You have been one of our core users for quite a long time. From your point of view, how have Substance products evolved within the past two years? What about Substance usage and perception in the industry ?

Well, in my opinion, the big change arrived with Uncharted 4. I have the feeling that something happened before and after the release of this game. Everybody was blown away by the visual quality and knowing that Substance was massively used on the production has probably raised awareness to people that the programs were solid enough to be used in such a big project – especially considering the fantastic visual results seen onscreen.

It became a standard and Substance became more and more popular. Today you can barely find a company not using the programs whether for indie games or massive AAA productions.

It's also amazing to see how fast the Substance community is growing and how more and more people keep joining it and sharing stuff. Guys like Daniel Thiger, Eric Wiley, and before them Hugo Beyer, Bradford Smith, Josh Lynch, Pierre Fleau, Chris Hodgson – this seemed to contribute to the critical mass.

It’s also a chance for the artists to have a company such as Allegorithmic who in spite of changes and growth keeps staying close to the users. This is one of the company’s strengths! For this, I really would like to thank all of you guys for your hard work at keeping these user relationships alive.