Game Materials

What We Can Offer You

Need dynamic game materials for your project? We offer unique, professional materials and textures for all types of project!

Game Material Features

Here at Kenomica Productions, we create professional game materials in a variety of formats. Our unique materials and textures tile seamlessly and can be customised in real time.

Seamless Tiling

We create our game materials to tile seamlessly across a multitude of different geometry. Whether for huge landscapes, smaller environmental pieces or even characters, our materials look good at a vast array of detail levels and scales without unsightly seams or repetition.

Dynamic & Reusable

With many customisable options and presets, you can change our game materials on the fly to suit your needs. This added variety ensures you can use our materials again and again, in multiple locations, without noticeable repetition of textures.

Unique & Procedural

The process we use to build our game materials consists of procedurally building shapes from the ground up, rather than relying on photographic data. Not only does this give a higher resolution and ensure there is no baked lighting, it also means you receive something truly unique.

Rendering & Shaders

With a variety of available engines and environments, we understand the need for different formats. We offer game materials for use in physically based rendering (both metallic/roughness & specular/gloss) as well as supporting legacy shaders, ensuring we meet the demands of your project.

Our Iterative Pipeline

Although each asset is unique and not all projects will require the same stages, below is a common example of our pipeline for creating a single asset.

One of the most important parts of our workflow is our constant communication with you throughout the process.

All jobs begin with an initial meeting to discuss the asset required, for example, looking at the style of the game and any concept art, hardware requirements, budget, sizes and dimensions, and any other pertinent information.

Once accepted, we begin working on the asset in iterative stages. With each stage, you need to approve the work before moving on – ensuring complete happiness with the resulting asset.

The first phase of a material is to block out the large form shapes, such as the bricks in a wall material or the slopes of the surface in a ground material. This creates the core foundation on which the rest of the material.

Following on from our large forms, we create smaller forms and details, such as chips and cracks in the bricks of a wall material, or mounds of mud and branches in a ground material. This phase is where the material starts to take shape and come to life.

Once the medium forms are complete, we move on to the finer detail. The fine grain of the brick and grout in a wall material or the individual pebbles and clumps of mud in a ground material, really making the surface pop.

Once the shapes and details are complete, we move on to creating the actual colour of the material. When using PBR, the base colour is often referred to as albedo texture map, due to holding only colour data and no lighting information. Using PBR correct values when appropriate, each layer of the surface is coloured and blocked in. Once the basic colours are complete, we add more detail through natural variations, as well as any dirt and wear – always taking care to tell a story.

Microsurface refers to the surface details and how they react to lighting. This can be using roughness/metallic or specular/gloss texture maps, depending on your engine or environment. Taking all the details we have created so far, we block out basic values using real world data as a base before adding natural variations, taking in to account the story of the material; what it has been through and how it has been handled.

At this point our asset is complete and a review will take place, giving the opportunity for you to request any last-minute changes to the earlier stage before the final approval. Once approved; textures are packed, files are named appropriately, and everything is zipped up for easy delivery.

Featured Work

Look at a selection of the high-quality work we have produced for our own projects and titles, as well as for clients as part of our game services.
Check out more on our artist’s personal ArtStation page.


At Kenomica Productions, we value the quality of our work and the satisfaction of our clients. Here is what a few of them have to say after collaborating with us!

Kenomica Productions provided us with high quality game-ready 3D models for a large-scale prototype. We were very happy with the promptness and iterative process that we received!
Sean Oxspring
Game Designer
Kenomica Productions have gone above and beyond to help my project move forward. I am very happy with the assets created so far and the attention to detail provided far exceeded my expectations. Not only that, the support and knowledge shared throughout around Unreal Engine has been invaluable. I'm excited to continue working with Kenomica Productions and I would highly recommend.
Matthew Henley
Software Developer

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