We are a software technology company in the entertainment industry focused on providing the best-animated character tools for creators.

Joined June 2023
17 Photos and videos
We’re launching Ozone Subdivs Indie at @UnrealEngine Fest Next week!!! A more accessible way for individual creators, students, freelancers to start using Ozone Subdivs inside Unreal Engine. 🥳 Stay tuned for more!
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Ozone Story Tech retweeted
Make sure to find our co-founder Brad and @OzoneStoryTech team at Unreal Fest Chicago next week and the week after at Annecy at the Epic workshop on the 23rd @ 1pm ! unrealengine.com/events/join… #rigtip #animtip #Unreal #ArtOfMovingpPoints
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Select a Skeletal mesh, Right Click Cook... enjoy the smoothy goodness right in @EpicGames Unreal Game Engine!
It's @OzoneStoryTech Subdivs Monday! Check out this fun little doodle of "Porkchop" (a @HensonCreature Digital puppet character) riding on the back of our very own CubeDudapus. Subdivs in @EpicGames Unreal Game Engine... Millions of polygons, all in real-time in... Download a free trial today! ozone3d.com/products/subdivs…
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Rigging directly in @EpicGames Unreal and then applying @OzoneStoryTech Subdivs for smoothy goodness. Available for Animation and Game Studios now!
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Always letting the cat out of the bag aren't you @rhurrey 🤣
Pssst... guess what launched and available for purchase TODAY?!? @OzoneStoryTech Subdivs for Studios... awwww yeah!! More info to come soon... but no more overly heavy meshes for animated characters in @EpicGames @UnrealEngine ozone3d.com/products/subdivs… @chasescooper @FredNilsson @ThatNgonGuy @FabricPaul @duckmaestro @henningsanden @FlippedNormals
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2 in one day!!! Yup :)
@OzoneStoryTech is hiring, yet again... 2 roles this time. Second is an engineer that knows QT, Application buidling and doesn't mind working with the Merry Band of Rigging Pirates building next generation rigging tools that work with @autodesk Maya, @EpicGames @UnrealEngine and @sidefx Houdini (to start ;) These tools will give character artists a best in class expirence no matter what application animators want to animate in :) ozone3d.com/careers/senior-s…
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We really are!! Come join the Merry Band of Rigging Pirates!!
@OzoneStoryTech is hiring, yet again... 2 roles this time. First is to build world class deformers (and other rigging nodes and capabilities) for Ozone Studio. A Pirate Wizard, that works well with our other Pirate Wizards, and has the kind of math skills and rigging understanding to really help our character tools shine... all at 60 fps. Really, we are doing some crazy stuff that will change how character artists think about moving and deforming things... not just a pile of boring old joints and blendshapes here ;) ozone3d.com/careers/senior-s…
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Check us out at @Official_GDC as we show off our real-time Subdiv tech for @EpicGames @UnrealEngine and how much we love using our @xencelab 16” tablet display as a second monitor here on the show floor :)
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Ozone Story Tech retweeted
#GDC with the @OzoneStoryTech team. Come say hi to Brad and @rhurrey and learn more about rigging and working with realtime subdiv surfaces in Unreal.
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Check out @rhurrey and Brad Clark at @Official_GDC next week… they will be showing our Subdiv tech and more ;)
Let's see if we get a copyright issue, but streching my super lame animation legs to show off @OzoneStoryTech Subdivs here. 10 Characters, millions of polygins, all running in realtime in @UnrealEngine 5.7 and barely showing up in the profilier.
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What @rhurrey said 🤣
Software Development is hard, specifically making a user experience that is clean, intuitive and works as expected every time. Its a fight worth fighting, but man... it can be tedious. It's the difference between software feeling like a professional tool vs. a TD Script.
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He's giving away all our stuff! Well I guess since @rhurrey is our Head of Product we will let it slide... this time! 🤣
Ozone Assets are built from several core building blocks. "Elements" which are the base nodes, "Components" which wrap them up into useful ideas, then into "Modules" to achieve specific artistic results (a nose, or mouth or arm), Finally everything gets assembled @Avengers style into a "Rig" like a Biped or Quadruped. Ozone Studio will ship with a complete set of these Elements, Components, Modules and Rigs... allowing you to spend more time making characters, and less time building Rigs. A few Component mockups :)
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We are hiring... Again! We are looking for a Senior Engineer to help the Merry Band of Rigging Pirates integrate Ozone into Maya, develop core functionality and help pull all the parts together as we head toward general release this year. ozone3d.com/careers/lead-sof…

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I mean I GUESS the @TopGunMovie meme was better... but not really for us rigging nerds ;)
19 Dec 2025
With @OzoneStoryTech Subdivs and the LOD system built into @UnrealEngine you gain the ability to not only subtract geometry as you move away from the camera, but now ADD detail as you mover closer. We are calling this "LOD Forward" but what it really means is rigging artists manage a much simpler mesh, which is far easier to rig and maintain while at the same time getting resolution independent results at render time.
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Here is an early test in action... LODs switching, and as it hits LOD 0, our Subdivs turn on. We'll post sexier stuff in the next few days :)
Replying to @UnrealEngine
@UnrealEngine LOD system, takes geometry away from your asset to increase framerate. @OzoneStoryTech Subdivs allow you to increase levels of detail as the camera gets CLOSER... with little to no impact on framerate. #ResolutionIndependence #WinWin
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All these videos (and some) will be made available, for free, on our new training portal which will go live by the end of the year. We have a lot of great content for rigging, modeling and animation artists... big thanks to Kai Husen Brad Clark and Brian Tindall for their work!
26 Nov 2025
Ozone Subdivs = Dynamic Curvature @OzoneStoryTech Subdivs are different in Epic Games @UnrealEngine than polysmoothing. The key idea is that subdivision gives your models "Dynamic Curvature" which means that the smoothed surface actively changes while deforming. This often give much more life to the surface of a model, with far less weighting work, as its effect goes past the non-deforming spans in the source cage. Simple way to say it... more movement on the final surface, with less work means spending less time and money for higher quality results :) More videos like this will be available, for free, on Ozone Story Tech new training portal website that will go live by the end of the year.
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He just can't help himself... when 1 crazy Tentacle Rig just isn't enough :) Signup here if you are interested in checking out @OzoneStoryTech Subdivs: ozone3d.com/subdivs/
26 Nov 2025
Behold CubeDudapus! 🤣 More mess'n around with @OzoneStoryTech Subdivs in @UnrealEngine 5.6 Happy #Thanksgiving Everyone!
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Tentacles ARE the tank treads of the organic world... Rigging Artists are such nerds 🤣 More detailed metrics on speed and memory usage coming soon. If you are interested in checking @OzoneStoryTech Subdivs out... sign up here: ozone3d.com/subdivs/
25 Nov 2025
Fun little @OzoneStoryTech Subdivs doodle showing the kind of detail that you can get with @UnrealEngine Skeletal meshes in 5.6 with little to no frame rate hit. #SmoothOperator #RigLessPoints
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