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TolerLive | Tyler Klimek

@tolerlive.bsky.social
7.9K followers 25K following 82 posts

| Currently: | Senior Lighting Artist @ #TurtleRockStudios | | www.tylerklimek.net | | Previously: | Lighting Artist II @ #EA #skate | | Senior Lighting Artist @ #DeviationGames | | Lighting Artist at #343Industries #Halo | | Twitch.tv/tolerlive |

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TolerLive | Tyler Klimek @tolerlive.bsky.social · 06/01/2025
I’m happy to share that next week I’m starting a new position as Senior Lighting Artist @turtlerockstudios.bsky.social ! I'm stoked to be joining such an immensely talented team and look forward to building something amazing together!
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 10/12/2024
Yeah the game is really enjoyable and a type of gameplay experience I feel like we havent had in quite a while. Reeks of charisma and charm and fits in perfectly with the films it is adapting.
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 10/12/2024
Indiana Jones and The Great Circle is my GOTY and very very likely in my top 10 games of all time. I'm not finished quite yet but wow. What a pleasant surprise!
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 30/11/2024
Right! This was one of the first occasions with post-launch MP content where the environment team dug into the existing campaign assets which really helped speed up the early arting stages as well.
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 30/11/2024
On this particular map, the design, environment art, and lighting were all done in a single month. It was an incredibly fast turn around
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 30/11/2024
Typically a V1 pass would be done in a single sprint. Then V2 would have multiple passes done across a few sprints with a lot of changes implemented as design and environment implemented new ideas, likewise with V3.
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 30/11/2024
And map size dictates different work flows. For instance a large-scale Big Team Battle map (where i did the majority of my MP work) takes significantly longer than a smaller arena map. And when the map has designers/artists across multiple support studios assisting there can be a lot of push/pull
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 30/11/2024
Typically my sprints consisted of working on multiple maps and projects simultaneously so in terms of time it takes longer to finish a single map. So not necessarily 6 months of actual time dedicated to that one map, but 6 months of work-time.
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 30/11/2024
Sure thing! Typically our lighting is done in stages and split i to a V1, V2, and V3 pass. While we may do a V1 pass in a week, it may be a month or more before we really dive into V2 as we wait for design and environments to art the map up. (Part 1. Dang word limits)
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 30/11/2024
Exactly! V1 is the quickest pass. Mostly existing as a means to provide visibility to the map for the designers and environment artists to work. V2 is where the colors, tone, shadows, player guidance really starts to form and the art direction/concept art begins to become a reality.
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 30/11/2024
Multiple maps/projects each week*. No edit feature on here!
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 30/11/2024
So basically it's not 6 months of directly doing that map every day. There's a lot of push and pull while waiting on other teams as you can't finish lighting without everything else being finished. Which also means I'm working on multiplayer maps/projects each week and not solely working on just one
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 30/11/2024
Typically during my time on Infinite lighting was done in 3 "passes". V1, V2, and V3. in the beginning I'll do a V1 pass during the maps blockout stage, But then have to wait a month or so for the environment art to fill in before doing a v2 pass. And v3 comes at the very end.
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 30/11/2024
Having 1 month to light the map allowed for a quick and more free-form lighting process, and this map was generally just a lot of fun to work on. As a big fan of Halo CE's boarding action, the map's design (done by Cliff Shuldt) really felt like it was a bit of a spiritual reincarnation of its feel.
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 30/11/2024
I was responsible for lighting Chasm, a multiplayer map released with Halo Infinite Season 3. Designated as a "quick-map"-an idea to utilize existing campaign assets to speed up the release of Dev-made maps in the game. Usually it takes ~6 months to light a map depending on size, Chasm was done in 1
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 27/11/2024
Thanks man!!! There's definitely a few areas i wish I had the time for another pass on (had a really fun idea for the lower interior room with the blue lighting/glass windows that i didnt have time to execute on), but I'm happy with the outcome of the map over all!
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 26/11/2024
I always appreciate your kind comments, man! Oasis was definitely my favorite BTB map to play in infinite, so it was easy to get inspired when I was working on it! Glad the end result made people happy
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 26/11/2024
I loved my time on Halo and miss it greatly 💙
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 25/11/2024
In campaign, everything is dynamic. In multiplayer, we would bake static shadows as well as use dynamic casting shadows for important light sources. It's the dynamic shadow casting lights that had the limitations.
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 25/11/2024
This meant we would manually create shadow fade distances so that only lights that are within a certain number of meters from the player camera would render. On an Xbox one this distance may be like 4 meters, on a series x it may be like 20.
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 25/11/2024
More of a limitation on Halo Infinite specifically. We could enable shadow casting lights on multiple lights, but to keep performance optimized we had to limit xbox one SKUs to only rendering 1 of those shadows at a time usually.
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 25/11/2024
This map took quite a while for all of the art/design teams to get from the conception stage to the released product. For lighting, it took roughly 6 months of work time from what I remember. (But that time isn't all spent on this single map, during that 6 months I did other work as well)
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 25/11/2024
Hah! It was not fun lmao. When the OG xbox one can only render 1 casting shadow at a time it becomes quite the puzzle. Luckily the way we established lighting groups helped with scaling our work across multiple platforms of varying quality.
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 25/11/2024
That means so much!!! Thank you sabrina!!
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 25/11/2024
Photography is a great skill to pick up to learn many of the fundamentals of light, composition, value, etc.. Downloading a game engine and lighting various 3D environments, following tutorials, and a bit of schooling is how I learned. Originally i was an environment Artist however.
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 25/11/2024
That's a difficult question to answer. It depends on what sort of environments youre lighting, what style you're working in, and what the technical limitations of your project/game/environment are. If you're passionate about it, there's MANY ways to begin learning lighting.
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 25/11/2024
Thanks friend!
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 25/11/2024
Being one of the largest BTB maps in Halo Infinite- with a large exterior space as well as very large interior locations (caves, blue/red base, center structure) meant there are A LOT of lights in this map. Optimizing their overlap, shadows, and # of lights was a long task to achieve stability
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 25/11/2024
Oasis was one of the Halo Infinite Season 3 maps that I got to light! This one is really close to besting Scarr for the title of "My Favorite Map I Did Lighting For". And Oasis was DEFINITELY the most difficult from an optimization standpoint. (1/2)
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 25/11/2024
Thanks so much @imaximus101.bsky.social ! Glad you found it interesting or en-lightening (heh)!
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 24/11/2024
Not quite. Just think things can be easily lost in translation or misinterpreted. I was at 343 after this time period but from my understanding this isn't true and there were never intentions to have anyone else voice chief.
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 24/11/2024
Things that didn't happen for 500
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 24/11/2024
That, or if they really want to keep expansions in the running for GOTY nominations, they should expand the number of entries in the category from 6 to 10-12
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 24/11/2024
I pushed for more prominent moonlighting on the blue team side of the map, and built out the color pallete of banished emissive lights/lighting (usually just red/white lighting) to utilize yellow lighting and blue lighting on the blue side of the map for player awareness and to avoid over using red
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 24/11/2024
Scarr was the last "released" map that I was the lighter on during my time at 343 on Halo Infinite. It was definitely one of my favorite maps I worked on during that time period. Initially the entire map was much more covered in the intense heat/lava vibes you now see on the red side (1/2)
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 24/11/2024
Stuck traveling back to Colorado all day in airports/planes. Absolutely HATE flying and I've got to do this a few more times this year still.. send help!
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 24/11/2024
Im out of town until Monday but plan on playing it once I return!
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 22/11/2024
Anyone in my community try Stalker 2 yet? I've heard it has some glitches but aside from that I've heard it's excellent! Really looking forward to trying it out soon.
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 21/11/2024
That means a lot! Glad you enjoyed it!
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 20/11/2024
While lighting Halo Infinite multiplayer maps was definitely my favorite part of my time at 343, I'll always have a soft spot for the campaign work I got to do! From the time I started there until the launch of Halo Infinite, I got to really dive into Zeta Halo and do some really cool stuff!
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 20/11/2024
Thanks man! I appreciate it!
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Reposted by TolerLive | Tyler Klimek
Anngelica Renea @anngelicarenea.bsky.social · 17/10/2024
Created a starter pack for game dev lighting artists to find each other - I'll keep this updated as more artists migrate over here! #gamedev #lighting go.bsky.app/QADTe3H
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 19/11/2024
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 19/11/2024
Congratulations on the nomination!!
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 19/11/2024
Im working on a couple of smaller personal UE5 scenes where I'm testing out the new lighting tools in 5.5! Specifically megalights! Haven't worked directly in UE since my time at Deviation Games and the new stuff looks sick, so I'm learning how some of it works!
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 19/11/2024
I wish you the best of luck in finding that new job! The industry is crazy out there right now but there are still many studios hiring!
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 19/11/2024
You're almost there! It's within reach
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 19/11/2024
Day by day your skills will improve and im sure one day you'll get that steam release!
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 19/11/2024
I love the finals! Very refreshing gameplay for a modern FPS. Only downside is i couldn't get a lot of my friends I game with into it.
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TolerLive | Tyler Klimek @tolerlive.bsky.social · 19/11/2024
How close are you to 80?
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