The last couple of weeks have been packed with momentum for the Ozone team.
Between Unreal Fest and the Annecy International Animation Film Festival, we had the opportunity to connect with artists, animators, technical directors, studios, and real-time creators who are all asking similar questions: how do we keep pushing character quality forward while making workflows faster, smoother, and more production-ready?

For us, those conversations are exactly why we’re building Ozone.
At both events, we were able to share more about Ozone Subdivs, our subdivision surface technology for Unreal Engine, as well as the future of Ozone Studio. The response was incredibly encouraging. Seeing people engage with the demos, ask thoughtful questions, and immediately understand where this technology can fit into real production pipelines was a huge reminder of why this work matters.
A major highlight was hearing Brian Tindall speak and help frame the importance of better character workflows for artists and technical teams. His perspective connected directly to the larger conversation happening across the industry: real-time tools are becoming more powerful, but the need for high-quality, artist-friendly character systems has never been greater.
Throughout the events, Rich, Brad, and Eric led demos showing our current subdivision technology and giving a preview of where Ozone Studio is headed. These sessions gave attendees a closer look at how Ozone is approaching high-fidelity character workflows, smoother subdivision surfaces, and the bridge between traditional content creation and real-time engines like Unreal Engine.
Annecy was especially meaningful for the team. Being surrounded by the global animation community, in a place so deeply connected to the craft of storytelling and character performance, made the week feel even more significant. There was a real sense that animation, games, film, and real-time production are continuing to converge, and Ozone is excited to be part of that evolution.







As a thank-you to those who attended our sessions and connected with us, we were also excited to give away Ozone Subdivs Indie and The Art of Moving Points. It was a small way to support artists and creators who are exploring how subdivision workflows can improve the quality of their real-time characters and animation pipelines.
More than anything, these events were a reminder that the industry is hungry for better tools. Artists want speed, but not at the expense of quality. Studios want real-time performance, but not if it means compromising the shape, motion, or integrity of their characters. That is the space Ozone is focused on.
And we’re just getting started.
Next up is SIGGRAPH, where Ozone will have a major presence. If you’re attending, we’d love to meet you, show you what we’ve been building, and talk about where character creation, animation, and real-time technology are headed next.
Come visit us at Booth 536.
We’ll see you at SIGGRAPH.