Meet The Mentors

Needs some real verbiage here tho.


Joshua Lynch

With nearly a decade of industry experience, Josh has contributed to multiple AAA projects including Tom Clancy's The Division 2, Middle-Earth: Shadow of War, Call of Duty: Infinite Warfare, Call of Duty: Black Ops 3, Call of Duty: Advanced Warfare & DLC, and Defiance.

Storytelling, visual cohesion, and eye rest are the driving forces of Josh's Texture / Material creation philosophy. As a power user of Substance Designer, Josh has helped to push the possibilities of what is possible in Substance Designer.

Josh is a passionate teacher and mentor, in addition to teaching at SIGGRAPH 15, Gnomon in 16 / 17, and GDC 16 / 17 / 18, he was a Masterclass presenter at MiGS 16 and Substance Days Asia in 18. He has also mentored dozens of artists over the last two years.


Ethan Hiley

Having contributed to 6 Call of Duty titles and presented at Substance Days Hollywood, Ethan is a well known and established Weapons Artist in the game industry with over 8 years of industry experience.

Ethan's passion for quality when it comes to Weapon Art is second to none. His tools include Maya, ZBrush, Substance Painter, Photoshop, and Marmoset Toolbag.

Realistic Weapon Creation
Hard Surface Modeling
Realistic Weapon Materials
Highly Optimized, Game-Ready Meshes
Efficient UVs
Marmoset Rendering


Dylan Mellott

With several years of experience in the industry, Dylan has knowledge in both the creation of traditional Hand-Painted art as well as Stylized PBR assets.

Having contributed multiple assets to Paladins, Dylan's background in Stylized Art emphasizes a focus on compelling shape language, eye-catching contrast, and captivating hues. His workflow highlights the use of sculpting in Zbrush alongside the use of Polygonal Modeling software to achieve high-quality portfolio pieces.

Stylized Polygon Modeling
Zbrush Sculpting
Hand-Painted Texturing in Photoshop + 3D Coat + Substance Painter
Stylized PBR Materials
Highly Optimized, Game-Ready Meshes
Marmoset Rendering


Billy Matjiunis

Billy is currently working as a Lead Artist at Ubisoft Toronto. Having been there for nearly 8 years, he has contributed to titles such as Splinter Cell: Blacklist, Far Cry 4, Far Cry Primal, Far Cry 5, as well as a currently unannounced project.

With a strong background in Modeling, Environment Art and now Lead Art, Billy is highly skilled in multiple facets of World Art creation including level / prop modeling, scene assembly, modular mesh and texture workflows, foliage, and storytelling.

His current day-to-day duties include hands on World Art production, as well as leading and coaching a team of artists in the production of a section of the game.

Designer Blockout to Finished Environment
Modular Mesh + Foliage Creation + Texture Workflows
Environmental Storytelling
3DS Max + Zbrush + Substance Designer & Painter
Scene Assembly in Unreal Engine
Marmoset Rendering