I'm actually writing a proposal that I'm planning to submit to the main conference, but I'll post it here also because I'm not sure where it fits best to be honest.
I'll just paste the session description from my proposal, because there doesn't seem much point typing the same thing out twice
Building a procedural texturing pipeline for Halo Wars 2
Traditional methods for texture creation can be time-consuming, are typically based on destructive workflows, rely heavily on individual artists to maintain consistency of art quality/style and are slow to iterate across large numbers of textures. Newer approaches to texture creation (such as ours using Substance Designer as the core of our pipeline) can avoid many of these problems.
This talk will describe how a ~30-40 person AAA art department moved over from a traditional texturing approach to creating textures using a completely procedural pipeline for the majority of texture content for our current project (Halo Wars 2). We will describe in depth our methodology and approach to the entire process :
Creating base material swatches which propogate core values all the way through a hierarchal chain into the final textures allowing rapid iteration across large numbers of assets
How our source content is segregated and inherited in a hierarchal manner, allowing changes to propogate across large amounts of game content.
How we create parametrically editable materials which enable large amounts of variation for little time cost
We will also cover the capabilities of our production toolset to enable rapid texture generation (in some cases taking just minutes to create a texture set for a production asset), rapid iteration and content management. We will describe how our toolset works alongside Substance Designer, what the advantages are of these capabilities and finally details of their implementation.
To close, we will present a summary of our thoughts on the benefits and disadvantages of using a completely procedural approach to texture creation.