Build materials that look like they shipped in a AAA game.
Spend two hours live with Stefan Oprisan, former Senior Material Artist at Ubisoft whose work is in Avatar: Frontiers of Pandora. Watch him build a production material in Substance Designer from scratch, then ask him anything.
Reserve your free seat
Free to attend. Seats for the live Q&A are limited.
You'll get the live link by email. No spam, ever.
The workflow a AAA material artist actually uses.
No slides full of theory. Stefan opens Substance Designer and shows you how production materials really get made.
Live material demo
Watch Stefan build a tiling material from reference to a full PBR set, narrating every decision as he makes it.
Studio-level insights
Why most portfolio materials read as "tutorial," and the macro-to-micro thinking that makes his hold up on a shipped AAA title.
Live Q&A
Bring your graphs, your heightmap problems and your career questions. Stefan and Yash will answer them live.
Bootcamp first look
A walkthrough of the 5-week Advanced Material Creation bootcamp, so you know what's possible next.
This is the bar you'll be learning from.






You know Substance Designer. You want your materials to look professional.
This open day is for artists past the basics who are ready to close the gap between "pretty good" and "hired."
- Your materials look fine in isolation but fall apart in an actual scene.
- Your heightmaps feel flat, noisy or obviously procedural.
- You're an environment artist who wants materials strong enough to anchor a portfolio piece.
- You're curious how Ubisoft-level material artists break down reference and structure a graph.
- You're considering the bootcamp and want to meet Stefan before you commit.
Learn from someone who's done it at the highest level.

Stefan Oprisan
Stefan has spent 9+ years in games specializing in procedural materials and environment texturing. His materials helped bring Pandora to life in Avatar: Frontiers of Pandora, and he's also worked on Forza Horizon 4 and Planet Zoo. On October 14 he's opening up exactly how he works.

Yash Ayyar
Yash builds realistic, story-driven worlds and helps artists level up through tutorials, live demos and hands-on guidance. She'll co-host alongside Stefan, keep the session interactive and make sure your questions get answered live.
Advanced Material Creation in Substance Designer
The open day is a taste. The bootcamp is 5 weeks of building production-ready materials with Stefan, ending in a complete Unreal Engine 5 environment for your portfolio.
- Weeks 1–3
Key tiling materials
Macro to micro features on a solid heightmap, from reference breakdown to full PBR set.
- Week 4
Master material
Vertex-paint between layers and add in-engine shader functionality.
- Week 5
Modular assets & final scene
Build modular architecture and props, supplement with Megascans, and assemble it all in UE5.





Quick answers
Is the open day really free?
Yes. Register with your email and we'll send you the link to join live on October 14.
What time is it in my time zone?
10 AM–12 PM Pacific Time (1–3 PM Eastern, 6–8 PM UK, 7–9 PM Central Europe) on Wednesday, October 14.
Why join live?
The live Q&A is where the magic happens. It's your chance to ask Stefan about your own graphs, heightmaps and portfolio, and get answers from someone who's shipped AAA materials. Block off the two hours and come with your questions.
What level do I need to be?
The open day is valuable for anyone using Substance Designer, but it's aimed at intermediate and advanced artists. The bootcamp itself moves fast and skips the basics.
Do I need Substance Designer open during the session?
No. Just show up and watch. Have your questions ready for the live Q&A.
Two hours with the artist behind Pandora's materials.
Watch a Ubisoft-trained material artist work, get your questions answered, and see what your materials could look like five weeks from now.
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