Procedural Materials for Graphics: Substance Designer, Unity, Unreal

A project's visuals fall apart on repetitive surfaces, and every style tweak forces redoing the entire scene? We create turnkey procedural materials: we build a surface library for your style so artists can adjust the look in minutes instead of repainting textures from scratch.

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Frequently Asked Questions

Latest works

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Procedural materials: why the graphics in the project look lackluster

A familiar picture: the project grows, but the visuals lag behind. Locations differ in layout, but the surfaces in them repeat — the same masonry, metal, ground. The player passes the third level and stops noticing details: the world merges into one canvas.

Artists meanwhile drown in manual texture redrawing. Every edit is discussed, redone, transferred to new objects — and so on in a circle. Two artists spend a week on one wall, and the output is still same-type surfaces in the game, and this is typical for the industry.

Players react first. Complaints about graphics sound soft and insulting at the same time: “empty,” “all the same,” “like a cheap knockoff.” Then lower retention, weaker reviews, less organic reach, even though mechanics and story are fine.

The root of the problem is not in artist talent, but in how the project's visuals are structured. Procedural materials change the approach: a surface is not drawn manually for each object, but described by rules — it adapts to shape, scale, and light. One base gives dozens of variations, and the world stops being flat.

We close this task: we analyze the project, show what the procedural approach will give specifically to your locations, and take on the deadlines and result. The client gets visuals that withstand comparison with competitors, and a team that doesn't burn out on routine.

What you get: recognizable visuals and speed of edits

Cohesive visuals that are recognized from the first frame

When all elements of the world look like one family, the player understands the rules faster and remembers the project. This works for recognition: your game is identified by a screenshot, not by the logo on the splash screen. We build style rules once — then all graphics obey them, not the taste of an individual artist.

Speed of edits instead of rework

Edits are normal: setting, season, level mood change. When visuals are assembled on manageable rules, changes are made pointwise and don't trigger a chain of redraws. You quickly get the desired picture and don't shift the release date because of graphics.

Less routine for artists

Drawing same-type surfaces and small details stops eating the team's time. Artists do what truly affects the impression: composition, accents, mood of scenes. The load on them decreases, and more content is released in the same deadlines by the same people.

Unified style and wider reach

PC, console, mobile device, storefront — the style remains recognizable and cohesive. The project doesn't break into “versions,” and audience reach grows without separate graphics rework for each platform.

Formats of procedural materials for studio and publisher tasks

Procedural materials cover different scope. One studio needs a set of surfaces for a specific scene — and that's it. Another needs a graphics library that lives with the project for years and is reused between levels and episodes. We select the format of work to fit the development schedule, not vice versa.

Cooperation formats

Format For whom What it gives the client
One-time surface set Studio that needs to cover a specific scene or level Ready visuals on time, without expanding staff or hiring for the project
Project library Team in long-term development Unified style across all levels, materials are reused, fewer edits at late stages
Visual support Studio with a live project and regular updates New sets release alongside content seasons, visuals don't become outdated
Set expansion Publisher or studio with several teams One style scales to new projects and platforms by our engineers

If you're unsure between a one-time set and a full library — start small. The set can be expanded at any stage, and the unified style will remain. Describe the task — we'll get back with an estimate and a plan for your schedule.

How the project proceeds: from style analysis to handover to the team

A graphics project is not “making textures,” but bringing the game's visuals to a unified recognizable style and handing it over so your team can work further without us.

That's why the route is built around approvals: at each step you see the result and influence it, while edits don't turn into rework.

  1. Brief and reference analysis. We collect examples: what you like, what you don't, where the style boundaries are. Output is a short description of the visual language: palette, character of surfaces, mood of materials.
  2. Work plan. We show what blocks the project consists of, in what order we do them, and what we reuse in other locations. You see scope and deadlines before start.
  3. Style approval. We prepare test samples — we approve the direction on them. At this step edits are cheap: you won't have to redo the entire library at the finish.
  4. Library assembly. Our artists cover the needed surfaces: stone, metal, fabric, soil, environment elements. Everything in a unified logic so scenes don't fall apart into different styles.
  5. Testing on real scenes. We check materials where the player will see them: under your light, camera, at different distances, and on weak devices. We fix what breaks in the game, not in the preview.
  6. Project handover. We hand over source files, structure, and short instructions. Your team continues the work itself instead of figuring out someone else's files for weeks.
  7. Post-delivery support. We stay in touch: library expansion for new locations, edits, style questions. Many clients return with new scenes.

Each stage ends with a clear result — you always know what is already ready and what comes next.

What will be included in delivery: surface library and working rules

We hand over not scattered blanks, but a working kit that your team will continue to work with even without us.

The library is immediately configured for your visual style — from metal and wood to fabrics and stone — so artists won't have to draw textures from scratch or search for them in other catalogs.

  • Ready surface sets for your project — metal, wood, stone, fabric, leather, and other materials selected for the genre and atmosphere.
  • Flexible settings within each set — color, wear level, and pattern scale change in minutes, without redrawing.
  • Instructions for artists — short, clear guides: how to connect a set, how to change parameters, what to do in typical tasks.
  • Source files — all blanks and working layers stay with you; further edits don't require contacting us.
  • Transfer of usage rights — full rights for commercial use in your projects, without limits on the number of games and platforms.
  • Unified formatting standard — a new employee starts work by ready rules, not parsing someone else's files for weeks.
  • Walkthrough with the team — we show how the library is structured and how to expand it for future levels and characters.

The main thing here is that the kit doesn't turn into a “black box” of one contractor. Your artists see the logic of the materials and can develop the library on their own, and we stay in touch if new surfaces need to be added.

Case study: how one set of surfaces elevated the project's visuals

The project started with typical pain: every surface — rocks, walls, floors — artists drew manually, and by mid-development the library had turned into a set of poorly compatible pieces.

Any edit dragged redrawing dozens of materials, and a new location was assembled for weeks and still looked heterogeneous.

We analyzed the visuals layer by layer and assembled a library of procedural materials: a base set from which hundreds of variations are generated — its own hue, wear, and dirt for each zone, without manual drawing.

The set is built on Substance Designer, so a material configured once behaves the same in any project scene and doesn't fall apart when the level scales.

What changed in numbers

Metric Before After
Share of graphics edits in final polish about 40% of tasks 8–10% of tasks
Time to assemble a new location 3–4 weeks 3–4 days
Unique surfaces in the library slightly more than 20 over 200

Player reaction turned out unexpectedly specific: reviews began praising the “living” walls and stone that don't repeat from zone to zone. At a closed showcase, the client's team assembled a new location faster than we could approve the list of edits.

The client returned with library expansion for the next project — for us this is the main indicator that the solution works not only in theory.

What if we have specific style requirements?

A non-standard style is not an obstacle, but a reason to configure the process for you. We start with art direction: references, art bible, mood, and atmosphere. Based on them, we build rules for all graphics — from color and textures to detail. The style remains recognizable in all scenes and doesn't “creep” from object to object.

We always account for project limitations. If the game must run on weak devices, we build this into the materials in advance: fewer unique textures, reuse of elements, control of scene weight. The client gets predictable load instead of surprises at testing.

Adaptation to your internal process is a separate part of the work. We adjust to your team's tools and rules, not impose ours: naming, structure, handover formats. Your artists open the material and continue work without a “translator.”

Procedural materials are especially helpful here. We assemble them so the settings are clear and labeled: a couple of changes — and you get dozens of variations within the specified style. Iterations speed up, and the risk of accidentally breaking the overall look drops.

If the graphics requirements are non-standard, we first make a small test sample and approve it with you. Only after your “yes” do we transfer the approach to the entire project — you see the result in advance and manage it.

Common doubts before ordering the service

Before ordering, almost all clients have the same doubts: what happens if a material breaks after handover, who gets the rights, will we meet the deadlines, and what will remain with the team when the project ends. We answer directly, without generic words about a “flexible approach.”

What to do if something breaks after delivery?

Handed-over materials have a warranty: if in the project they behave differently than at acceptance, our engineers fix it at our own expense. For the first weeks after launch, we stay in touch and make edits if usage conditions change.

Who owns the rights to the graphics?

Rights to the created materials and source sets transfer to you fully, without time limits. We don't use your assets in other projects and don't resell them again — the set remains your asset.

What about support after delivery?

Support is part of the work, not a separate favor. Your specialists get a clear description of how the materials are structured and how to change them for their tasks, and we stay in touch on operation questions.

Will you meet the deadlines and what about guarantees?

We fix deadlines before the start and divide them into stages with interim showings — you see the result long before the finish and can adjust the course. If requirements change along the way, we openly discuss the impact on the deadline and scope.

Let's discuss your task and get back with a plan

Tell us about the project: genre, graphics style, how many objects need to be covered with materials, and by what deadline.

We'll analyze the task and get back with a clear plan — where the procedural approach will give gains in speed and uniformity of the picture, and where it's more reasonable to leave the usual method.

Here's what you get after the first conversation.

  • Task analysis. We show which surfaces and scene elements will benefit from procedural materials, and where they will only complicate the team's work.
  • Work plan. Step-by-step sequence: library preparation, material assembly, engine setup, handover to your team.
  • Team composition. We name in advance who leads the direction and what each specialist is responsible for.
  • Deadlines. Calendar schedule with control points: when the first set for review appears, and when the final library does.
  • Scope estimate. How many materials are needed, what level of detail is sufficient, and how much time each stage will take.
  • Start procedure. What will be required from your side: references, access, and contact with your team.

Describe the task in a way convenient for you — by letter or a short conversation. We'll get back with an estimate and plan, outline the deadlines and team composition, and then you can calmly decide whether this pace of work suits you.