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Documentation Index

Fetch the complete documentation index at: https://docs.cyberun.cloud/llms.txt

Use this file to discover all available pages before exploring further.

Studio is in private alpha today. We open seats by use case — tell us what you want to make and we’ll prioritise teams whose projects fit the validated paths first. Request early access.
Cyberun Studio is the creator product in the Cyberun family. Its first workspace, VideoMaker, is built for teams who want AI in their pipeline without losing control of the story — characters that stay on-model across every shot, a world that doesn’t drift, takes you choose between rather than re-roll until you give up. Studio sits on top of the same platform as Cyberun Cloud: the same sign-in, the same teams, the same compute. It adds a project model built for narrative work (stories, stages, beats, shots, takes) and a five-section workflow that mirrors how a small film crew actually divides labour.

Who Studio is for

Studio is built for creative teams that finish projects — filmmakers, animators, ad and game studios, and creators of long-form narrative work. The shared pattern: they have tried tools that generate a clip from a single prompt and stopped using them once the character’s face changed between shots, the lighting flipped mid-scene, or the only fix was to start over. Studio is not a one-shot prompt-to-clip tool. Use it when:
  • The project has a script, or at least an outline.
  • Characters, locations, or props recur across multiple shots.
  • You need to change individual shots without re-rendering the whole project.
If you just want a single 10-second clip from a prompt, the Cloud dashboard with a text-to-video workflow is the simpler entry point.

The asset-first idea

The defining choice in Studio is lock the asset before the shot. A character, a location, or a prop is defined once, with reference images, descriptive notes, and any continuity rules — and from then on, every shot that includes that asset starts from the same locked reference. Edit the reference once and only the shots that need it re-render. The character’s face does not drift between shot four and shot seven. This is the difference between “prompt a clip, hope it matches the last one” and “approve the cast, then direct the scene”. Read more in How it works and the concepts section there.

The five sections of a Studio project

A project moves through five sections in the order a real production does. Each section is built around the role that owns that part of the work.
SectionThe role it speaks forWhat you do here
StoryScreenwriterPaste a script. Studio analyses it and proposes a structure of stages and beats you approve.
WorldContinuity supervisorDefine characters, locations, props, factions, and the relationships between them.
AssetsArt departmentLock the look of each character and location with reference images. Generate controlled variants.
ShotsDirector, DP, editorBuild the shot board, compose each shot, generate takes, choose between them, assemble the rough cut.
DubbingSound designerAdd the score, voiceover, and the sound effects that match what’s on screen.
You don’t have to fill in every section in order — once a section is populated you can revisit any of them. But the order above is the default path through a new project.

What you can do today

Studio’s private alpha covers the full pipeline end-to-end:
  • Paste or write a script and have it broken into stages and beats you can review and revise.
  • Build a story file that holds characters, locations, props, and the relationships between them.
  • Lock each asset with a reference, then generate further controlled variants of that asset (different angle, different time of day, different setting) without losing the underlying identity.
  • Compose each shot with structured camera intent, generate multiple takes, and choose between them on a shot board.
  • Chain shots into a rough cut.
  • Add music, voiceover, and sound effects.
  • Package the rough cut as a handoff report and a downloadable JSON manifest that captures the selected takes, sound intent, review state, and provenance. A rendered video file is in development: today an alpha local render can produce an MP4 when it succeeds, with the handoff report as the truthful fallback when it can’t.

In development

Areas the team is actively working on before general availability:
  • Longer cuts. Today’s alpha is tuned for short-form work; the beta will extend the pipeline to longer durations.
  • More creative surfaces. The roadmap adds workspaces for photo, illustration, and audio-led projects, all sharing the same locked asset memory as VideoMaker.
  • Wider model support. Studio currently routes through the generation backends the platform supports; new model integrations are added as the alpha progresses.

How to start

  1. Read How it works for a one-page walkthrough of the five-section flow.
  2. Apply for early access on www.cyberun.cloud/studio or follow the steps in Request access.
  3. Once an invitation is granted, sign in at studio.cyberun.cloud (the link is in your invitation email) and start a first project.

Where it lives in the Cyberun family

Studio shares its sign-in, team model, and compute with Cyberun Cloud. If you already have a Cloud team, the same team carries over to Studio — you don’t manage two separate accounts. Studio is the place you go to direct a project. Cloud is the place you go to manage the team, agents, and workflows the project runs against. You can use Studio without ever opening Cloud, and vice versa.

Contact

For early-access enquiries, partnership questions, or anything that isn’t covered here, write to sales@cyberun.cloud.