Proceedural Achievement Icons Using Substance Designer

These are the Achievement Icons for "Crystal Call" (soon to be released on Steam). I was asked if it was possible to make the icons look like they were carved into sandstone to match the theme of the game and it's temple look. Normally, I would just use Photoshop and fake the look, but I needed to deliver a total of 80 rendered images, and I knew that there would be changes and updates down the line. For that reason, I decided that it was time to use my knowledge of Substance Designer to create my icons.

The Advantages of designing this way are: Non-destructive workflow, Rapid iterability, Realistic lighting, and the ability to quickly see different random seeds and experiment with different looks.

The Disadvantage: it would be confusing for people other than myself to understand my nodes and make adjustment.

Conclusion: I will absolutely be trying this again on other projects and seeing how I can push this further.

All Rendered Icons

All Rendered Icons

My Substance Designer Graph allows for the creation and modification of icons in seconds in a non-destructive manner.

My Substance Designer Graph allows for the creation and modification of icons in seconds in a non-destructive manner.

The IRay renderer within Substance Designer allows you to render quality lighting in real time.

The IRay renderer within Substance Designer allows you to render quality lighting in real time.

Making additional icons couldn't be easier

Making additional icons couldn't be easier