Gotham Knights Technical Pipeline: Unreal Four, Maya and Substance Painter

Published on May 25, 2026 | Translated from Spanish

We analyze the graphics engine and tools that brought the nocturnal Gotham of Gotham Knights to life. The WB Games Montreal team opted for Unreal Engine 4 as a base, combining Autodesk Maya for character modeling and Substance Painter for suit texturing. The result is a hyper-realistic urban environment with wet pavements, high-quality reflections, and global illumination that defines the game's atmosphere.

Technical pipeline Gotham Knights Unreal Engine 4 Maya Substance Painter modeling texturing global illumination

Character modeling and texturing in Maya and Substance Painter 🦇

The suit creation pipeline began in Autodesk Maya, where the base geometry of each hero was sculpted, paying special attention to fabric layers and cape draping. Subsequently, the assets were exported to Substance Painter to apply realistic PBR textures. The key to realism lies in using roughness and metallic channels to simulate the sheen of synthetic materials under the rain. For indie developers, mastering the creation of wear masks in Substance Painter is recommended, as they add depth to the suits without requiring extra geometry. Additionally, using high-resolution normal maps from Maya allows maintaining detail without overloading performance in Unreal Engine 4.

Global illumination and procedural city generation 🌆

The Gotham of the Knights would not be believable without its global illumination system. Unreal Engine 4 manages dynamic reflections on wet asphalt through Reflection Captures and Screen Space Reflections. For the city, procedural generation tools were used to populate the streets with lampposts, cars, and trash without modeling each element by hand. Small studios can replicate this approach using UE4 blueprints to distribute meshes randomly, combined with a weather system that activates water decals on surfaces. The trick is to adjust the intensity of indirect light to create contrast between deep shadows and neon lights, achieving that noir style without sacrificing performance.

Considering the article analyzes the technical pipeline of Gotham Knights with Unreal Engine 4, Maya, and Substance Painter, how did the WB Games Montreal team optimize dynamic lighting and performance in the open city of Gotham to maintain a smooth experience on last-generation consoles?

(PS: shaders are like mayonnaise: if they break, you start all over again)