Tyler Walters - Technical Artist / Game Dev

Tyler Walters
Technical Artist
tww_7@hotmail.com



My goal is to work with highly creative teams who seek to build experiences that are brimming with artistic quality and meaningful intent. I find joy in applying myself throughout all avenues of development, from designing gameplay that feels fluid and fresh, to navigating deep nuanced technical challenges, as well as creating all forms of art, and supporting the endeavors of others through collaborative effort.


Polyarc 2018-Current
Moss: The Forgotten Relic
Technical Art Director
Platforms: PC, PS5, Xbox One/X/S, Switch 1/2, Steam Deck

Glassbreakers
Technical Art Director
Platforms: PC-VR, Quest 2/3, Apple Vision Pro

Moss: Book II
Lead Technical Artist
Platforms: PSVR 1 & 2, Quest 2 & 3, Pico 3 & 4, PC-VR

Moss
Technical Artist
Platforms: PSVR 1 & 2, Quest 1, 2, & 3, Pico 3 & 4, PC-VR


Responsibilities and Achievements:

  • Regularly hands on with GPU and CPU optimizations, performance profiling, and team guidance around how to successfully ship and port each game with stable framerates
  • Developed tools and workflows, accompanied with documentation, example content, maintenance, and feedback driven iteration
  • Built shaders, function libraries, VFX systems, 3d models, asset pipelines, textures, animations, functional prototypes, lighting solutions, and complete gameplay features
  • Led evaluations of new hardware, platforms, and technology to aid teams in navigating unknown territories of development and to surface potential paths of efficiency
  • Solo developed Polyarc’s first non-vr prototype of Moss which quickly lead to further studio explorations, full scale development, and ultimately the release of Moss: The Forgotten Relic
  • Organized and helped run a Central Technology initiative with engineering to better support sharing of project agnostic internal technology, assets, and workflows
  • Reformatted and optimized the entirety of visual content within Moss 1, initially built for PC & PSVR, to ship on Oculus Quest 1 within a 6 month timeframe of first joining the studio
  • Supported marketing efforts with screenshots, renders, video capture, and end to end trailer production
  • Onboarded and mentored a team of four technical oriented individuals across tech art, vfx, tech animation, and tech sound design


Oculus 2014-2018
Input, Hand Tracking, and AR research teams
Technical Artist
First Contact
Technical Artist
Farlands
Technical Artist
Toybox
Technical Artist
Dreamdeck
Technical Artist

    Responsibilities and Achievements:

    • Worked closely with game development, software, hardware, and research teams to develop and ship new products with accompanying experiences
    • Developed complex visual and gameplay systems that were supportive to the core vision of each project
    • Built content optimization tools and guided teams through performance strategies in parallel with evolving internal hardware objectives
    • Collaborated with graphics engineers to ideate and refine rendering solutions across projects
    • Conducted self driven internal research studies around hand tracking and hardware to help identify opportunities and drive development conversations beyond theoretics
    • Participated in building many demo experiences for internal r&d, closed door press showcases, and conference events
    • Guided multiple development teams through Unreal Engine and Unity that were new to the software
    • Ran internal and external demos for hundreds of people to showcase advancements being made


    Action Mobile Games 2011-2013
    2013 Infected Wars
    Core Team

    Responsibilities and Achievements:

    • Designed and scripted a majority of gameplay scenarios
    • Setup all cinematic cameras and logic
    • Coordinated with individuals contracted to support VFX, Animation, and Audio needs
    • Conducted user testing and QA passes across multiple devices
    • Built marketing assets, including trailers, in collaboration with animation and vfx outsourcing support
    • Modeled and textured a handful of levels, props, and characters
    • Rigged and animated multiple characters and assets in Maya
    • Incorporated technical animation solutions like physical hit impacts, additive animations, and root motion based spawning
    • Lit all levels
    • Optimized all content to work on very low spec iOS devices released between 2010-2013


    Lukewarm Media 2008-2010
    Primal Carnage
    Artist

    Responsibilities and Achievements:

    • Provided teams with guidance around engine workflows and optimizations
    • Supported project with 3d models, texturing, shaders, lighting, and vfx
    • Helped navigate opportunities working with business partners like Nvidia, Unigine, and Epic