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View, browse and sort the ever-growing list of sessions by pass type, track, and format. With this Session Viewer, you can view GDC 2023 session details, speakers and share your favorites via social media. You will be able to build your schedule and access it during the show via export or with the Mobile App, once live. Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend.

Taking a Procedural Approach to Texturing the Machines of 'Horizon: Forbidden West'

Tom Delboo  (Senior Technical Asset Artist, Guerrilla)

Pass Type: All Access Pass, Core Pass

Topic: Visual Arts

Format: Lecture

Vault Recording: TBD

Audience Level: All

For Horizon Forbidden West, Guerrilla expanded on its iconic machine look from its predecessor Horizon Zero Dawn. Our Machine and Weapons team was tasked with streamlining the way Guerrilla handles texturing and shading these incredibly complex assets. Our challenge was to create a workflow that speeds up work while supporting Game Design, Art Direction and Production.

This lecture will give insight into how we designed this procedural workflow, how this process functions altogether, and how it provided us so much flexibility that it saved months of production time


Attendees can expect to learn how Guerrilla developed a procedural texture pipeline using substance designer. And how this pipeline made it possible to texture unique machines within a shortened production schedule without feeling procedurally generated.

Intended Audience

This lecture is intended for anyone who is interested in texturing using a procedural process controlled by artist input. Some knowledge about texturing would increase what you can take away from this lecture.