Asia-Pacific visual effects (VFX) software market is projected to register a CAGR of 13.4% in the forecast period from 2023 to 2030. The new market report contains data for the historic year 2021, the base year of calculation is 2022, and the forecast period is 2023 to 2030.
Market Segmentation:
Asia-Pacific Visual Effects (VFX) Software Market, By Offering (Software and Services), Operating System (Windows, Linux, Mac OS, and Others), Deployment Mode (Cloud and On-Premise), Organization Size (Independent Filmmaker, Small Scale Studios (Boutique Studios), Medium Scale Studios, and Large Scale Studios), Effects (Bullet Time, Digital Compositing, Stop Motion Animation, Matte Painting, and Prosthetic), Application (Feature Film, Advertising, Episodic, Gaming, Music Video, Short Film, Web Series, and Others), Country (China, Japan, South Korea, India, Australia, Singapore, New Zealand, Malaysia, Thailand, Taiwan, Indonesia, Vietnam, Philippines, and Rest of Asia-Pacific) Industry Trends and Forecast to 2030.
Overview of Asia-Pacific Visual Effects (VFX) Software Market Dynamics:
Driver:
Increase in the adoption of cloud technology
Restraint:
High cost associated with the VFX software
Opportunity:
Integration of VFX software with AI and machine learning technologies
Market Players
Some of the major players operating in the Asia-Pacific visual effects (VFX) software market are:
Sitni Sati
Maxon Computer GMBH
Artlist UK Limited
BORIS FX, INC.
DISNEY / PIXAR
Avid Technology, Inc
E-on Software
Apple Inc.
Isotropix SAS.
Laubwerk GmbH
PLANETSIDE SOFTWARE LLC -
Greyscalegorilla, Inc
iToo Software
TOOLCHEFS LIMITED
MotionVFX
Pixel Farm, Inc.
Next Limit
MAGIX Software GmbH.
Rodypolis
Science-D-Visions
SideFX
Blackmagic Design Pty. Ltd.
Chaos Software EOOD
Foundry
Adobe
Blender
Autodesk
The Qt Company
Ziva (A part of unity technologies)
TABLE OF CONTENTS
1 INTRODUCTION 60
1.1 OBJECTIVES OF THE STUDY 60
1.2 MARKET DEFINITION 60
1.3 OVERVIEW OF THE ASIA PACIFIC VISUAL EFFECTS (VFX) SOFTWARE MARKET 60
1.4 CURRENCY AND PRICING 62
1.5 LIMITATIONS 62
1.6 MARKETS COVERED 63
2 MARKET SEGMENTATION 69
2.1 MARKETS COVERED 69
2.2 GEOGRAPHICAL SCOPE 70
2.3 YEARS CONSIDERED FOR THE STUDY 71
2.4 DBMR TRIPOD DATA VALIDATION MODEL 72
2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS 75
2.6 DBMR MARKET POSITION GRID 76
2.7 VENDOR SHARE ANALYSIS 77
2.8 MULTIVARIATE MODELING 78
2.9 OFFERING TIMELINE CURVE 79
2.10 MARKET END-USE COVERAGE GRID 80
2.11 SECONDARY SOURCES 81
2.12 ASSUMPTIONS 81
3 EXECUTIVE SUMMARY 82
4 PREMIUM INSIGHTS 85
4.1 VALUE CHAIN ANALYSIS 86
4.2 TRENDS BY ORGANIZATION SIZE 88
4.2.1 INDEPENDENT FILMMAKER: 88
4.2.2 SMALL SCALE STUDIOS: 88
4.2.3 MEDIUM SCALE STUDIOS: 88
4.2.4 LARGE SCALE STUDIOS 89
4.3 CASE STUDIES 90
4.3.1 TRACK VFX 90
4.3.2 GOLDTOOTH 91
4.3.3 ZEKE THE LION 91
4.4 TECHNOLOGICAL TRENDS 92
4.5 PATENT ANALYSIS 94
4.5.1 PATENT NUMBER: US6061462A 94
4.5.2 PATENT NUMBER: US5193056 94
4.5.3 PATENT NUMBER: US5579430A 94
4.5.4 PATENT NUMBER: US7013284B2 94
4.6 PORTERS FIVE FORCES ANALYSIS 95
4.7 REGULATORY STANDARDS 96
4.8 ASIA PACIFIC VISUAL EFFECTS (VFX) SOFTWARE MARKET: COMPANY LANDSCAPE BY ORGANIZATION SIZE 97
4.8.1 COMPANY SHARE ANALYSIS: MEDIUM SCALE STUDIOS 97
4.8.2 COMPANY SHARE ANALYSIS: INDEPENDENT FILMMAKER 98
4.8.3 COMPANY SHARE ANALYSIS: LARGE SCALE STUDIO 99
4.8.4 COMPANY SHARE ANALYSIS: SMALL SCALE STUDIOS (BOUTIQUE STUDIOS) 100
4.9 ASIA PACIFIC VISUAL EFFECTS (VFX) SOFTWARE MARKET: PLUGING SHARE ANALYSIS BY ORGANIZATION SIZE 101
4.9.1 PLUGING SHARE ANALYSIS: MEDIUM SCALE STUDIOS 101
4.9.2 PLUGING SHARE ANALYSIS: INDEPENDENT FILMMAKER 102
4.9.3 PLUGING SHARE ANALYSIS: LARGE SCALE STUDIOS 103
4.9.4 PLUGING SHARE ANALYSIS: SMALL SCALE STUDIOS (BOUTIQUE STUDIOS) 104
5 MARKET OVERVIEW 105
5.1 DRIVERS 107
5.1.1 INCREASE IN USAGE OF DIGITAL VIDEO STREAMING PLATFORMS 107
5.1.2 RISE IN DEMAND FOR VISUAL EFFECTS IN THE ENTERTAINMENT SECTOR 108
5.1.3 GROWTH IN DEMAND FOR HIGH-QUALITY CONTENT BY CONSUMERS 108
5.1.4 INCREASE IN THE ADOPTION OF CLOUD TECHNOLOGY 109
5.2 RESTRAINTS 110
5.2.1 HIGH COST ASSOCIATED WITH THE VFX SOFTWARE 110
5.2.2 PRESENCE OF FREE & OPEN-SOURCE VFX SOFTWARE 110
5.3 OPPORTUNITIES 111
5.3.1 INTEGRATION OF VFX SOFTWARE WITH AI AND MACHINE LEARNING TECHNOLOGIES 111
5.3.2 ADOPTION OF VFX SOFTWARE IN THE EDUCATION SECTOR FOR TEACHING PURPOSES 112
5.3.3 INCREASING UTILIZATION OF VFX SOFTWARE WITH AUGMENTED REALITY (AR) 113
5.3.4 INCREASING STRATEGIC PARTNERSHIPS AND COLLABORATION AMONG MARKET PLAYERS 113
5.4 CHALLENGES 114
5.4.1 TECHNOLOGICAL CHALLENGES ASSOCIATED WITH VFX SOFTWARE 114
5.4.2 REQUIREMENT OF SKILLED WORKFORCE TO HANDLE TECHNOLOGY 115
6 ASIA PACIFIC VISUAL EFFECTS (VFX) SOFTWARE MARKET, BY OFFERING 116
6.1 OVERVIEW 117
6.2 SOFTWARE 118
6.3 SERVICES 119
6.3.1 PROFESSIONAL SERVICES 120
6.3.1.1 CONSULTING 120
6.3.1.2 SUPPORT & MAINTENANCE 120
6.3.1.3 IMPLEMENTATION & INTEGRATION 120
6.3.2 MANAGED SERVICES 120
7 ASIA PACIFIC VISUAL EFFECTS (VFX) SOFTWARE MARKET, BY DEPLOYMENT MODEL 121
7.1 OVERVIEW 122
7.2 ON-PREMISE 123
7.3 CLOUD 124
8 ASIA PACIFIC VISUAL EFFECTS (VFX) SOFTWARE MARKET, BY OPERATING SYSTEM 125
8.1 OVERVIEW 126
8.2 LINUX 127
8.3 WINDOWS 128
8.4 MAC OS 128
8.5 OTHERS 129
9 ASIA PACIFIC VISUAL EFFECTS (VFX) SOFTWARE MARKET, BY EFFECT 130
9.1 OVERVIEW 131
9.2 DIGITAL COMPOSITING 132
9.3 STOP MOTION ANIMATION 133
9.4 MATTE PAINTING 133
9.5 PROSTHETIC MAKEUP 134
9.6 BULLET TIME 135
10 ASIA PACIFIC VISUAL EFFECTS (VFX) SOFTWARE MARKET, BY ORGANIZATION SIZE 136
10.1 OVERVIEW 137
10.2 MEDIUM SCALE STUDIOS 138
10.2.1 FEATURE FILM 139
10.2.2 ADVERTISING 139
10.2.3 EPISODIC 140
10.2.4 GAMING 140
10.2.5 MUSIC VIDEO 140
10.2.6 WEB SERIES 140
10.2.7 SHORT FILM 140
10.2.8 OTHERS 140
10.3 INDEPENDENT FILMMAKER 140
10.3.1 FEATURE FILM 141
10.3.2 ADVERTISING 141
10.3.3 EPISODIC 142
10.3.4 GAMING 142
10.3.5 MUSIC VIDEO 142
10.3.6 WEB SERIES 142
10.3.7 SHORT FILM 142
10.3.8 OTHERS 142
10.4 LARGE SCALE STUDIOS 142
10.4.1 FEATURE FILM 143
10.4.2 ADVERTISING 143
10.4.3 EPISODIC 144
10.4.4 GAMING 144
10.4.5 MUSIC VIDEO 144
10.4.6 WEB SERIES 144
10.4.7 SHORT FILM 144
10.4.8 OTHERS 144
10.5 SMALL SCALE STUDIOS (BOUTIQUE STUDIOS) 144
10.5.1 FEATURE FILM 145
10.5.2 ADVERTISING 145
10.5.3 EPISODIC 146
10.5.4 GAMING 146
10.5.5 MUSIC VIDEO 146
10.5.6 WEB SERIES 146
10.5.7 SHORT FILM 146
10.5.8 OTHERS 146
11 ASIA PACIFIC VISUAL EFFECTS (VFX) SOFTWARE MARKET, BY APPLICATION 147
11.1 OVERVIEW 148
11.2 FEATURE FILM 149
11.2.1 SOLUTIONS 150
11.2.2 SERVICES 150
11.3 ADVERTISING 150
11.3.1 SOLUTIONS 151
11.3.2 SERVICES 151
11.4 EPISODIC 151
11.4.1 SOLUTIONS 152
11.4.2 SERVICES 152
11.5 GAMING 153
11.5.1 SOLUTIONS 153
11.5.2 SERVICES 154
11.6 MUSIC VIDEO 154
11.6.1 SOLUTIONS 155
11.6.2 SERVICES 155
11.7 SHORT FILM 155
11.7.1 SOLUTIONS 156
11.7.2 SERVICES 156
11.8 WEB SERIES 156
11.8.1 SOLUTIONS 157
11.8.2 SERVICES 157
11.9 OTHERS 158
12 ASIA PACIFIC VISUAL EFFECTS (VFX) SOFTWARE MARKET, BY GEOGRAPHY 159
12.1 ASIA-PACIFIC 160
12.1.1 CHINA 172
12.1.2 JAPAN 179
12.1.3 SOUTH KOREA 186
12.1.4 INDIA 193
12.1.5 AUSTRALIA 200
12.1.6 SINGAPORE 208
12.1.7 NEW ZEALAND 215
12.1.8 MALAYSIA 222
12.1.9 THAILAND 229
12.1.10 TAIWAN 236
12.1.11 INDONESIA 243
12.1.12 VIETNAM 250
12.1.13 PHILIPPINES 257
12.1.14 REST OF ASIA-PACIFIC 264
13 ASIA PACIFIC VISUAL EFFECTS (VFX) SOFTWARE MARKET: COMPANY LANDSCAPE 265
13.1 COMPANY SHARE ANALYSIS: ASIA PACIFIC 265
14 SWOT ANALYSIS 266
15 COMPANY PROFILE 267
15.1 APPLE INC. 267
15.1.1 COMPANY SNAPSHOT 267
15.1.2 REVENUE ANALYSIS 267
15.1.3 COMPANY SHARE ANALYSIS 268
15.1.4 SOLUTION PORTFOLIO 268
15.1.5 RECENT DEVELOPMENTS 268
15.2 ADOBE 269
15.2.1 COMPANY SNAPSHOT 269
15.2.2 REVENUE ANALYSIS 269
15.2.3 COMPANY SHARE ANALYSIS 270
15.2.4 PRODUCT PORTFOLIO 270
15.2.5 RECENT DEVELOPMENT 270
15.3 AUTODESK INC. 271
15.3.1 COMPANY SNAPSHOT 271
15.3.2 REVENUE ANALYSIS 271
15.3.3 COMPANY SHARE ANALYSIS 272
15.3.4 PRODUCT PORTFOLIO 272
15.3.5 RECENT DEVELOPMENT 272
15.4 CHAOS SOFTWARE EOOD 273
15.4.1 COMPANY SNAPSHOT 273
15.4.2 COMPANY SHARE ANALYSIS 273
15.4.3 PRODUCT PORTFOLIO 274
15.4.4 RECENT DEVELOPMENTS 274
15.5 THE QT COMPANY 275
15.5.1 COMPANY SNAPSHOT 275
15.5.2 REVENUE ANALYSIS 275
15.5.3 COMPANY SHARE ANALYSIS 276
15.5.4 PRODUCTS PORTFOLIO 276
15.5.5 RECENT DEVELOPMENTS 276
15.6 ARTLIST UK LIMITED 277
15.6.1 COMPANY SNAPSHOT 277
15.6.2 SOLUTION PORTFOLIO 277
15.6.3 RECENT DEVELOPMENTS 277
15.7 AVID TECHNOLOGY INC 278
15.7.1 COMPANY SNAPSHOT 278
15.7.2 REVENUE ANALYSIS 278
15.7.3 SOLUTION PORTFOLIO 279
15.7.4 RECENT DEVELOPMENT 279
15.8 BLACKMAGIC DESIGN PTY. LTD. 280
15.8.1 COMPANY SNAPSHOT 280
15.8.2 PRODUCT PORTFOLIO 280
15.8.3 RECENT DEVELOPMENTS 281
15.9 BLENDER 282
15.9.1 COMPANY SNAPSHOT 282
15.9.2 SOLUTION PORTFOLIO 282
15.9.3 RECENT DEVELOPMENT 282
15.10 BORIS FX, INC. 283
15.10.1 COMPANY SNAPSHOT 283
15.10.2 SOLUTION PORTFOLIO 283
15.10.3 RECENT DEVELOPMENTS 284
15.11 DISNEY / PIXAR (A SUBSIDIARY OF THE WALT DISNEY COMPANY) 285
15.11.1 COMPANY SNAPSHOT 285
15.11.2 REVENUE ANALYSIS 285
15.11.3 SOLUTION PORTFOLIO 286
15.11.4 RECENT DEVELOPMENTS 286
15.12 E-ON SOFTWARE (A SUBSIDIARY BENTLEY SYSTEMS) 287
15.12.1 COMPANY SNAPSHOT 287
15.12.2 REVENUE ANALYSIS 287
15.12.3 SOLUTION PORTFOLIO 288
15.12.4 RECENT DEVELOPMENTS 288
15.13 GREYSCALEGORILLA, INC. 289
15.13.1 COMPANY SNAPSHOT 289
15.13.2 SOLUTION PORTFOLIO 289
15.13.3 RECENT DEVELOPMENTS 290
15.14 ISOTROPIX SAS 291
15.14.1 COMPANY SNAPSHOT 291
15.14.2 SOLUTION PORTFOLIO 291
15.14.3 RECENT DEVELOPMENTS 291
15.15 ITOO SOFTWARE 292
15.15.1 COMPANY SNAPSHOT 292
15.15.2 SOLUTION PORTFOLIO 292
15.15.3 RECENT DEVELOPMENTS 292
15.16 LAUBWERK GMBH 293
15.16.1 COMPANY SNAPSHOT 293
15.16.2 SOLUTION PORTFOLIO 293
15.16.3 RECENT DEVELOPMENTS 294