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Animation and VFX - Global Stategic Business Report

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    Report

  • 178 Pages
  • June 2025
  • Region: Global
  • Global Industry Analysts, Inc
  • ID: 6089197
The global market for Animation and VFX was estimated at US$170.8 Billion in 2024 and is projected to reach US$350.6 Billion by 2030, growing at a CAGR of 12.7% from 2024 to 2030. This comprehensive report provides an in-depth analysis of market trends, drivers, and forecasts, helping you make informed business decisions. The report includes the most recent global tariff developments and how they impact the Animation and VFX market.

Global Animation and VFX Market - Key Trends & Drivers Summarized

Why Are Animation and VFX Integral to Modern Content Creation and Storytelling?

Animation and visual effects (VFX) have become foundational tools in contemporary content development, enabling creators to deliver immersive, visually compelling narratives across film, television, gaming, advertising, and digital media. These technologies extend creative possibilities beyond physical limitations, allowing the visualization of abstract, fantastical, or complex scenes with photorealistic fidelity and emotional resonance. From blockbuster films and animated features to AR-enhanced ads and immersive web content, animation and VFX are redefining audience engagement through visual innovation.

The ability of animation and VFX to enhance storytelling while maintaining cost efficiency is driving widespread adoption. Studios can simulate environments, characters, and effects that would be prohibitively expensive or physically impossible to achieve through live-action alone. VFX techniques such as digital compositing, motion capture, CGI (computer-generated imagery), and procedural animation allow for seamless integration of virtual and real-world elements. This not only elevates production value but also reduces reliance on physical sets, stunts, and on-location shooting, creating greater flexibility in production planning.

The rise of on-demand content consumption via OTT platforms, mobile media, and streaming services is further accelerating the demand for high-quality, visually differentiated content. Animation and VFX are no longer limited to big-budget Hollywood productions; they are now embedded across short-form content, educational videos, branded marketing assets, and virtual influencers. As content ecosystems grow more diversified and globalized, the role of animation and VFX as core enablers of digital storytelling continues to expand across industries and platforms.

How Are Technological Innovations and Production Workflows Shaping Creative Output?

Technology is fundamentally transforming the animation and VFX pipeline, enabling faster rendering, real-time previews, and collaborative production models across geographically dispersed teams. The adoption of GPU-accelerated rendering engines, real-time ray tracing, and cloud-based virtual workstations has streamlined workflows, reduced production bottlenecks, and democratized access to high-end tools. Software platforms such as Unreal Engine, Unity, Autodesk Maya, Houdini, and Blender are now standard in hybrid production environments that integrate live-action with digital assets.

AI and machine learning are beginning to play transformative roles in automating repetitive tasks such as rotoscoping, facial animation, lip-syncing, and environment generation. These tools allow artists to shift focus from mechanical execution to creative decision-making, thereby enhancing both efficiency and quality. Real-time rendering and virtual production are further blurring the lines between post-production and live-action, allowing directors to make visual decisions during filming through digital sets and LED volume stages.

Pipeline interoperability and asset reusability have also emerged as strategic priorities. Studios are leveraging modular asset libraries, standardizing on open formats like USD (Universal Scene Description), and using cloud-based asset management systems to accelerate previsualization, iteration, and version control. These advances support simultaneous collaboration among animators, VFX artists, lighting specialists, and compositors shortening development cycles and enabling agile responses to creative changes. As the demand for high-throughput content increases, streamlined, tech-driven pipelines are becoming essential to scalability and competitiveness.

Which Content Verticals and Regional Markets Are Driving Demand for Animation and VFX Services?

Film and television remain the largest end-use segments, with studios investing heavily in VFX to create cinematic universes, enhance period dramas, and bring supernatural narratives to life. Animation, both 2D and 3D, continues to be central to children's content, feature films, and adult-themed animated series. Streaming platforms are increasingly commissioning animated originals and VFX-rich productions to differentiate their content libraries and meet rising demand for diverse, culturally resonant storytelling.

Gaming is another major growth driver, where real-time animation, motion capture, and immersive VFX are critical to gameplay realism and narrative depth. AAA game development, mobile gaming, and e-sports broadcasting all rely on cinematic sequences and interactive storytelling powered by animation and VFX. Advertising, too, is rapidly adopting these technologies to deliver immersive brand experiences across digital, social, and augmented reality platforms particularly as consumer attention spans shrink and visual differentiation becomes a key competitive advantage.

Regionally, North America and Western Europe remain dominant in terms of production scale, technological infrastructure, and studio presence. However, Asia-Pacific is the fastest-growing market, driven by thriving media ecosystems in India, South Korea, Japan, and China. Government incentives, a large creative talent pool, and lower production costs are attracting outsourcing and co-production deals. Meanwhile, Latin America and parts of the Middle East are emerging as niche markets with increasing demand for localized animated content and regionally flavored VFX-heavy productions.

How Are Remote Collaboration, Global Talent Access, and IP Strategies Influencing Market Evolution?

The post-pandemic normalization of remote workflows has reshaped how animation and VFX studios operate, opening up access to global talent and decentralizing production infrastructure. Cloud-based rendering, virtual desktops, and collaborative project management tools have enabled studios to scale production while maintaining business continuity across time zones. This flexibility supports cost-effective outsourcing, talent diversity, and rapid scalability particularly important for projects requiring multilingual or cross-cultural creative input.

As international co-productions and service deals increase, studios are placing greater emphasis on IP (intellectual property) development and retention. Owning original animated content or signature VFX pipelines allows studios to maximize monetization through licensing, merchandising, and syndication. With streaming platforms actively acquiring and co-developing global IPs, independent and mid-sized studios are finding new paths to scale their visibility and revenue streams. Meanwhile, the rise of virtual characters and AI-generated avatars is opening new frontiers in IP monetization across social media, fashion, and metaverse platforms.

Compliance with international content standards, data security protocols, and labor regulations is also shaping vendor selection, particularly in global outsourcing arrangements. Studios must invest in secure data transfer systems, remote workflow auditability, and cross-border collaboration tools to meet the expectations of major content producers. As creative boundaries expand, the ability to execute globally while ensuring consistency, legal clarity, and operational agility is becoming a key differentiator in the competitive animation and VFX marketplace.

What Are the Factors Driving Growth in the Animation and VFX Market?

The animation and VFX market is growing steadily, fueled by the convergence of rising digital content consumption, expanding streaming investments, and the growing use of immersive storytelling tools across media formats. These technologies are no longer confined to entertainment but are now embedded across education, healthcare, corporate communication, and brand marketing. Key growth drivers include demand for high-quality visuals, the need for scalable content production, and the application of real-time rendering in emerging areas such as AR, VR, and virtual production.

Technology convergence and globalization are creating a dynamic landscape in which content creators seek speed, scalability, and quality from animation and VFX partners. Cloud infrastructure, AI-enabled automation, and cross-platform interoperability are accelerating development cycles and enabling smaller studios to compete at global standards. Simultaneously, the shift toward decentralized, IP-driven business models is enabling greater creative freedom, faster turnaround, and more personalized content at scale.

Looking forward, the market's trajectory will depend on how well animation and VFX providers align with evolving audience preferences, platform requirements, and technology ecosystems. As storytelling becomes more interactive, immersive, and visually driven, could these creative technologies emerge as the central engine of the next digital content revolution?

Key Insights:

  • Market Growth: Understand the significant growth trajectory of the Television & OTT Films segment, which is expected to reach US$153.6 Billion by 2030 with a CAGR of a 13.8%. The Advertisement segment is also set to grow at 13.4% CAGR over the analysis period.
  • Regional Analysis: Gain insights into the U.S. market, valued at $46.5 Billion in 2024, and China, forecasted to grow at an impressive 17.2% CAGR to reach $74.5 Billion by 2030. Discover growth trends in other key regions, including Japan, Canada, Germany, and the Asia-Pacific.

Why You Should Buy This Report:

  • Detailed Market Analysis: Access a thorough analysis of the Global Animation and VFX Market, covering all major geographic regions and market segments.
  • Competitive Insights: Get an overview of the competitive landscape, including the market presence of major players across different geographies.
  • Future Trends and Drivers: Understand the key trends and drivers shaping the future of the Global Animation and VFX Market.
  • Actionable Insights: Benefit from actionable insights that can help you identify new revenue opportunities and make strategic business decisions.

Key Questions Answered:

  • How is the Global Animation and VFX Market expected to evolve by 2030?
  • What are the main drivers and restraints affecting the market?
  • Which market segments will grow the most over the forecast period?
  • How will market shares for different regions and segments change by 2030?
  • Who are the leading players in the market, and what are their prospects?

Report Features:

  • Comprehensive Market Data: Independent analysis of annual sales and market forecasts in US$ Million from 2024 to 2030.
  • In-Depth Regional Analysis: Detailed insights into key markets, including the U.S., China, Japan, Canada, Europe, Asia-Pacific, Latin America, Middle East, and Africa.
  • Company Profiles: Coverage of players such as Animal Logic, Base FX, Blue Sky Studios, Blur Studio, and more.
  • Complimentary Updates: Receive free report updates for one year to keep you informed of the latest market developments.

Some of the 34 companies featured in this Animation and VFX market report include:

  • Animal Logic
  • Base FX
  • Blue Sky Studios
  • Blur Studio
  • BUF Compagnie
  • Cinesite
  • CoSA VFX
  • Crafty Apes
  • Digital Domain
  • Digital Idea
  • DNEG
  • Framestore
  • Image Engine
  • Industrial Light & Magic (ILM)
  • Jellyfish Pictures
  • Luma Pictures
  • Method Studios
  • Mikros Animation
  • Moving Picture Company (MPC)
  • Pixar Animation Studios

This edition integrates the latest global trade and economic shifts as of June 2025 into comprehensive market analysis. Key updates include:

  • Tariff and Trade Impact: Insights into global tariff negotiations across 180+ countries, with analysis of supply chain turbulence, sourcing disruptions, and geographic realignment. Special focus on 2025 as a pivotal year for trade tensions, including updated perspectives on the Trump-era tariffs.
  • Adjusted Forecasts and Analytics: Revised global and regional market forecasts through 2030, incorporating tariff effects, economic uncertainty, and structural changes in globalization. Includes segmentation by product, technology, type, material, distribution channel, application, and end-use, with historical analysis since 2015.
  • Strategic Market Dynamics: Evaluation of revised market prospects, regional outlooks, and key economic indicators such as population and urbanization trends.
  • Innovation & Technology Trends: Latest developments in product and process innovation, emerging technologies, and key industry drivers shaping the competitive landscape.
  • Competitive Intelligence: Updated global market share estimates for 2025, competitive positioning of major players (Strong/Active/Niche/Trivial), and refined focus on leading global brands and core players.
  • Expert Insight & Commentary: Strategic analysis from economists, trade experts, and domain specialists to contextualize market shifts and identify emerging opportunities.
  • Complimentary Update: Buyers receive a free July 2025 update with finalized tariff impacts, new trade agreement effects, revised projections, and expanded country-level coverage.

Table of Contents

I. METHODOLOGYII. EXECUTIVE SUMMARY
1. MARKET OVERVIEW
  • Influencer Market Insights
  • World Market Trajectories
  • Animation and VFX - Global Key Competitors Percentage Market Share in 2025 (E)
  • Competitive Market Presence - Strong/Active/Niche/Trivial for Players Worldwide in 2025 (E)
2. FOCUS ON SELECT PLAYERS
3. MARKET TRENDS & DRIVERS
  • Rising Demand for Digital Content Across Streaming Platforms Throws the Spotlight on Animation and VFX Production
  • Surge in Gaming, Film, and OTT Original Series Spurs Investment in High-Quality Visual Effects Pipelines
  • Increased Use of Virtual Production Techniques Strengthens the Business Case for Real-Time Animation Tools
  • Adoption of Cloud-Based Rendering Platforms Enhances Scalability and Collaboration for Remote Teams
  • Growth in Branded Content and Digital Advertising Fuels Demand for Short-Form Animated Media
  • Expansion of AR/VR Experiences Across Sectors Drives Advanced VFX Application in Immersive Media
  • Outsourcing to Specialized Animation Studios in Asia-Pacific Supports Cost-Effective Global Content Development
  • Increased Cross-Media IP Licensing Encourages Transmedia Storytelling Through Animation and VFX
  • Use of Digital Humans and Photorealistic Characters Sets the Stage for Hyperreal Content Creation
  • Growth in Indie and Creator-Led Content Production Democratizes Access to High-End Visual Tools
4. GLOBAL MARKET PERSPECTIVE
  • Table 1: World Animation and VFX Market Analysis of Annual Sales in US$ Million for Years 2015 through 2030
  • Table 2: World Recent Past, Current & Future Analysis for Animation and VFX by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 3: World Historic Review for Animation and VFX by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 4: World 15-Year Perspective for Animation and VFX by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets for Years 2015, 2025 & 2030
  • Table 5: World Recent Past, Current & Future Analysis for Television & OTT Films by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 6: World Historic Review for Television & OTT Films by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 7: World 15-Year Perspective for Television & OTT Films by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
  • Table 8: World Recent Past, Current & Future Analysis for Advertisement by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 9: World Historic Review for Advertisement by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 10: World 15-Year Perspective for Advertisement by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
  • Table 11: World Recent Past, Current & Future Analysis for Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 12: World Historic Review for Gaming by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 13: World 15-Year Perspective for Gaming by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
  • Table 14: World Recent Past, Current & Future Analysis for Other Animation Platforms by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 15: World Historic Review for Other Animation Platforms by Geographic Region - USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 16: World 15-Year Perspective for Other Animation Platforms by Geographic Region - Percentage Breakdown of Value Sales for USA, Canada, Japan, China, Europe, Asia-Pacific, Latin America, Middle East and Africa for Years 2015, 2025 & 2030
III. MARKET ANALYSIS
UNITED STATES
  • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United States for 2025 (E)
  • Table 17: USA Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 18: USA Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 19: USA 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
CANADA
  • Table 20: Canada Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 21: Canada Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 22: Canada 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
JAPAN
  • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Japan for 2025 (E)
  • Table 23: Japan Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 24: Japan Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 25: Japan 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
CHINA
  • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in China for 2025 (E)
  • Table 26: China Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 27: China Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 28: China 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
EUROPE
  • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Europe for 2025 (E)
  • Table 29: Europe Recent Past, Current & Future Analysis for Animation and VFX by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 30: Europe Historic Review for Animation and VFX by Geographic Region - France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 31: Europe 15-Year Perspective for Animation and VFX by Geographic Region - Percentage Breakdown of Value Sales for France, Germany, Italy, UK, Spain, Russia and Rest of Europe Markets for Years 2015, 2025 & 2030
  • Table 32: Europe Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 33: Europe Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 34: Europe 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
FRANCE
  • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in France for 2025 (E)
  • Table 35: France Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 36: France Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 37: France 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
GERMANY
  • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Germany for 2025 (E)
  • Table 38: Germany Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 39: Germany Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 40: Germany 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
ITALY
  • Table 41: Italy Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 42: Italy Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 43: Italy 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
UNITED KINGDOM
  • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in the United Kingdom for 2025 (E)
  • Table 44: UK Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 45: UK Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 46: UK 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
SPAIN
  • Table 47: Spain Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 48: Spain Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 49: Spain 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
RUSSIA
  • Table 50: Russia Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 51: Russia Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 52: Russia 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
REST OF EUROPE
  • Table 53: Rest of Europe Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 54: Rest of Europe Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 55: Rest of Europe 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
ASIA-PACIFIC
  • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Asia-Pacific for 2025 (E)
  • Table 56: Asia-Pacific Recent Past, Current & Future Analysis for Animation and VFX by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2024 through 2030 and % CAGR
  • Table 57: Asia-Pacific Historic Review for Animation and VFX by Geographic Region - Australia, India, South Korea and Rest of Asia-Pacific Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 58: Asia-Pacific 15-Year Perspective for Animation and VFX by Geographic Region - Percentage Breakdown of Value Sales for Australia, India, South Korea and Rest of Asia-Pacific Markets for Years 2015, 2025 & 2030
  • Table 59: Asia-Pacific Recent Past, Current & Future Analysis for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms - Independent Analysis of Annual Sales in US$ Million for the Years 2024 through 2030 and % CAGR
  • Table 60: Asia-Pacific Historic Review for Animation and VFX by Animation Platform - Television & OTT Films, Advertisement, Gaming and Other Animation Platforms Markets - Independent Analysis of Annual Sales in US$ Million for Years 2015 through 2023 and % CAGR
  • Table 61: Asia-Pacific 15-Year Perspective for Animation and VFX by Animation Platform - Percentage Breakdown of Value Sales for Television & OTT Films, Advertisement, Gaming and Other Animation Platforms for the Years 2015, 2025 & 2030
AUSTRALIA
  • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Australia for 2025 (E)
INDIA
  • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in India for 2025 (E)
SOUTH KOREAREST OF ASIA-PACIFIC
LATIN AMERICA
  • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Latin America for 2025 (E)
ARGENTINABRAZILMEXICOREST OF LATIN AMERICA
MIDDLE EAST
  • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Middle East for 2025 (E)
IRANISRAELSAUDI ARABIAUNITED ARAB EMIRATESREST OF MIDDLE EAST
AFRICA
  • Animation and VFX Market Presence - Strong/Active/Niche/Trivial - Key Competitors in Africa for 2025 (E)
IV. COMPETITION

Companies Mentioned (Partial List)

A selection of companies mentioned in this report includes, but is not limited to:

  • Animal Logic
  • Base FX
  • Blue Sky Studios
  • Blur Studio
  • BUF Compagnie
  • Cinesite
  • CoSA VFX
  • Crafty Apes
  • Digital Domain
  • Digital Idea
  • DNEG
  • Framestore
  • Image Engine
  • Industrial Light & Magic (ILM)
  • Jellyfish Pictures
  • Luma Pictures
  • Method Studios
  • Mikros Animation
  • Moving Picture Company (MPC)
  • Pixar Animation Studios

Table Information