Courtesy of Ubisoft Paris / Sledgehammer Games / Activision / EA DICE

With a vast majority of AAA game studios using these tools, Substance has become the industry standard for creating next-generation PBR (Physically Based Rendering) content.


Hundreds of pro, indie and mobile game studios have opted for the power, speed and creativity enabled by Substance. It has become essential in the vast majority of major game productions.

Some games made with Substance

And many more...

User Stories

Uncharted 4: This Game Has Substance


Uncharted 4: A Thief’s End has been described as the most beautiful console game ever. It is also the game with the most Substance in it. Indirectly, this is a great reward for us as well, as the entire suite of Substance texturing products has been used as the backbone of material creations by Naughty Dog. Read the full article.

Horizon Zero Dawn: it's Gorgeous, it Has Substance!


We are thrilled to disclose that Guerrilla Games used the Substance tools to texture the magnificent Horizon Zero Dawn! Congratulations to the art team, who delivered a masterpiece on both the technical and artistic side of things. Read the full article.

Ghost Recon: Wildlands, a User Story With Substance


Ghost Recon: Wildlands is one of the most visually impressive games Ubisoft has created yet, and it’s set in a massive open world. Guillaume Cerdan, Technical Artist at Ubisoft, goes into detail about how he and his team integrated Substance into their pipeline on the game.

Forza Horizon 3: a Game With Substance


Forza Horizon 3 has been lauded by the entire game press as the new visual benchmark for the Xbox One. It's also a great achievement for us as the Substance tools have been used extensively to create the game. Read the full article.


"It didn't take long for Substance to carve out an important role within our artists' toolset at Naughty Dog."

-Brad Smith, Senior Texture Artist at Naughty Dog

"We are just scratching the surface of what we will be able to do in the future with these products (Substance Designer and Substance Painter)."

-Lucas Granito, Technical Artist at Ubisoft Montreal

"I use Designer to do everything at work as it supports our tools and workflows. I think this suits a production environment a lot better because you can always iterate on anything that is made across the art team. If you need to change a material, you can go back at any point."

-Ben Keeling, Environment Artist at Creative Assembly

"In less than four months...we were able to process and update over 2,000 unique materials resulting in over 10K worth of unique texture data. Substance provided us the quality and fidelity to be able to hit our aggressive deadlines with time to spare."
–Stephen Hauer, Art Director at Camouflaj

Some Studios using Substance

And many more...