Gamr7 Announces Substance Air Integration into Urban PAD
2010, August 23

Gamr7 announces the integration of Allegorithmic's Substance Air smart texturing system in Gamr7's procedural city generation middleware, Ürban PAD. The integration will vastly enhance the texturing options available in Ürban PAD to current users of Substance Air.
"Bringing Substance Air to Ürban PAD allows generation of high quality material at runtime, which greatly expands the texturing possibilities in Ürban PAD," says Gamr7 CEO Lionel Barret. "Substance Air's dynamism and speed are unrivaled, and it is the best solution for creating flexible, dynamic and lightweight textures. Substance Air is a logical fit for Ürban PAD, which emphasizes the creation of vast, on-the-fly urban environments with a small file size."
"Ürban PAD's focus on fast, rich content creation makes it a natural partner for Substance Air," says Allegorithmic founder Sebastien Deguy. "Ürban PAD responds to an ever-growing need to create high-quality, lightweight virtual urban content faster. Enhancing Ürban PAD's capacity for rich, runtime visuals with Substance Air is a natural development for both our middlewares, which focus on the creation of dynamic content with small file sizes and easy data interoperability."
A test of the enhanced texturing functionalities in Ürban PAD is now available to current Substance Air users through a special offer. Substance Air functionalities will be available for general release in Ürban PAD's 3.0 version.

New Substance Air users may apply for a 90-day trial version of Substance Air here. A 30-day trial of Ürban PAD is available here.

Meet us at Siggraph 2010!
2010, July 19

Make sure to visit us at Siggraph in Los Angeles to get a demo of our latest products and developments, in particular Substance Designer, our texturing mastermind. Whether you want to check our demos or to discuss how our tools can help you boost your texturing pipeline, we will be happy to welcome you at our booth (#1213)!



To arrange an appointment with us, please contact us.

Substance: AAA Textures for NVIDIA Tegra
2010, July 12

Planning to attend Casual Connect and/or GameSauce in Seattle next week? Swing by on Monday July 19th 3:00pm for a conference by Sébastien Deguy about Substance Air and what it brings to mobile game developers on the NVidia Tegra Platform.

Please contact us here if you want to meet us there.

Substance Designer 1.0 now available for evaluation
2010, June 10

Substance Designer is a true sequencer for textures. This innovative tool offers unique opportunities to mix and manipulate bitmaps, vector graphics and procedural elements to produce rich content. Creating your textures in the node-based interface of Substance Designer is a completely non-linear process: even when your textures are finished, they remain fully flexible and you are free to make any changes you want at any time.

Click here for more info on Substance Designer

Allegorithmic Unveils New Automatic Texture Compression Tool, Substance Redux
2010, March 10

As developers continue to push the limits and create high-quality and visually stimulating online games, the need to quickly and efficiently reduce the content footprint is increasing. Emerging 3D technology company Allegorithmic is addressing the demand to decrease downloadable client size with the announcement of its new automatic texture compression tool, Substance Redux.

As part of the Substance toolset, Substance Redux features the latest technical innovations from Allegorithmic and is poised to become the definitive compression solution for online game developers, publishers and 3D engine providers. Substance Redux was created to reduce the size of textures and can also be used with online games that have already been released.

Meet us at GDC 2010!
2010, March 2

Be sure to come and see us in San Francisco to check our latest products and developments, including Substance Redux, our unique solution for the automatic reduction of bitmap texture package size. Whether you want to check our demos or to discuss how our tools can help you boost your texturing pipeline, we will be happy to welcome you at our booth (#1924)!

To arrange an appointment with us, please contact us.

Virtuos adopts Substance Air
2009, December 7

Allegorithmic today announced that Virtuos, a leading provider of digital entertainment offshore production services, will join leading Asian developers NCSoft, The9, T3 Entertainment and Gravity as the latest company to adopt Allegorithmic's Substance technology into its art production pipeline.
"3D artists are increasingly in need of efficient compositing tools for creating dynamic textures", says Andrey Supryaga, senior art director at Virtuos. "The Substance suite of tools has allowed us to easily create those textures and dramatically boost our productivity by enabling rapid iteration".
Virtuos will deploy its Substance-trained artists on current projects, and will also integrate the tool into its next-generation art pipeline. Virtuos also plans to provide training and support for Substance in the broader Asia region.

Allegorithmic's Substance Air 1.0 now available!
2009, October 1

After more than two years of development, the Allegorithmic team is proud to announce the official release of Substance Air 1.0, the texturing middleware solution for the development and distribution of online and downloadable games (MMOs, Free2Play, and XBLA/PSN). In addition to the ability to generate high-end graphics that fit in a few kilobytes, Substance Air is a texturing painkiller that will allow you to create complete materials from bitmaps, svgs and procedural elements by mixing them using an incredible collection of filters designed to help you get more creative and more productive.
Substance Air 1.0 Evaluation Kits are available starting today and can be requested here.