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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>2026-08-07T00:33:10+00:00</lastmod>
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        </url>
            <url>
                        <loc>https://tylerwalters.xyz</loc>
            
            
            <lastmod>2026-08-07T21:16:23+00:00</lastmod>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Y3067926191620397956257884385491/L1100633-copy.jpg</image:loc>
                                    </image:image>
            
        </url>
            <url>
                        <loc>https://tylerwalters.xyz/portfolio</loc>
            
            
            <lastmod>2026-08-04T23:28:36+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>
                                    </image:image>
            
                
                <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>
                                    </image:image>
            
                
                <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>2026-08-06T22:32:57+00:00</lastmod>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/U2570625867619055502905280233767/horizontal.svg</image:loc>
                                            <image:caption>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 code around accessing the state of backfaces that was not available when initially starting the project. It was hosted on the 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>
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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, textured and rendered by me.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/S2732121458942768425255318302931/tyler-walters-percyscreenshot2.jpg</image:loc>
                                            <image:caption>Built material for Trex body. Roar VFX</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Z2732122135753808489658767093971/tyler-walters-scootsfinalshot2.jpg</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/J2732122370802221476865873785043/tyler-walters-scootsfinalshot3.jpg</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/T2732123115441939500299343868115/CannonBlockout_1.png</image:loc>
                                            <image:caption>Added supplemental vfx and built solution for mesh flipbook vfx</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/C2732123169177304987015267725523/CannonBlockout_5.png</image:loc>
                                            <image:caption>Setup scene lighting, materials, and scuff mark vfx. Worked with vfx artists at Epic Games to implement magic wand vfx.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Y2732123205978559414065823199443/CannonBlockout_7.png</image:loc>
                                            <image:caption>Supported scene with ability to shake objects, run dynamic lighting, and added steam vfx.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/R2732123905534434921353149133011/tyler-walters-bartblockout.jpg</image:loc>
                                            <image:caption>Setup materials for all assets, supported with ship vfx</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/T2732124134495422364236103790803/HighPolyChair.png</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/A2732124181958894865890780098771/Frog.png</image:loc>
                                            <image:caption>Character design blockout</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/M2733164017137803874209943236819/FrogMouth3-1.png</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/I2733174673618941071407106732243/ArtStyle1.mp4</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/R2733182359823794263965978570963/ImpactTest.mp4</image:loc>
                                            <image:caption>Built a lightweight function that recieves parameterized hit type values as a path to allow for endless variations while maintaining consistent cost on a single material</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 bone transforms to new skeltons. The first 3 hand meshes I made quickly from scratch, the following alien hands I pulled from Farlands characters made by others, and the last human hand representations are is my hand which I first generated via photogrammetry and then retopologized.</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/K2736329632580292657257971691731/Desktop-2026.01.08---11.48.36.10_1.mp4</image:loc>
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                <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 render target solution to support optimized drop shadows for an unnancounced AR game, with gameplay designed to enable runtime world authoring. The workflow included full user controls in visualizing and editing placements and scales as volume components and intensities of shadows.</image:caption>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Q3064580306053978377343941980371/Two_Sided_Shader_-_Marmoset_Toolbag.mp4</image:loc>
                                            <image:caption>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 code around accessing the state of backfaces that was not available when initially starting the project. It was hosted on the 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>Physics based cleaning brush prototype for cozy genre game</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>Exploration of world navigation transitions and rendering paths in AR that could support the satisfying element of seeing parallax between the digital geometry and real world</image:caption>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/P3071129650170972328903152480467/Indigo_1.mp4</image:loc>
                                            <image:caption>Unannounced Polyarc game demo that I worked on from start to finish. My efforts overlapped with all of the content presented in the video above with more complete develpoment ownership of elements like; weapon shader, blast vfx, spline cursor visuals, entirety of INDIGO intro visuals and interaction design, enemy and companion shaders, hazard barriers, gates, destructables, and level transition portals. Beyond these specific assets, I also worked closely with all diciplines in developing our vision, as well as profiling and optimizations.&lt;br /&gt;


</image:caption>
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        </url>
            <url>
                        <loc>https://tylerwalters.xyz/moss-the-forgotten-relic</loc>
            
            
            <lastmod>2026-08-06T21:39:19+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>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Q2734675726855413680131977752787/Comp-1_1_1.mp4</image:loc>
                                            <image:caption>I setup a material based workflow and built 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/C3069926521591171000355523113171/OwlAmbush2_1_1.mp4</image:loc>
                                            <image:caption>I setup and directed nearly every major cinematic camera sequence. About 50 in total. This was an interesting puzzel to navigate because we didn’t want to redo any of the animations or timings originally built for VR, where the player is the camera and director, creating surprising challenges around how to best frame essential story beats while not letting go of a thread consistency.&lt;br /&gt;&lt;br /&gt;
The other half of the effort revolved around needing to extract gameplay event driven cinematic character animations, in order to have a timing reference in editor</image:caption>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/L3069934815099732587580253253843/ScreenSpaceInteractions_1.mp4</image:loc>
                                            <image:caption>This is a capture from 2023 when I made demo of Moss converted into a non-VR format. I spent about 3 days jamming on a new programatic follow camera system and screen space input paradigm with controller input. After sharing the results with others at the stuido, more and more of us continued to pick away at understanding the potential oppurtunity and scope of effort required. Once we saw enough of the collective puzzle, we decided to enter full production.&lt;br /&gt;</image:caption>
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        </url>
            <url>
                        <loc>https://tylerwalters.xyz/glassbreakers</loc>
            
            
            <lastmod>2026-08-06T21:12:38+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/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. Knowing that we were going to ship on low spec standalone VR headsets, it was clear to me that going with a common render target solution would be costly, low resolution, and flat in appearance.&lt;br /&gt;
&lt;br /&gt;

With this in mind I proceded to conceptualize, prototype, and work with the engineering team to 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>Given that our min spec standalone VR headset only allowed for about 250 draw calls total, I supported the team with guidance as well as hands on optimizations throughout the duration of the project to reach a consistent 72fps. &lt;br /&gt;&lt;br /&gt;
One example of this work I took on involved converting a majority of the overhead Champion UI visuals, which were at one point totaling 150 draw calls, and merged these assets down into a single mesh with material logic to land at just 5 draw calls each.  </image:caption>
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                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Z2738296071325856510703032578259/Masks_1.mp4</image:loc>
                                            <image:caption>The art and product teams had a goal to create as much content for the game as possible. To support this, I provided mesh specs, materials, tools, and example assets for the art team to more easily create expressive &amp;#x26; performant variants of their work. (Mask models shown above were created by Welly Chang and Mike Jensen)</image:caption>
                                    </image:image>
            
        </url>
            <url>
                        <loc>https://tylerwalters.xyz/moss-book-ii</loc>
            
            
            <lastmod>2026-08-06T21:12:37+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/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</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 material workflow built 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>2026-08-06T21:12:38+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/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>
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        </url>
            <url>
                        <loc>https://tylerwalters.xyz/first-contact</loc>
            
            
            <lastmod>2026-08-06T21:30:20+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/dreamdeck</loc>
            
            
            <lastmod>2026-08-06T21:19:06+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>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/E2736860641108600782622076416211/Dreamdeck_LowpolyForest.mp4</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/I2736860696873108117446050951379/Dreamdeck_Mirror.mp4</image:loc>
                                            <image:caption>Example of baked lighting results without textures</image:caption>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/Q2736860779293160638780327571667/Dreamdeck_Paper.mp4</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/X2736860839281972366483789426899/Dreamdeck_Robots.mp4</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/A2736860930943843668746551406803/Dreamdeck_Trex.mp4</image:loc>
                                    </image:image>
            
        </url>
            <url>
                        <loc>https://tylerwalters.xyz/farlands-1</loc>
            
            
            <lastmod>2026-08-06T21:18:42+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:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/N2731768212814214739385842643155/Farlands_Scanner.mp4</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/L2731768268873869979389170004179/Farlands_Ship.mp4</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/P2731769231406529001479863775443/Farlands_Water.mp4</image:loc>
                                    </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: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:image>
            
        </url>
            <url>
                        <loc>https://tylerwalters.xyz/toybox</loc>
            
            
            <lastmod>2026-08-04T23:28:36+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/J2733078485709853115490670981331/Toybox Demo for Oculus Touch</image:loc>
                                    </image:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/X2733679534477820523840501428435/Toybox_Ocean.mp4</image:loc>
                                    </image:image>
            
        </url>
            <url>
                        <loc>https://tylerwalters.xyz/primal-carnage</loc>
            
            
            <lastmod>2026-08-06T21:17:59+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:image>
            
                
                <image:image>
                    <image:loc>https://freight.cargo.site/t/original/i/M2734724320541477986918803681491/950x0-5_p180orhium1vl11d4s18olru89po4.jpg</image:loc>
                                    </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/2013-infected-wars</loc>
            
            
            <lastmod>2026-08-06T21:16:31+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/footer</loc>
            
            
            <lastmod>2026-08-04T23:28:36+00:00</lastmod>
            <changefreq>always</changefreq>
            <priority>0.5</priority>


            
        </url>
    
</urlset>
