TolerLive | Tyler Klimek
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tolerlive.bsky.social
TolerLive | Tyler Klimek
@tolerlive.bsky.social
| 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 |
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.
December 10, 2024 at 8:11 PM
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.
November 30, 2024 at 9:02 PM
On this particular map, the design, environment art, and lighting were all done in a single month. It was an incredibly fast turn around
November 30, 2024 at 8:54 PM
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.
November 30, 2024 at 8:53 PM
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
November 30, 2024 at 8:51 PM
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.
November 30, 2024 at 8:50 PM
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)
November 30, 2024 at 8:48 PM
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.
November 30, 2024 at 6:40 PM
Multiple maps/projects each week*. No edit feature on here!
November 30, 2024 at 6:34 PM
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
November 30, 2024 at 6:33 PM
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.
November 30, 2024 at 6:33 PM
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.
November 30, 2024 at 6:16 PM
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!
November 27, 2024 at 11:57 PM
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
November 26, 2024 at 2:50 AM
I loved my time on Halo and miss it greatly 💙
November 26, 2024 at 2:03 AM
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.
November 25, 2024 at 10:26 PM
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.
November 25, 2024 at 9:51 PM
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.
November 25, 2024 at 9:50 PM
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)
November 25, 2024 at 9:49 PM
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.
November 25, 2024 at 8:39 PM
That means so much!!! Thank you sabrina!!
November 25, 2024 at 7:27 PM
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.
November 25, 2024 at 6:47 PM