No strings. All performance. The studio using real-time digital puppetry to give animation its soul back.
Somewhere in San Francisco, a person is holding a game controller, and on the screen in front of them a digital character is blinking, tilting its head, breaking into a grin. There is no render queue. There is no overnight bake. The character moves because the human moves - live, in the same second, with the latency of a nervous system rather than a data center. This is what Sans Strings Studio does for a living, and it is stranger and simpler than most of the animation industry would like to admit.
The studio is only about 14 people. It has been operating since 2025. And it is built around a single, slightly heretical idea: that the fastest way to make animation feel human is to keep a human in the loop the entire time. Not motion capture after the fact. Not AI generating in-betweens. A performer, puppeteering a character in real time, the way Jim Henson did - only the felt is now pixels and the strings are gone entirely.
Hence the name. Sans Strings. Without strings. It is the kind of pun that tells you the founders knew exactly what they were building before they wrote a line of code.
Sebastien Deguy has already changed one industry. He founded Allegorithmic, the company behind the Substance suite - the software that quietly became the standard for how 3D artists paint textures and materials. Adobe acquired it in 2019. Deguy stayed on as a Vice President. He collected a Scientific and Technical Academy Award in 2023 and an Emmy in 2024 for the work. By any reasonable measure, he had won.
Then, in May 2025, he left Adobe - and a week later announced a puppetry studio. When you have already earned the Oscar, you get to skip the small talk. His stated plan was almost defiantly broad: to stop making tools and start making things. "Stories, books, essays, music, animation, games," he said. (He still produces electronic music on the side, under the alias Matterflow.)
His co-founder is Ryan Corniel, a twenty-year multidisciplinary artist who went from graphic design to VR to real-time character performance, and who is known on X, without irony, as "the puppet guy." Corniel serves as Chief Creative Officer. Between the texture pioneer and the puppet guy, the division of labor is clear: one knows how to make things look real, the other knows how to make them feel alive.
"Not AI replacing artists, but a technology amplifying them."
That line matters, because Sans Strings is arriving in the middle of the loudest argument animation has ever had - the one about whether machines will replace the people who draw. The studio's answer is pointed: the machine is not the artist. The machine is the puppet stage. The artist is still the one holding the strings that no longer exist.
Fuzz-E Logic Toolset. It is an engineering acronym dressed up as a felt puppet, which is about the most Sans Strings thing imaginable.
F.E.L.T. is the studio's proprietary real-time digital-puppetry system. It transforms live human movement into instant character animation. A performer can drive a character's body and face at once, with low latency, using game controllers - the same devices millions of people already know how to hold. The results render immediately, built on real-time engine technology of the kind that powers modern games and virtual production.
The payoff is not just speed. It is iteration. When a director can watch a performance and ask for another take in the moment, animation starts to behave like theater or live-action - a craft of performance and reaction rather than a craft of waiting. The studio's four-word description of the workflow is deliberately unglamorous: real-time, fun, affordable, scalable. No manifesto. Just a war on the render queue.
What can you actually do with it? Make an animated series without an eight-figure budget. Perform a game character live for an audience. Move a single world across formats - a game, a show, a live event - without rebuilding it from scratch each time. That last idea has a name the studio uses often: transmedia. Worlds that travel. It is a word that usually means nothing; Sans Strings is doing the unglamorous version where it means something.
The studio began with pre-seed backing from Andreessen Horowitz and a seat in a16z's twelve-week Speedrun incubator. In March 2026 it closed a $5.5M Series Seed led by Red River West, with a16z Speedrun returning alongside Sisu Game Ventures, Kima Ventures and a group of angels. The financing was papered by Wilson Sonsini - the sort of detail that signals a company building for the long game, not the demo reel.
The traction the studio points to is unusually concrete for a company this young: multiple original IPs in production, a game project already ranked among the top 20 most anticipated indie titles, a signed mini-series deal with a major entertainment franchise, and active conversations with larger studios and publishers. Early proof-of-concept work included a collaboration with Stoopid Buddy Stoodios, the team behind Robot Chicken - which explains the affectionate, slightly nostalgic, Henson-adjacent look of the characters.
A fourteen-person studio does not usually read like this. The senior bench pulls from film VFX, AAA games, virtual production and British comedy - the kind of resumes you assemble when you are trying to steal something.
Founded Allegorithmic (Substance 3D), acquired by Adobe. Scientific & Technical Academy Award (2023), Emmy (2024). Makes music as Matterflow.
Twenty-year multidisciplinary artist across 3D, UX/UI and real-time tools. Known online as "the puppet guy."
25+ years in film and games; helped pioneer virtual production on The Mandalorian.
Showrunner of Bad Dinosaurs; creator of the cult site Rathergood.com.
Two-time BAFTA-winning comedy writer and performer.
Veteran of 343 Industries, Activision and Sony.
Rounding out the roster: COO Andrew Sommerville and CTO Vik Sohal on the operational and technical spine, plus lead game designers whose credits stretch back to Ultima Online and Lord of the Rings Online. It is a lot of pedigree for a studio you may not have heard of yet.
Sebastien Deguy departs Adobe and, a week later, launches Sans Strings Studio with Ryan Corniel. Pre-seed and a Speedrun seat come from a16z.
Early puppetry demos - including work with Stoopid Buddy Stoodios - show human performance driving expressive 3D characters in real time.
A $5.5M Series Seed led by Red River West, with a16z Speedrun, Sisu Game Ventures, Kima Ventures and angels. Multiple IPs now in production.
Return to that room in San Francisco. The performer sets down the controller, and the character on screen holds its expression for a beat, still warm, still specific - a face that a person made, not a formula. A year ago, that grin would have cost weeks and a note-perfect pipeline. Now it cost a take. Maybe two.
That is the change Sans Strings is chasing. Not cheaper animation for its own sake, and not a machine that draws so people don't have to. Something quieter and harder: animation that stays close to the hand that made it, at a speed that lets small teams tell big stories. The industry spent decades optimizing for pixels. This studio, all fourteen of them, is optimizing for the person holding the strings that aren't there.
Whether that becomes the next standard - the way Substance did - is unwritten. But the studio has already proven one thing worth watching: you can cut every string and still have a soul left over.
"Real-time, fun, affordable, scalable."
Product demos and puppetry footage live on the studio's channels. Start here.
Reporting drawn from public sources including sansstrings.studio, CG Channel, Wilson Sonsini, Red River West, 80.lv, 3DVF, PitchBook and Animation Magazine. Figures such as market size and traction are approximate and reflect company and investor statements.