I also did a bunch of work on A:I's cutscenes including environment creation, cameras and scripting, lighting and postprocessing setup, video capture and encoding.
These are some examples of the tiling materials that were used on the environments - I was responsible the global library of tiling materials which was used by the environment team, maintaining (including conversion to PBR) and expanding it.
These tiling materials were used on the vast majority of environment geometry in the game.
Substance Centre is a front-end hub for the Substance Designer-centric texture creation pipeline for Halo Wars 2, written in C#.
It acts as both an asset management system by handling Perforce operations, dependency tracking and data validation for each texture asset but also acts as a front-end for Substance's batch processing tools - allowing artists to quickly iterate on large numbers of textures aswell as rapidly create new texture assets.