I'm posting my concerns below again(copy/paste from page 6) as they weren't addressed. I'm wondering if you can give any info that is a bit more specific regarding your roadmap? Just saying that 'real-time 3D is the future and we're heading that direction' is way too vague, and nothing new as real-time 3D had always been your focus of expertise anyway.
I would find it very hard to believe that Allego staked their entire future - company, reputation, dreams, careers, everything - on something that wasn't fleshed out to the point where it was a solid vision of what you wanted to achieve with this deal. I'm not asking anyone to break NDAs, I just wanted some roadmap clarifications. Thanks.
Copy/paste follows:
Having looked at what Dimensions is I have no idea why on earth any artist in the games industry would ever have a need for it? We have UE4/Unity/EEVEE/Toolbag 3, and even Painter to look dev our real-time assets and test them in-engine. Any serious pipeline is going to involve any of the above plus the 3D DCC 'hub' program(Max/Maya/Blender/Modo) Where does it fit in, exactly.
What does Dimensions have to do with the real-time industry? Isn't it a biased raytracer? I realise that in a few years real-time raytracing may very well be the next 'big step forward' as it's already being partially implemented in some cases, but this will be in a true environment like UE4.
This is what I meant when I said that Substance tools would be wasted in an environment like Dimensions. If I do want to render my game assets offline why would I ever want to do it in Dimensions when I can use Arnold or Corona instead? This is what worries me the most, Substance team members and tools being used to 'jump on the 3D bandwagon' - as you put it - so Adobe can put smiles back on the faces of corporate logo designers. Not cool.

I know it's early days, but I'm very doubtful that cutting-edge games industry workflows/pipelines(that Allego have excelled at) will be featured anywhere prominently in an Adobe office space......