Using Substance Designer in Production by Alex Beddows
Duration:2 hours
Release date:2025
Publisher:Gumroad
Skill level:Intermediate
Language:English
Exercise files:Yes
Software:Substance Designer
Course URL:https://levelupdigital.gumroad.com/l/levelup_SDProduction
Alex Beddows shows you how Substance Designer is actually used in AAA game production. This isn’t a slow step-by-step tutorial. Instead, you get his full graph and a walkthrough of his thinking process as he builds a Nevada desert gravel material. He focuses on high-level decisions: where to spend time for the biggest visual impact, and how to blend scan data with procedural techniques to stay fast without losing quality.
๐ฏ What you’ll learn
- How to think like a production artist when building materials
- Techniques for combining scanned assets with procedural workflows
- Strategies for iterating quickly and refining materials without bloating your graph
- Where to focus your effort for the best results under tight deadlines
โ Requirements
- Skills: Familiarity with Substance Designer interface and basic node operations
- Tools: Substance Designer
- Hardware: Standard PC capable of running Substance Designer
๐ Description
This course is for artists who already know their way around Substance Designer but want to speed up their production pipeline. Alex doesn’t hold your hand through every node. Instead, he shares the principles behind his choicesโlike why he uses a hybrid approach with scan data, and how he keeps his graph clean and flexible for quick iterations.
You’ll follow along with his actual production graph for a Nevada desert gravel material. He explains the reasoning behind each section: building the gravel base, adding rocks, handling albedo, and setting up an atlas. The focus is on practical, real-world efficiency. You’ll learn to avoid common traps that lead to massive, unmanageable graphs and instead build materials that are both high-quality and easy to tweak.
Alex also covers how to leverage existing resourcesโlike scanned texturesโand make them procedural. This lets you adapt a material for different scenarios without starting from scratch. It’s a mindset shift from “building everything manually” to “building smart systems.”
๐งโ๐ Who this course is for
- Intermediate Substance Designer users who want to work faster in a production environment
- Game artists looking to understand how AAA studios approach material creation
- Anyone tired of bloated graphs and wanting cleaner, more efficient workflows
๐งโ๐ซ About the Author
Alex Beddows is a Senior Environment Artist at Respawn Entertainment, currently working on Star Wars Jedi: Survivor. With nearly ten years in the game industry, he’s worked across mobile and AAA titles. He’s led teams as Lead and Principal Environment Artist at outsource studios on projects like Returnal and Scavengers, then moved in-house at Counterplay Games to ship Godfall on PS5, and also worked with Microsoft’s The Initiative.
๐ Final Result
- A production-ready Substance Designer graph for a hybrid scan/procedural gravel material
- A clear understanding of how to apply these efficiency principles to your own future materials

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