Agenda
Building the Dark Fantasy Materials of 'DOOM: The Dark Ages' (Presented by Adobe)
Explore the material creation pipeline behind DOOM: The Dark Ages as Kat Tamburello guides you through the procedural systems and artistic strategies that enabled a small team to build a dark fantasy world. This session examines how the team built an extensive library of tiling materials using Substance-based workflows to support the dynamic damage reveal system, rapid iteration on multiple biomes, and the massive scale of the Dragon and Atlan map. Attendees will gain insight into how these techniques streamlined production, ensured visual consistency, and empowered the team to meet the ambitious scope and complexity demanded by the world of DOOM: The Dark Ages.
Takeaway
Learn how a small team used Substance-based workflows to craft extensive tiling materials. Key insights include rapid iteration, and efficient production techniques that supported the game's massive scale and visual consistency.
Intended Audience
Game developers, technical artists, visual designers, production engineers or anyone working on workflows, integration, or art production will gain insights into game pipelines and techniques for producing consistent, high-quality visuals efficiently.