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MARKET TRENDS & DRIVERS
Rising Penetration of OTT Platforms
Owing to the increasing demand for binge-watch content such as web series, films, and documentaries from audiences, coupled with shooting constraints in the filmmaking industry, there has been a massive demand for VFX content from the OTT industry. These platforms are widely accepted and appreciated for their ease of usage and personalized approach. Affordability is also one of the key factors. The surge in demand for online content influenced the requirement for VFX. About 70% of consumers have a subscription to at least one of the OTT platforms, and more than 45% subscribe to two or more OTT services.Rising Penetration of the VFX & Animation Industry
The growing fondness for adult animation and VFX projects and the proliferation of new animation styles over the last half of the decade have driven a new acceptance of VFX and animation. Consumers across the world are highly interested in engaging in high-definition visual experiences. With realistic animation and engaging visual effects, moviegoers want high-quality productions. Therefore, studios are integrating more animation and VFX shots into their films and series. Consumers consume more immersive content through multiple channels, including ultra-high-definition TVs, smartphones, tablets, and head-mounted devices. Due to the increasing internet penetration and access to multimedia devices, customers are increasingly spending time streaming digital content. For animation and VFX, streaming video is the fastest-growing distribution channel. This growth can be ascribed to the exponential rise in the number of online video viewers across the globe and further propelling the film and episodic VFX market.INDUSTRY RESTRAINTS
Shortage of Skilled VFX Artists
The demand for skilled talent in the VFX industry has been increasing for several years and is expected to increase during the forecast period. VFX is a demanding, competitive, yet rewarding industry that allows artists to travel worldwide to complete freelance and project-based work. The shortage of VFX artists hinders film and episodic VFX market growth as there is an imperative need for talent in the VFX studio. Therefore, this shortage of skilled personnel presents a situation where some studios either lose out on work completely or miss deadlines.SEGMENTATION INSIGHTS
INSIGHTS BY TECHNOLOGY
The global film and episodic VFX market by technology is segmented as CGI (Computer Generated Imagery), Compositing, and Motion Capture. CGI (Computer Generated Imagery) has dominated the global film and episodic market with several movies, from drama to blockbusters. CGI uses computer graphics in art and media, including 2D or 3D animations, renderings, or objects. The type of art media can be a television program, film, simulation, or video game. CGI can be used in films, varying from science fiction epics to quiet, intimate dramas. Presently CGI has gained higher popularity as it is used in every field of education and learning. Architects and engineers use CGI in the form of architectural maps, 3D models, blueprints, and others. CGI technology in film & episodic includes 3D models of monsters, people, explosions, buildings, cars, and other things. Then these 3D models are put in a live-action scenario, for example, an explosion of a car blown up or a monster attacking a city.Segmentation by Technology
- CGI (Computer Generated Imagery)
- Compositing
- Motion Capture
INSIGHTS BY USAGE
The film (theatrical and digital) usage segment is expected to hold the highest global film and episodic VFX market share and is growing at a CAGR of 14.09% during the forecast period. This segment includes the VFX used to design digital and theatrical films. Over the last 20 years, there has been huge innovation and progress in VFX films. Visual effects are essential in movie production, mainly in Hollywood blockbusters. It enables the filmmakers to add a sense of scale to the experience. The recent increase in computer-generated imagery (CGI) development and popularity has transformed how visual effects are created in films. Commonly used VFX in films involves creature creations, fire, explosions, and the destruction of objects. Avatar: The Way of the Water, one of the films that made use of VFX in 2022, has designed some next-level VFX for this sequel to James Cameron's Avatar, mainly in the realm of underwater performance capture, performance capture, and the rendering of realistic above and below-water imagery.Segmentation by Usage
- Film (Theatrical and Digital)
- Digital Episodic
- TV Episodic and Film
GEOGRAPHICAL ANALYSIS
- North America dominated the global film and episodic VFX market in 2022. The demand for film and episodic VFX contests remains at an all-time high in the U.S. and Canada. The high adoption of android and iOS devices across the region and better connectivity infrastructure contribute to the region's high share in the global market. The high bandwidth offered with the launch of 5G connectivity increased the popularity of watching films & series across the region.
- Europe's film and episodic VFX market was valued at USD 1.4 billion in 2022. Europe followed North America, which the UK, Germany, France, Italy, and Spain led. Demand for film & episodic VFX in the European industry is growing, while upgrades and innovative offerings also drive industry growth. New media technologies have opened the European market, driving intense competition in the news space and putting traditional agencies in the financial doldrums. Hence, these agencies are diversifying the content they produce in VFX films & series to bolster the media & entertainment industry.
Segmentation by Geography
- North America
- US
- Canada
- Europe
- Germany
- UK
- Italy
- France
- Spain
- APAC
- China
- Japan
- India
- South Korea
- Australia
- Latin America
- Brazil
- Mexico
- Middle East & Africa
- GCC
- South Africa
COMPETITIVE LANDSCAPE
DNEG, Weta FX, Framestore, Technicolor Creative Studios, and Industrial Light & Magic are the key companies in the global film and episodic VFX market. The presence of a large number of players in the market characterizes the global film and episodic VFX market. The rising competition is pressuring various vendors to continuously innovate their offerings with a unique value proposition to survive in the industry. The companies must invest significant money in research and development to introduce new technologies and enhance their offering. Although established players dominate the industry, there are tremendous growth opportunities for new entrants in the market. The market competition will intensify further due to the expansion of portfolios and continuous innovations. The significant growth opportunities the VFX market offers encourage more players to expand the domestic market.Key Vendors
- DNEG
- Weta FX
- Framestore
- Technicolor Creative Studios
- Industrial Light & Magic
Other Prominent Vendors
- Rodeo FX
- Scanline VFX
- Sony Pictures Imageworks
- Digital Domain
- Cinesite
- Zoic Studios
- Animal Logic
- FuseFX
- Pixomondo
- Outpost
- The Third Floor
- Method Studios
- REALTIME
- VFX Legion
- Milk
- CoSA VFX
- Whiskytree
- Worldwide FX
- Blackmagic Design Pty. Ltd.
- Absolute Post
- Luma Pictures
- Lola Visual Effects
- Freefolk
- Glassworks
- Streamland Media
KEY QUESTIONS ANSWERED
1. How big is the film and episodic VFX market?2. What is the growth rate of the film and episodic VFX market?
3. Who are the key players in the global film and episodic VFX market?
4. What are the key driving factors in the film and episodic VFX market?
5. Which region dominates the global film and episodic VFX market?
Table of Contents
1 Research Methodology2 Research Objectives
3 Research Process
4 Scope & Coverage
4.1 Market Definition
4.1.1 Inclusions
4.1.2 Exclusions
4.1.3 Market Estimation Caveats
4.2 Base Year
4.3 Scope of the Study
4.4 Market Segmentation
4.4.1 Market Segmentation by Usage
4.4.2 Market Segmentation by Technology
4.4.3 Market Segmentation by Geography
5 Report Assumptions & Caveats
5.1 Key Caveats
5.2 Currency Conversion
5.3 Market Derivation
6 Premium Insights
6.1 Market Overview
6.2 Market Dynamics: Key Trends, Drivers, and Restraints
6.2.1 Market Trends
6.2.2 Market Enablers
6.2.3 Market Restraints
6.3 Segment Analysis
6.4 Geographical Analysis
6.5 Competitive Landscape
7 Market at a Glance
8 Introduction
8.1 Overview
8.2 Exponential Evolution of Vfx Industry
8.3 Budding Trends in Vfx Industry
8.4 Software Used for Vfx
8.5 Impact of Vfx on Entertainment Industry
8.6 Vfx Technologies
8.7 Vfx Service Providers
9 Market Opportunities & Trends
9.1 Rising Penetration of Ott Platforms
9.2 Increasing Penetration of 5G Network
9.3 Growing Adoption of Ar & Vr Technology
10 Market Growth Enablers
10.1 Rising Penetration of Vfx & Animation Industry
10.2 Increasing Popularity Among Millennial & Gen Z Populations
10.3 Increasing Number of Internet Users and Smartphone Penetration
11 Market Restraints
11.1 Shortage of Skilled Vfx Artists
11.2 Highly Competitive Marketplace
12 Market Landscape
12.1 Market Size & Forecast
12.2 Five Forces Analysis
12.2.1 Threat of New Entrants
12.2.2 Bargaining Power of Suppliers
12.2.3 Bargaining Power of Buyers
12.2.4 Threat of Substitutes
12.2.5 Competitive Rivalry
13 Technology
13.1 Market Overview
13.2 Cgi
13.2.1 Market Overview
13.3 Compositing
13.3.1 Market Overview
13.4 Motion Capture
13.4.1 Market Overview
14 Usage
14.1 Market Snapshot & Growth Engine
14.2 Market Overview
14.3 Film (Theatrical and Digital)
14.3.1 Market Size & Forecast
14.3.2 Market by Geography
14.4 Digital Episodic
14.4.1 Market Size & Forecast
14.4.2 Market by Geography
14.5 Tv Episodic and Film
14.5.1 Market Size & Forecast
14.5.2 Market by Geography
15 Geography
15.1 Market Snapshot & Growth Engine
15.2 Geographic Overview
16 North America
16.1 Market Size & Forecast
16.2 Usage
16.2.1 Market Size & Forecast
16.3 Key Countries
16.3.1 Us: Market Size & Forecast
16.3.2 Canada: Market Size & Forecast
17 Europe
17.1 Market Size & Forecast
17.2 Usage
17.2.1 Market Size & Forecast
17.3 Key Countries
17.3.1 Uk: Market Size & Forecast
17.3.2 Germany: Market Size & Forecast
17.3.3 France: Market Size & Forecast
17.3.4 Italy: Market Size & Forecast
17.3.5 Spain: Market Size & Forecast
18 Apac
18.1 Market Size & Forecast
18.2 Usage
18.2.1 Market Size & Forecast
18.3 Key Countries
18.3.1 China: Market Size & Forecast
18.3.2 Japan: Market Size & Forecast
18.3.3 India: Market Size & Forecast
18.3.4 South Korea: Market Size & Forecast
18.3.5 Australia: Market Size & Forecast
19 Latin America
19.1 Market Size & Forecast
19.2 Usage
19.2.1 Market Size & Forecast
19.3 Key Countries
19.3.1 Brazil: Market Size & Forecast
19.3.2 Mexico: Market Size & Forecast
20 Middle East & Africa
20.1 Market Size & Forecast
20.2 Usage
20.2.1 Market Size & Forecast
20.3 Key Countries
20.3.1 Gcc: Market Size & Forecast
20.3.2 South Africa: Market Size & Forecast
21 Competitive Landscape
21.1 Competition Overview
22 Key Company Profiles
22.1 Dneg
22.1.1 Business Overview
22.1.2 Work
22.1.3 Key Strategies
22.1.4 Key Strengths
22.1.5 Key Opportunities
22.2 Weta Fx
22.2.1 Business Overview
22.2.2 Work
22.2.3 Key Strategies
22.2.4 Key Strengths
22.2.5 Key Opportunities
22.3 Framestore
22.3.1 Business Overview
22.3.2 Work
22.3.3 Key Strategies
22.3.4 Key Strengths
22.3.5 Key Opportunities
22.4 Technicolor Creative Studios
22.4.1 Business Overview
22.4.2 Product Offerings
22.4.3 Key Strategies
22.4.4 Key Strengths
22.4.5 Key Opportunities
22.5 Industrial Light & Magic
22.5.1 Business Overview
22.5.2 Work
22.5.3 Key Strategies
22.5.4 Key Strengths
22.5.5 Key Opportunities
23 Other Prominent Vendors
23.1 Rodeo Fx
23.1.1 Business Overview
23.1.2 Work
23.2 Scanline Vfx
23.2.1 Business Overview
23.2.2 Work
23.3 Sony Pictures Imageworks
23.3.1 Business Overview
23.3.2 Work
23.4 Digital Domain
23.4.1 Business Overview
23.4.2 Work
23.5 Cinesite
23.5.1 Business Overview
23.5.2 Work
23.6 Zoic Studios
23.6.1 Business Overview
23.6.2 Work
23.7 Animal Logic
23.7.1 Business Overview
23.7.2 Work
23.8 Fusefx
23.8.1 Business Overview
23.8.2 Work
23.9 Pixomondo
23.9.1 Business Overview
23.9.2 Work
23.10 Outpost
23.10.1 Business Overview
23.10.2 Work
23.11 the Third Floor
23.11.1 Business Overview
23.11.2 Work
23.12 Method Studios
23.12.1 Business Overview
23.12.2 Work
23.13 Realtime
23.13.1 Business Overview
23.13.2 Work
23.14 Vfx Legion
23.14.1 Business Overview
23.14.2 Work
23.15 Milk
23.15.1 Business Overview
23.15.2 Work
23.16 Cosa Vfx
23.16.1 Business Overview
23.16.2 Work
23.17 Whiskytree
23.17.1 Business Overview
23.17.2 Work
23.18 Worldwide Fx
23.18.1 Business Overview
23.18.2 Work
23.19 Blackmagicdesign
23.19.1 Business Overview
23.19.2 Work
23.2 Absolute Post
23.20.1 Business Overview
23.20.2 Work
23.21 Luma Pictures
23.21.1 Business Overview
23.21.2 Work
23.22 Lola Visual Effects
23.22.1 Business Overview
23.22.2 Work
23.23 Freefolk
23.23.1 Business Overview
23.23.2 Work
23.24 Glassworks
23.24.1 Business Overview
23.24.2 Work
23.25 Streamland Media
23.25.1 Business Overview
23.25.2 Work
24 Report Summary
24.1 Key Takeaways
24.2 Strategic Recommendations
25 Quantitative Summary
25.1 Market by Geography
25.2 North America
25.2.1 Usage
25.3 Europe
25.3.1 Usage
25.4 Apac
25.4.1 Usage
25.5 Latin America
25.5.1 Usage
25.6 Middle East & Africa
25.6.1 Usage
25.7 Usage
25.7.1 Film (Theatrical and Digital)
25.7.2 Digital Episodic
25.7.3 Tv Episodic and Film
26 Appendix
26.1 Abbreviations
Companies Mentioned
- DNEG
- Weta FX
- Framestore
- Technicolor Creative Studios
- Industrial Light & Magic
- Rodeo FX
- Scanline VFX
- Sony Pictures Imageworks
- Digital Domain
- Cinesite
- Zoic Studios
- Animal Logic
- FuseFX
- Pixomondo
- Outpost
- The Third Floor
- Method Studios
- REALTIME
- VFX Legion
- Milk
- CoSA VFX
- Whiskytree
- Worldwide FX
- Blackmagic Design Pty. Ltd.
- Absolute Post
- Luma Pictures
- Lola Visual Effects
- Freefolk
- Glassworks
- Streamland Media
Methodology
Our research comprises a mix of primary and secondary research. The secondary research sources that are typically referred to include, but are not limited to, company websites, annual reports, financial reports, company pipeline charts, broker reports, investor presentations and SEC filings, journals and conferences, internal proprietary databases, news articles, press releases, and webcasts specific to the companies operating in any given market.
Primary research involves email interactions with the industry participants across major geographies. The participants who typically take part in such a process include, but are not limited to, CEOs, VPs, business development managers, market intelligence managers, and national sales managers. We primarily rely on internal research work and internal databases that we have populated over the years. We cross-verify our secondary research findings with the primary respondents participating in the study.
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Table Information
Report Attribute | Details |
---|---|
No. of Pages | 208 |
Published | March 2023 |
Forecast Period | 2022 - 2028 |
Estimated Market Value ( USD | $ 5150 Million |
Forecasted Market Value ( USD | $ 9915.43 Million |
Compound Annual Growth Rate | 11.5% |
Regions Covered | Global |
No. of Companies Mentioned | 30 |