Scene I'm making for an animation I had in mind. The textures are all procedurally generated, the geometry too for the most part as I use modifiers to add geometric detail. In this setup I sync the brick texture on the ground to the faces generated by the subsurf modifier, which lets me give the bricks height without having to use a geometry displacement node in the material (currently not supported by the Eevee engine just Cycles). The flames are a single volume simulation to save on bake times... each instance is scaled / rotated differently to give the illusion of multiple independent flames.