I had the opportunity of presenting at Allegorithmics Substance Days during GDC 2018. In the presentation I run through some of the ways we approached texturing debris assets in Wolfenstein 2, covering topics such a pipeline setup, creating custom nodes and how we used the substance tools to texture the majority of debris assets.
Thanks again to Algorithmic, Zenimax and of course everyone at Machinegames for making this talk happen!
Update: Regarding the height blending node shown at the end of the talk, I missed a step. More info on my blog
https://www.artstation.com/benwilson/blog/NROB/gdc-and-a-height-blending-update