Our next Rendez-vous at GDC!
We’re already just a month away from our annual rendez-vous in San Francisco: the GDC! We can’t wait to meet you there on the show floor; come and find us at booth S1035.
We’ve prepared a special new edition of Substance Day at GDC on Tuesday, March 19 - a full day of talks and presentations from industry veterans.
The event will take place in room 3009 in the Moscone Center West, 3rd floor. It is open to all attendees with an Expo Plus pass and above. There’s no need to RSVP, but mark the event in your diary and try to show up early, as seats are limited.
At the end of the day don’t miss the after-party to meet the Substance team and the speakers along with food, drinks, and fun!
Program for the day:
10:00 AM - KEYNOTE
Topic: Sébastien Deguy will kick off Substance Day at GDC 2019 by sharing some updates on the latest news in the Substance world. This session will highlight some great upcoming features for Substance Painter and Substance Designer, and will also present some exciting news about Substance Alchemist.
About the speaker: Sébastien Deguy is the founder of Allegorithmic. Possessing an extensive background in computer science with a specialization in mathematics, random processes, simulation, computer vision, and image synthesis, Sébastien is also an award-winning director and producer of traditional and animated short films, as well as a musician and writer. He is now Vice President, 3D and Immersive at Adobe.
11:20 AM - THE DIVISION 2: A WORLD OF MATERIALS
Topic: This talk will cover The Division 2’s material creation workflow and tools pipeline. The speakers will discuss the philosophy of creating a curated library of materials from scratch using Substance Designer. They will also shed some light on their proprietary Substance toolset, and how they designed a flexible engine integration for Substance files.
About the speakers:
Jon Lauf is Lead Technical Artist at Red Storm, where he helped create Tom Clancy’s The Division and Tom Clancy’s The Division 2. He started his career as an animator at Treyarch, where he developed a knack for writing tools and streamlining pipelines while working on the Spider-Man game franchise.
Andrew Dixon is Environment Artist at Red Storm. He is currently working on Tom Clancy’s The Division 2 and on Tom Clancy’s The Division. Before joining Red Storm he worked at Vicious Cycle on Pac-Man and the Ghostly Adventures 2.
12:30 PM - MARVEL’S SPIDER-MAN: A DEEP DIVE INTO THE LOOK CREATION OF MANHATTAN
Topic: For Marvel’s Spider-Man, the goal of creating a vast and lived-in Manhattan was daunting, considering it was five times the size of Insomniac’s previous open-world game, Sunset Overdrive. Focusing on the game’s artistic side, Matt McAuliffe, Brian Mullen and Ryan Benno will take deep dives into how each department handled the creation of materials, textures, models, set dressing and lighting across the entire city of Manhattan, and how all of these assets came together. They will focus on how they leveraged techniques and technologies such as Substance Designer, and how their in-house tools evolved throughout the project.
About the speakers:
Ryan Benno: Senior Environment Artist with over 10 years experience working in the games industry, Ryan has spent 5 years at Insomniac Games. He has also worked at other studios including Infinity Ward and Telltale Games, working on the Call of Duty and The Walking Dead franchises. He's the co-host of The Environment Art Podcast, with Justin Rodriguez.
Brian Mullen: Senior Lighting Artist at Insomniac Games, Brian worked on Marvel's Spider-Man, handling several missions and cinematics as well as developing the look of the open-world New York City lighting/atmosphere. He has also worked in film and TV as a CG artist on projects such as The Avengers, AMC's The Walking Dead, Grey's Anatomy, and Doctor Who.
Matthew McAuliffe: Material Artist at Insomniac Games, Matt created, updated, and implemented a variety of textures and materials for Marvel's Spider-Man. Prior to joining Insomniac Games, he worked at Firaxis Games on Civilization VI and XCOM 2.
2:40 PM - CREATION OF HARD SURFACE MATERIALS IN SUBSTANCE DESIGNER WITH JONATHAN BENAINOUS
Topic: During this talk, Jonathan will present two personal projects. Giving a detailed breakdown of these hard surface materials, he will assist the audience in studying the key steps involved in creating an intricate Baroque Ceiling and a Damaged Painted Wall in Substance Designer.
About the speaker: Jonathan Benainous started in the video game industry 13 years ago. He has worked for many companies around the world, and has contributed to major AAA Games such as Heavy Rain, Horizon Zero Dawn, Ghost Recon Wildlands and Assassin's Creed Odyssey. Today he is Senior Texture Artist for WB Games Montreal.
4:00 PM - TOP 8 SUBSTANCE PAINTER TIPS WITH NIKIE MONTELEONE
Topic: Nikie will share her tips and tricks on Substance Painter going through 3 different personal projects: Greenie Genie, the well-known Chameleon that was Substance Painter’s splash screen for the 2018 spring release, and The Wizard's Living Room. You’ll learn how to easily create repeating patterns, how to convert an old project to use SSS, which brushes Nikie prefers to use, recommendations on gathering the right references with Substance Source, and many other useful tips!
About the speaker: Nikie Monteleone is currently a Surfacer at DreamWorks TV, and is obsessed with all types of textures and surfaces. She studied prints, patterns, and fabrics at the Maryland Institute College of Art, and then continued on to animation at NYC's School of Visual Arts.
5:30 PM - TEXTURING THE WORLD OF ASSASSIN’S CREED ODYSSEY
Topic: Vincent Dérozier and Pierre Fleau will take you through the complete production of the materials of Assassin's Creed Odyssey. From conception to pre-production and production, learn what defines the artistic direction of such textures, and how technical elements of the pipeline and workflow were built using the Substance suite.
About the speakers:
Vincent Dérozier: Vincent began his career at Eden Games, later becoming a Level Artist at Ubisoft Annecy. In 2015 he moved to Canada, working on Assassin's Creed Syndicate, For Honor, and subsequently on Assassin's Creed Odyssey as manager for architectural materials - building the pipeline, creating benchmarks, giving artistic presentations, and training external contractors.
Pierre Fleau: Initially a QA Tester on the MMORPG The Saga of Ryzom, Pierre ultimately joined Ubisoft as a level artist, working on Assassin’s Creed Black Flag and Assassin’s Creed Unity. He then joined Ubisoft Quebec as Senior Level Artist; recently, as Technical Artist, he completed the production of Assassin’s Creed Odyssey.
7:30 PM SUBSTANCE DAY AFTER PARTY
Location: TableTop Tap House 175 4th Street, San Francisco
Of course, this wouldn’t be a Substance Day without a cool after-party! From 7:30 pm to 10:30 pm, you will meet and mingle with the Substance team, the speakers, and the Substance community, with food and drinks provided. The venue is located just a few paces from the Moscone Center.
Reservation: We strongly recommend registering here to be sure to secure your place at the party.
Questions? Please contact the Substance team at email@example.com.