Global Animation and VFX Tools Market Research Report 2023-Competitive Analysis, Status and Outlook by Type, Downstream Industry, and Geography, Forecast to 2029
Animation is an art form that uses drawings, images, and motion to create a story or image. Animation tools include computer software programs that help artists create animated images on the screen. Visual effects are the process of creating, manipulating or enhancing images by manipulating scenes outside of a real-life environment by various means when making a video. Visual effects often involve integration between actual footage and processed images to create realistic context. Visual effects typically do this using computer-generated imagery (CGI) and specific VFX software.
Market Overview:
The latest research study on the global Animation and VFX Tools market finds that the global Animation and VFX Tools market reached a value of USD 2308.47 million in 2022. It’s expected that the market will achieve USD 4909.78 million by 2028, exhibiting a CAGR of 13.4% during the forecast period.
Growing consumer demand for high-quality video content
The growing demand for high-quality content across the globe is a major factor driving the animation and VFX tools market. Visual effects can be used to alter, create and enhance live action media to include effects that might not have been captured in live action. As a result, visual effects have been widely used in TV shows, movies, commercials, and games.
Moviegoers demand high-quality productions with compelling visuals and realistic animation, and studios are incorporating more animation and VFX shots into their films. Consumers are consuming more immersive content from channels such as UHD TVs, tablets and smartphones to headsets. The use of digital video streaming such as Netflix, Amazon Prime Video and Hulu has exploded in the global market; the global demand for high-quality visual entertainment continues to soar.
Additionally, demand for animation, VFX, and video games is expanding with the increase in target airtime for cable and satellite television, the availability of low-cost Internet access, the proliferation of mobile devices, and the growing popularity of streaming video.
Region Overview:
In 2021, the share of the Animation and VFX Tools market in United States stood at38.52%.
Company Overview:
Adobe Inc. is one of the major players operating in the Animation and VFX Tools market, holding a share of 40.56% in 2022.
Adobe Inc. is an American multinational computer software company headquartered in San Jose, California. Mainly engaged in the development of multimedia production software. In recent years, it has also started to get involved in the development of rich Internet applications, marketing applications, and financial analysis applications. Adobe's disruptive innovations are redefining what's possible in digital experiences. Adobe connects content and data and introduces new technologies that democratize creativity, shape the next generation of bustling, and inspire entirely new categories of inegories.
Segmentation Overview:
By type, 2D Animation and VFX Tools segment accounted for the largest share of market in 2021.
2D animation and VFX tools help users create characters, backgrounds, storyboards and apply effects. 2D animation stands for two-dimensional animation, which means that the characters and backgrounds in such projects are created in a two-dimensional flat space.
3D animation is mostly used in the entertainment industry, for television shows and live-action movies, to create VFX and fully animated shows. 3D animation and VFX tools allow artists to create and produce animated films, visual effects.
Mix Animation is all about combining effects like 2D with 3D using specific software created for this. Visual effects allow for the integration of live action footage and VFX to create realistic objects, characters and environments. Artists can work with scenes or images using Mix Animation and VFX Tool.
Application Overview:
The market's largest segment by application is the segment Entertainment, with a market share of 68.53% in 2021.
Media
Animation and VFX tools have applications in most media fields. For example, animation and VFX tools are used in the advertising industry, and the use of animation and VFX tools in advertising is on the rise as more brands launch eye-catching ads.
Entertainment
In the filmmaking process, there is a visual effects (also known as VFX) component of creating and manipulating visual effects in any given shot. The purpose of visual effects is to integrate animation or live-action footage into a film because otherwise it would be too dangerous or impossible. This has become a major cog in the film industry machine, as it helps the film's plot develop.
Gaming
Video gamers everywhere want better, more immersive visual experiences. This demand for gaming visuals is due to widespread and easy access to the internet, development of state-of-the-art technology, and increasing performance of gaming devices such as high-end mobile phones, PCs, and gaming consoles. In particular, demand for animation and VFX such as augmented reality and virtual reality has grown exponentially as supply and quality have improved. A video game is a game that exists and is controlled by software and run by a video game console or computer. Video games are mostly made with visual effects.
Key Companies in the global Animation and VFX Tools market covered in Chapter 3:
Epic Games Inc.
The Foundry Vision Mongers Ltd
Autodesk Inc.
Dragonfram
Unity
Adobe Inc.
Lost Marble LLC
iPi Soft LLC
Pixar
CELSYS
Maxon Computer
Toon Boom Animation Inc.
Powtoon
Animaker Inc.
SideFX
Bondware Inc.
Planetside Software LLC
In Chapter 4 and Chapter 14.2, on the basis of types, the Animation and VFX Tools market from 2018 to 2029 is primarily split into:
2D Animation and VFX Tools
3D Animation and VFX Tools
Mix Animation and VFX Tools
In Chapter 5 and Chapter 14.3, on the basis of Downstream Industry, the Animation and VFX Tools market from 2018 to 2029 covers:
Media
Entertainment
Gaming
Geographically, the detailed analysis of consumption, revenue, market share and growth rate, historic and forecast (2018-2029) of the following regions are covered in Chapter 8 to Chapter 14:
North America (United States, Canada)
Europe (Germany, UK, France, Italy, Spain, Russia, Netherlands, Turkey, Switzerland, Sweden)
Asia Pacific (China, Japan, South Korea, Australia, India, Indonesia, Philippines, Malaysia)
Latin America (Brazil, Mexico, Argentina)
Middle East & Africa (Saudi Arabia, UAE, Egypt, South Africa)
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