Oculus Story Studio, the company’s in-house content creation studio that has produced a number of highly polished experiences, recently released a surprising ‘tell all’ blog post detailing just what sort of tools the team of VR content creators use.

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Max Planck, technical lead at Story Studio

Story Studio has the funds, and a team of ex-Pixar artists to boot, but just what tools made experiences like Lost and their newest family-friendly short, Henry, a reality might surprise you. “On the whole, we do not have a lot of custom code in our pipeline,” writes Max Planck, technical lead at Story Studio. “This may change in the future, but we are trying to use out-of-the-box tools as much as possible and show the world what anyone can do with commercially available software.”

Planck includes everything from hardware specs to specific software used along the studio’s production pipeline.

Hardware

Software

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Story Studio’s development pipeline visualized

One of the few custom plugins developed by Story Studio is an application dubbed ‘Stage Manager’, a plugin that controls when each Matinee Actor, or main character using The Matinee animation tool, plays and which Actors should be visible depending on which story beat is cued. Planck writes that as Oculus moves forward with refining ‘Stage Manager’ that they “…hope to release it as a UE4 plugin when the evolution feels stable.”

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Creating Henry in Unreal Engine 4

When all is said and done, the team packages everything into a Unreal Engine 4 executable for later replay, which for now has been relegated to special viewings organized by Oculus on their Crescent Bay prototype.

See Also: Oculus Story Studio Promo Video Reveals 5 VR Short Films in the Works

There are however still some sore spots that need refining in the development pipeline. Like many developers currently building for VR, there’s a burning need to create VR experiences within virtual reality, and not on traditional monitors.

“We’ve seen over and over again that we can make a scene look great in the windowed editor but when that work is integrated into VR, we find that we would have done things differently if we were authoring while feeling present. We’re looking forward to having more VR authoring tools to speed up iteration and are hoping to push inspired tool builders in this direction.”

Getting intuitive VR creation tools to developers seems to be the next step in creating VR experiences, as elements like scale and texture change noticeably going from flatscreen to VR. If you, or anyone you know is working on such a program, maybe shooting Story Studio an email wouldn’t be such a bad idea!

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Well before the first modern XR products hit the market, Scott recognized the potential of the technology and set out to understand and document its growth. He has been professionally reporting on the space for nearly a decade as Editor at Road to VR, authoring more than 4,000 articles on the topic. Scott brings that seasoned insight to his reporting from major industry events across the globe.
  • Curtrock

    Oculus is bringing us the hardware for VR. What will everyone want to do, once they have their own CV1? Simple, they will want to MAKE VR. I hope Oculus will develop their own creation software that will allow consumers the ability to make VR, in VR. This will be, the killer app.