As a senior enviroment artists at Sony Santa Monica. It is very important to choose your battles. I created all the materials with purpose of being able to tile them on top of sculpts. All materials were kept easy and simple to allow the the sculpted details to really come through. This way it was very easy to meet the pixel per meter ratio and the fidelity that God of War is known for. I used a mix of substance designer and zrbrush to get what i needed. I did not use quixel assets or megascans. I simply sculpted what i needed by hand, and created alphas as i went along.
A lot of hands touched the dwarven mines. This are only a fraction of the materials created for this area. I would like to note that each material went through several iterations. So while it might seem like there are few materials at first, please now that through our material editor we were able to craft many versions using height map blending and masking for each of our specific needs.