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            <url>
                        <loc>https://tylerwalters.xyz/header</loc>
            
            
            <lastmod>2026-08-05T19:49:57+00:00</lastmod>
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        </url>
            <url>
                        <loc>https://tylerwalters.xyz/resume</loc>
            
            
            <lastmod>2026-08-10T19:31:05+00:00</lastmod>
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            <url>
                        <loc>https://tylerwalters.xyz</loc>
            
            
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        </url>
            <url>
                        <loc>https://tylerwalters.xyz/portfolio</loc>
            
            
            <lastmod>2026-08-08T21:07:18+00:00</lastmod>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/U2570625867619055502905280233767/horizontal.svg</image:loc>
                                            <image:caption>&lt;span style=&quot;--font-scale: 1.25;&quot;&gt;&lt;b&gt;&lt;u&gt;

Miscellaneous

&lt;/u&gt;&lt;br /&gt;

&lt;/b&gt;&lt;/span&gt;</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/C2730105327435681609334636654803/Untitled-2.png</image:loc>
                                            <image:caption>&lt;b&gt;&lt;u&gt;&lt;span style=&quot;--font-scale: 1.25;&quot;&gt;2013 Infected Wars&lt;/span&gt;&lt;/u&gt;&lt;br /&gt;
&lt;/b&gt;(2013)</image:caption>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/P2730105748335041139165475877075/Untitled-6.png</image:loc>
                                            <image:caption>&lt;b&gt;&lt;u&gt;&lt;span style=&quot;--font-scale: 1.25;&quot;&gt;Farlands&lt;/span&gt;&lt;/u&gt;&lt;br /&gt;
&lt;/b&gt;(2016)</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/X2730106142560408738412303462611/Untitled-4.png</image:loc>
                                            <image:caption>&lt;b&gt;&lt;u&gt;&lt;span style=&quot;--font-scale: 1.25;&quot;&gt;Dreamdeck&lt;/span&gt;&lt;/u&gt;&lt;br /&gt;
&lt;/b&gt;(2014)</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/G2731357286262593245920381874387/Untitled-10.png</image:loc>
                                            <image:caption>&lt;b&gt;&lt;u&gt;&lt;span style=&quot;--font-scale: 1.25;&quot;&gt;Glassbreakers&lt;/span&gt;&lt;/u&gt;&lt;br /&gt;
&lt;/b&gt;(2025)</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Y2731360180206250273548548944083/Untitled-1.png</image:loc>
                                            <image:caption>&lt;b&gt;&lt;u&gt;&lt;span style=&quot;--font-scale: 1.25;&quot;&gt;Primal Carnage&lt;/span&gt;&lt;/u&gt;&lt;br /&gt;
&lt;/b&gt;(2012)</image:caption>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/U2732127505471881137993275650259/misc.png</image:loc>
                                            <image:caption>&lt;span style=&quot;--font-scale: 1.25;&quot;&gt;&lt;b&gt;&lt;u&gt;

Miscellaneous

&lt;/u&gt;&lt;br /&gt;

&lt;/b&gt;&lt;/span&gt;</image:caption>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Q2733226018175715370130817396947/Untitled-8.png</image:loc>
                                            <image:caption>&lt;b&gt;&lt;u&gt;&lt;span style=&quot;--font-scale: 1.25;&quot;&gt;Moss&lt;/span&gt;&lt;/u&gt;&lt;br /&gt;
&lt;/b&gt;(2018)</image:caption>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/W2733226061673137895937940107475/Untitled-7.png</image:loc>
                                            <image:caption>&lt;b&gt;&lt;u&gt;&lt;span style=&quot;--font-scale: 1.25;&quot;&gt;First Contact&lt;/span&gt;&lt;/u&gt;&lt;br /&gt;
&lt;/b&gt;(2016)</image:caption>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/A2736244909580900928859799007443/Untitled-9.png</image:loc>
                                            <image:caption>&lt;b&gt;&lt;u&gt;&lt;span style=&quot;--font-scale: 1.25;&quot;&gt;Moss: Book II&lt;/span&gt;&lt;/u&gt;&lt;br /&gt;
&lt;/b&gt;(2022)</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/K3061583280091052220610358259923/MFR.png</image:loc>
                                            <image:caption>&lt;b&gt;&lt;u&gt;&lt;span style=&quot;--font-scale: 1.25;&quot;&gt;Moss: The Forgotten Relic&lt;/span&gt;&lt;/u&gt;&lt;br /&gt;
&lt;/b&gt;(2026)</image:caption>
                                    </image:image>
            
        </url>
            <url>
                        <loc>https://tylerwalters.xyz/misc</loc>
            
            
            <lastmod>2026-08-10T19:09:00+00:00</lastmod>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/U2570625867619055502905280233767/horizontal.svg</image:loc>
                                            <image:caption>These are clips from an unannounced Polyarc game demo that I worked on from start to finish. My efforts overlapped with nearly all of the content presented, with more complete development ownership of visual elements like; weapon shaders, blast vfx, spline cursor visuals, entirety of the INDIGO intro scene visuals, enemy and companion shaders, hazard barriers, target gates, destructables, and level transition portals. Beyond these specific assets, I worked closely with all diciplines in developing our vision, as well as profiling and leading optimizations.&lt;br /&gt;


</image:caption>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/K2732121341326328211283217199315/tyler-walters-percyscreenshot3.jpg</image:loc>
                                            <image:caption>Bust of our Boston Terrier named Percy. Sculpted, baked, hand painted, and rendered by me.</image:caption>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Z2732122135753808489658767093971/tyler-walters-scootsfinalshot2.jpg</image:loc>
                                            <image:caption>Personal learning project to better familiarize myself with Blender after having used Softimage and Modo for many years prior</image:caption>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/T2732124134495422364236103790803/HighPolyChair.png</image:loc>
                                            <image:caption>High poly modeled and sculpt of a designer chair that I grew up with</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/E2732124881680791069841491996883/tyler-walters-moonhouscreen.jpg</image:loc>
                                            <image:caption>Procedural moon setup in houdini that I did for fun as a learning exercies </image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/I2733174673618941071407106732243/ArtStyle1.mp4</image:loc>
                                            <image:caption>This is from a small personal project where I explored various approaches in creating a physical styled screen effect with triangular pixeliation.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/R2733182359823794263965978570963/ImpactTest.mp4</image:loc>
                                            <image:caption>During a personal research project I built a data driven hit impact system that allowed for creating and storing a wide range of unique visual states using a small fixed cost that could be applied to any mesh.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/F2736329588640148273681819742419/Desktop-2026.01.08---11.52.39.11_1.mp4</image:loc>
                                            <image:caption>These are a variety of hand tracking experiments I setup while at Oculus, retargeting raw hand tracking bone transforms to custom skinned meshes. The first 3 examples I modeled quickly from scratch, the following alien hands I pulled and reskinned from Farlands characters which were made by others, and the last human hand examples are my hand which I first generated via photogrammetry, retopologized, and skinned.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/B3063108541912109962065292538067/JiggleFish.mp4</image:loc>
                                            <image:caption>Jiggle Fish</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/M3063127219461845521870818357459/DropShadows_1_1.mp4</image:loc>
                                            <image:caption>I built out a Niagara and Blueprint based solution to support hundreds of drop shadows for a game that was being designed to run on low spec harware with runtime world editing in gameplay. The workflow included full developer controls in visualizing and editing local placements, scales as volume components, and intensities of shadows.&lt;br /&gt;
&lt;br /&gt;
Also shown is a shader solution I built for projecting and mixing a few layers of dappled lighting/shadows across the world. This proved to be visually satisfying in AR creating stronger depth cues volume and parralax.
</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Q3064580306053978377343941980371/Two_Sided_Shader_-_Marmoset_Toolbag.mp4</image:loc>
                                            <image:caption>For fun I wrote and released a free custom two sided shader for Marmoset Toolbag 3, allowing for unique texture inputs and controls to be exposed per side. This effort required some collaboration with engineers at Marmoset to expose necessary calls to access the state of backfaces that was not available when initially starting the project. It was hosted on the official Marmoset website as a community addon until they transitioned to Toolbag 4. (Still downloadable through my Gumroad: &lt;a href=&quot;https://tylerwalters.gumroad.com/l/JOYsS&quot; target=&quot;_blank&quot;&gt;https://tylerwalters.gumroad.com/l/JOYsS&lt;/a&gt;)</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/G3070888746060439851583815528659/TinyTools.mp4</image:loc>
                                            <image:caption>During pre-production, I also spent a few days conceptualizing and prototyping a set of mini tools for interactive gameplay oppurtunities.</image:caption>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/V3070889383524574806764790722771/AR_Research.mp4</image:loc>
                                            <image:caption>These are clips from another unannounced Polyarc game where I took initiative to prototype and present various visual formats that could be utilized for an augmented reality experience.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/P3071129650170972328903152480467/Indigo_1.mp4</image:loc>
                                            <image:caption>These are clips from an unannounced Polyarc game demo that I worked on from start to finish. My efforts overlapped with nearly all of the content presented, with more complete development ownership of visual elements like; weapon shaders, blast vfx, spline cursor visuals, entirety of the INDIGO intro scene visuals, enemy and companion shaders, hazard barriers, target gates, destructables, and level transition portals. Beyond these specific assets, I worked closely with all diciplines in developing our vision, as well as profiling and leading optimizations.&lt;br /&gt;


</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/X3072817116297152278774625579219/PoleVault.mp4</image:loc>
                                            <image:caption>These are clips from a tiny PC game I made with two friends called. My focus was primarily on pole physics interaction logic, input feel refinements, level &amp;#x26; gameplay design, vfx, sound, and music.</image:caption>
                                    </image:image>
            
        </url>
            <url>
                        <loc>https://tylerwalters.xyz/moss-the-forgotten-relic</loc>
            
            
            <lastmod>2026-08-10T19:30:32+00:00</lastmod>
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            <priority>0.5</priority>


            
                
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                    <image:loc>https://freight.cargo.site/t/original/i/U2570625867619055502905280233767/horizontal.svg</image:loc>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/C3069926521591171000355523113171/OwlAmbush2_1_1.mp4</image:loc>
                                            <image:caption>Throughout production I setup and directed all major cinematic camera sequences. About 50 in total. This was an interesting puzzel 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.&lt;br /&gt;&lt;br /&gt;
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.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/M3074339429000341468136123904211/MB1_VibeCheck1_1.mp4</image:loc>
                                            <image:caption>Here is another small set of clips from my cinematic camera work.&lt;br /&gt;

</image:caption>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/T3074432914941037971519696253139/MB1_NoA_2_1.mp4</image:loc>
                                            <image:caption>

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 develpoment soon after.

</image:caption>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/D3074437821738068090113007005907/Swamp_040Gameplay_1_1.mp4</image:loc>
                                            <image:caption>



I collaborated with individuals across art, design, and engineering to buid 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 succesfully guide players through complex spaces.



</image:caption>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/G3075958172427110855652885901523/TiltShifted.mp4</image:loc>
                                            <image:caption>This is a capture from 2023 when I made a non-vr prototype of Moss, spending about 3 days scripting a new programatic follow camera solution and screen space interaction paradigm.&lt;br /&gt;</image:caption>
                                    </image:image>
            
        </url>
            <url>
                        <loc>https://tylerwalters.xyz/glassbreakers</loc>
            
            
            <lastmod>2026-08-10T19:19:38+00:00</lastmod>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/U2570625867619055502905280233767/horizontal.svg</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/I2731986081294830754870665392339/Glassbreakers: Champions of Moss | Official Steam Trailer</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/N2736709659562765346138516598995/Crimson-2026.01.07---10.57.05.01_1.mp4</image:loc>
                                            <image:caption>

Early on in production

the team asked me about supporting a mirror in the game lobby. Given that we were planning to ship on low spec standalone VR headsets, it was clear to me that going with a common render target solution would be too costly, low resolution, and flat in appearance.&lt;br /&gt;
&lt;br /&gt;

With this in mind I proceded to conceptualize, prototype, and implement an alternative solution that relied on something more akin to a shadowbox, with meshes that extened back behind the free floating mirror, using world positioned masking to encapsulate and show only on the inner bound pixels.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/X2738081089945155471500133249235/Desktop-2026.01.09---14.32.52.01_1.mp4</image:loc>
                                            <image:caption>The min spec standalone VR headset we were shipping on only allowed for about 250 draw calls total. I supported the team with profiling, guidance, as well as hands on content optimizations throughout the duration of the project to reach a consistent 72fps. &lt;br /&gt;&lt;br /&gt;
One example of this effort I took on involved converting the overhead Champion UI visuals into much more efficienct assets, requiring remodeling, uving, and scriping of runtime animation attributes through new shader paths. The end result took about 150 draw calls down to 30, as well as greatly reducing the shader instructions.    </image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Z2738296071325856510703032578259/Masks_1.mp4</image:loc>
                                            <image:caption>The art team had a goal to create a bunch of visual customization options for players. To support this, I provided mesh specs, shaders, tools, and example assets for the art team to more easily create expressive &amp;#x26; performant variants of their work withinin a fixed cost pipeline.</image:caption>
                                    </image:image>
            
        </url>
            <url>
                        <loc>https://tylerwalters.xyz/moss-book-ii</loc>
            
            
            <lastmod>2026-08-10T19:19:37+00:00</lastmod>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/U2570625867619055502905280233767/horizontal.svg</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/M2733055502302669126327897403603/Moss: Book II | Accolades Trailer</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/B2734664471316262689217125527763/Comp-2_4_1.mp4</image:loc>
                                            <image:caption>Some examples of Arcane materials and vfx that I built (Lave fluid, smasher impacts, lava bubbles, villain shader, and dynamic owl burning feathers)</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Q2734675726855413680131977752787/Comp-1_1_1.mp4</image:loc>
                                            <image:caption>I setup a function based shader workflow to build 2d vfx for all of the game’s 100 unique story book pages. During this process I worked closely with the artist Chris Alderson, who was painting each page, to understand what visual elements would amplify each page and the story being told.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/P2738319905976492525266775027923/Grass.mp4</image:loc>
                                            <image:caption>I reworked a majority of the material based foliage interaction logic that had been developed for the first Moss game, with a focus on improving the beleviebility and satisfaction of movement, while keeping it as performant as possible. &lt;br /&gt;&lt;br /&gt;
To do so I incorporated the use of Pivot Painter as a means to support vertex motion calculations for each portion of geometry. </image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Q3064608501533360160919396004051/tyler_walters_-_moss__book_ii_-_technical_art_v1-1440p_1.mp4</image:loc>
                                            <image:caption>Built an automation workflow in unreal allowing for me to quickly capture any desired number of mesh screenshots using a fibbonaci sphere distribution. These screenshots were then processed through 3rd party photogrammetry tools, to produce new highly optimized meshes with unlit textures, allowing for </image:caption>
                                    </image:image>
            
        </url>
            <url>
                        <loc>https://tylerwalters.xyz/moss</loc>
            
            
            <lastmod>2026-08-10T19:29:57+00:00</lastmod>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/U2570625867619055502905280233767/horizontal.svg</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Q2733069764199935530056924246227/Moss Launch Trailer</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/P2736506471572932254999865962707/Desktop-2023.12.03---20.29.51.01_1_1.mp4</image:loc>
                                            <image:caption>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.</image:caption>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/F2736506734605056002024362455251/Desktop-2026.01.08---14.42.41.13_1.mp4</image:loc>
                                            <image:caption>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.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Y2736506869469201924914894319827/Desktop-2026.01.08---14.36.47.12_1.mp4</image:loc>
                                    </image:image>
            
        </url>
            <url>
                        <loc>https://tylerwalters.xyz/first-contact</loc>
            
            
            <lastmod>2026-08-10T19:22:49+00:00</lastmod>
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            <priority>0.5</priority>


            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/U2570625867619055502905280233767/horizontal.svg</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/D2734861114235277731543476842707/Oculus First Contact</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/C2734861361458541807398887600339/FirstContact_Screens.mp4</image:loc>
                                            <image:caption>Built out screen material with performant baked local lighting approach and a workflow to support artists in creating animations that were performant for VR</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/I2734862462618482543416861765843/tyler-walters-tyler-walters-lightingonly.jpg</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/D2736562364192904670887237103827/Desktop-2026.01.07---16.41.50.05_1.mp4</image:loc>
                                            <image:caption>Setup holographic butterfly materials and blueprint logic to support hand velocity based interactions</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/X2736562410235977878866277937363/Desktop-2026.01.07---16.41.50.05_1_1.mp4</image:loc>
                                            <image:caption>

This is an example of what the dynamic lighting adjustments 

</image:caption>
                                    </image:image>
            
        </url>
            <url>
                        <loc>https://tylerwalters.xyz/farlands-1</loc>
            
            
            <lastmod>2026-08-10T19:22:49+00:00</lastmod>
            <changefreq>always</changefreq>
            <priority>0.5</priority>


            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/U2570625867619055502905280233767/horizontal.svg</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/L2731768161218671565220226773203/Farlands_Camera.mp4</image:loc>
                                            <image:caption>Helped build a camera system that relied on head position before motion controllers were ready. This involved some in depth research into finding paths of hud like UI rendering that would be comfortable in VR.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/N2731768212814214739385842643155/Farlands_Scanner.mp4</image:loc>
                                            <image:caption>Conceptualized and built various gameplay vfx systems, including this example of a world scanner.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/L2731768268873869979389170004179/Farlands_Ship.mp4</image:loc>
                                            <image:caption>Supported multiple artists to bring the spaceship interior and exterior visuals to life, creating shaders, skybox projection solutions, and high quality baked lighting approaches that fit within our strict performance budgets.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/P2731769231406529001479863775443/Farlands_Water.mp4</image:loc>
                                            <image:caption>Built a stylized water shader that was both very optimized and comfortable to look at for long durations in VR. As a polish step, I worked with an artist to project custom hand painted textures to build more connective tissue between the landscapes and water surfaces.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/L2733067283537132729817551581395/Introducing Farlands</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/N2736576770122348802140442964179/Rocky_-_Day_-_Night_Cycle_-_Oculus_Farlands-1_1.mp4</image:loc>
                                            <image:caption>Developed a highly optimized skybox and time of day solution working closely with artists and rendering engineer. Most of my time was spent scripting dozen of parameter curves and shader blending states, and packing the results in a way for easy drag and drop implemenation with full debug playback for further tuning.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/W2736577810223566654179801280723/Giffle_-_Day_-_Night_Cycle_-_Oculus_Farlands-1_1.mp4</image:loc>
                                            <image:caption>Worked cloesly with characters artists and a rendering engineer to develop shader solutions and improve overall quality of character rendering. This also involved a layering system in which some creatures could mix color attributes as a means of player engagement and progression goals.</image:caption>
                                    </image:image>
            
        </url>
            <url>
                        <loc>https://tylerwalters.xyz/dreamdeck</loc>
            
            
            <lastmod>2026-08-10T19:34:11+00:00</lastmod>
            <changefreq>always</changefreq>
            <priority>0.5</priority>


            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/U2570625867619055502905280233767/horizontal.svg</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/R2734930957057881937689581170899/Oculus Dreamdeck (VR) ★ GamePlay ★ Ultra Settings</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/B2736860436331294820372343926995/Dreamdeck_Alien.mp4</image:loc>
                                            <image:caption>Worked with multiple artists to bring whis experience to life with vfx systems
 and
 shader support across all assets.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/E2736860641108600782622076416211/Dreamdeck_LowpolyForest.mp4</image:loc>
                                            <image:caption>I developed the entirety of this experience outside of primary character animations and audio.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/I2736860696873108117446050951379/Dreamdeck_Mirror.mp4</image:loc>
                                            <image:caption>Provided team with logic to drive mirrored character representations and physics driven animation solutions.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Q2736860779293160638780327571667/Dreamdeck_Paper.mp4</image:loc>
                                            <image:caption>Supported this experience with vfx systems</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/X2736860839281972366483789426899/Dreamdeck_Robots.mp4</image:loc>
                                            <image:caption>Built lighting solution, supported shader development and vfx, worked with vfx artists at Epic to integrate outsourced assets.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/A2736860930943843668746551406803/Dreamdeck_Trex.mp4</image:loc>
                                            <image:caption>Developed trex shader, vfx, and optimization solutions.</image:caption>
                                    </image:image>
            
        </url>
            <url>
                        <loc>https://tylerwalters.xyz/2013-infected-wars</loc>
            
            
            <lastmod>2026-08-10T19:13:52+00:00</lastmod>
            <changefreq>always</changefreq>
            <priority>0.5</priority>


            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/U2570625867619055502905280233767/horizontal.svg</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Y2734694420343136119622556168403/2013 Infected Wars PS Vita Official Release Trailer - Download Now!</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Q2736328155512601187186754695379/Desktop-2026.01.08---11.46.43.09_1.mp4</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/R2736331384781171986707151040723/950x0_p180onu4e5bn71j9it0r1is81r2u5.png</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/O2736455177486449741945488519379/Desktop-2026.01.08---11.37.54.06_1_1.mp4</image:loc>
                                            <image:caption>Supported project with various sets of keyframed animations. One of my favorite results was from implementing additive head roll/bob animations that made the zombies appear weak in the neck and much more unique/dynamic.</image:caption>
                                    </image:image>
            
        </url>
            <url>
                        <loc>https://tylerwalters.xyz/primal-carnage</loc>
            
            
            <lastmod>2026-08-10T19:13:53+00:00</lastmod>
            <changefreq>always</changefreq>
            <priority>0.5</priority>


            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/U2570625867619055502905280233767/horizontal.svg</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/L2734696259465073524391142731987/Primal Carnage Launch Trailer</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Q2734721706582502510054211039443/tyler-walters-p180oob095r7e1jk5tdhgot97g7.jpg</image:loc>
                                            <image:caption>Shotgun I made from start to finish. HP/LP bakes textured in Photoshop.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/R2734721855742875090069645406419/tyler-walters-p180oob08m1r8i1e8lmvc4cs5hc6.jpg</image:loc>
                                            <image:caption>

Revolver I made from start to finish. HP/LP bakes textured in Photoshop.

</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/M2734721964873813030135352766675/tyler-walters-p180oob08m1j76fjhcfovjj14fg3.jpg</image:loc>
                                            <image:caption>

Hunting knife I made from start to finish. HP/LP bakes textured in Photoshop.

</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/G2734722892412998544399027122387/950x0_p180oqjkdr1agqcog1ae1kevpcod.png</image:loc>
                                            <image:caption>Built modular assets and tiling textures for for security wall.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/M2734724320541477986918803681491/950x0-5_p180orhium1vl11d4s18olru89po4.jpg</image:loc>
                                            <image:caption>I captured and processed foliage assets that were used for the Unigine reveal trailer,  as well as incorporated Speed Tree made meshes and textures.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Z2734880205508589376506826305747/DarkTrexScene.jpg</image:loc>
                                            <image:caption>I ported and setup various assets the team had made for an early announcement that we had decided to move from Unigine to Unreal Engine 3</image:caption>
                                    </image:image>
            
        </url>
            <url>
                        <loc>https://tylerwalters.xyz/footer</loc>
            
            
            <lastmod>2026-08-10T00:16:41+00:00</lastmod>
            <changefreq>always</changefreq>
            <priority>0.5</priority>


            
        </url>
    
</urlset>
