsourcing coordination and collaboration


This is a capture from 2023 when I made a non-vr prototype of Moss, spending about 3 days scripting a new programmatic follow camera solution and screen space interaction paradigm.
Excitement grew after sharing the results with others at the studio, leading to a full android based demo created by myself and an engineer. This gave the studio confidence to continue with further explorations and full development soon after.
Throughout production I setup and directed all major cinematic camera sequences. About 50 in total. This was an interesting puzzle to navigate because we didn’t want to redo any of the animations, timings, or audio originally built for VR, creating unique challenges around how to best frame essential story beats while threading a consistent style.

Some behind the scenes effort I took on also included extracting gameplay state driven cinematic character animations for editor playback reference while keyframing camera motion, taking nearly as much time as the keyframing itself.
Here is another small set of clips from my cinematic camera work.
I collaborated with individuals across art, design, and engineering to build out and implement gameplay camera solutions. Since Moss was created for VR first, our need to improve depth perception on traditional screens required a lot of effort to successfully guide players through complex spaces. This is an example of one setup that I implemented using our near final tooling.