Global visual effects (VFX) software market is projected to register a CAGR of 13.3% 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:
Global 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), Region (North America, South America, Asia-Pacific, Europe, and Middle East and Africa) Industry Trends and Forecast to 2030.
Overview of Global Visual Effects (VFX) Software Market Dynamics:
Driver:
Growth in demand for high quality contents by consumers
Restraint:
High cost associated with the VFX software
Opportunity:
Adoption of VFX software in the education sector for teaching purposes
Market Players
Some of the major players operating in the global 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 61
1.1 OBJECTIVES OF THE STUDY 61
1.2 MARKET DEFINITION 61
1.3 OVERVIEW OF THE GLOBAL VISUAL EFFECTS (VFX) SOFTWARE MARKET 61
1.4 CURRENCY AND PRICING 63
1.5 LIMITATIONS 63
1.6 MARKETS COVERED 64
2 MARKET SEGMENTATION 70
2.1 MARKETS COVERED 70
2.2 GEOGRAPHICAL SCOPE 71
2.3 YEARS CONSIDERED FOR THE STUDY 72
2.4 DBMR TRIPOD DATA VALIDATION MODEL 73
2.5 PRIMARY INTERVIEWS WITH KEY OPINION LEADERS 76
2.6 DBMR MARKET POSITION GRID 77
2.7 VENDOR SHARE ANALYSIS 78
2.8 MULTIVARIATE MODELING 79
2.9 OFFERING TIMELINE CURVE 80
2.10 MARKET END-USE COVERAGE GRID 81
2.11 SECONDARY SOURCES 82
2.12 ASSUMPTIONS 82
3 EXECUTIVE SUMMARY 83
4 PREMIUM INSIGHTS 86
4.1 VALUE CHAIN ANALYSIS 89
4.2 TRENDS BY ORGANIZATION SIZE 91
4.2.1 INDEPENDENT FILMMAKER: 91
4.2.2 SMALL SCALE STUDIOS: 91
4.2.3 MEDIUM SCALE STUDIOS: 91
4.2.4 LARGE SCALE STUDIOS 92
4.3 CASE STUDIES 93
4.3.1 TRACK VFX 93
4.3.2 GOLDTOOTH 94
4.3.3 ZEKE THE LION 94
4.4 TECHNOLOGICAL TRENDS 95
4.5 PATENT ANALYSIS 97
4.5.1 PATENT NUMBER: US6061462A 97
4.5.2 PATENT NUMBER: US5193056 97
4.5.3 PATENT NUMBER: US5579430A 97
4.5.4 PATENT NUMBER: US7013284B2 97
4.6 PORTERS FIVE FORCES ANALYSIS 98
4.7 REGULATORY STANDARDS 99
4.8 GLOBAL VISUAL EFFECTS (VFX) SOFTWARE MARKET: COMPANY LANDSCAPE BY ORGANIZATION SIZE 100
4.8.1 COMPANY SHARE ANALYSIS: MEDIUM SCALE STUDIOS 100
4.8.2 COMPANY SHARE ANALYSIS: INDEPENDENT FILMMAKER 101
4.8.3 COMPANY SHARE ANALYSIS: LARGE SCALE STUDIO 102
4.8.4 COMPANY SHARE ANALYSIS: SMALL SCALE STUDIOS (BOUTIQUE STUDIOS) 103
4.9 GLOBAL VISUAL EFFECTS (VFX) SOFTWARE MARKET: PLUGING SHARE ANALYSIS BY ORGANIZATION SIZE 104
4.9.1 PLUGING SHARE ANALYSIS: MEDIUM SCALE STUDIOS 104
4.9.2 PLUGING SHARE ANALYSIS: INDEPENDENT FILMMAKER 105
4.9.3 PLUGING SHARE ANALYSIS: LARGE SCALE STUDIOS 106
4.9.4 PLUGING SHARE ANALYSIS: SMALL SCALE STUDIOS (BOUTIQUE STUDIOS) 107
5 MARKET OVERVIEW 108
5.1 DRIVERS 110
5.1.1 INCREASE IN USAGE OF DIGITAL VIDEO STREAMING PLATFORMS 110
5.1.2 RISE IN DEMAND FOR VISUAL EFFECTS IN THE ENTERTAINMENT SECTOR 111
5.1.3 GROWTH IN DEMAND FOR HIGH-QUALITY CONTENT BY CONSUMERS 111
5.1.4 INCREASE IN THE ADOPTION OF CLOUD TECHNOLOGY 112
5.2 RESTRAINTS 113
5.2.1 HIGH COST ASSOCIATED WITH THE VFX SOFTWARE 113
5.2.2 PRESENCE OF FREE & OPEN-SOURCE VFX SOFTWARE 113
5.3 OPPORTUNITIES 114
5.3.1 INTEGRATION OF VFX SOFTWARE WITH AI AND MACHINE LEARNING TECHNOLOGIES 114
5.3.2 ADOPTION OF VFX SOFTWARE IN THE EDUCATION SECTOR FOR TEACHING PURPOSES 115
5.3.3 INCREASING UTILIZATION OF VFX SOFTWARE WITH AUGMENTED REALITY (AR) 116
5.3.4 INCREASING STRATEGIC PARTNERSHIPS AND COLLABORATION AMONG MARKET PLAYERS 116
5.4 CHALLENGES 117
5.4.1 TECHNOLOGICAL CHALLENGES ASSOCIATED WITH VFX SOFTWARE 117
5.4.2 REQUIREMENT OF SKILLED WORKFORCE TO HANDLE TECHNOLOGY 118
6 GLOBAL VISUAL EFFECTS (VFX) SOFTWARE MARKET, BY OFFERING 119
6.1 OVERVIEW 120
6.2 SOFTWARE 121
6.3 SERVICES 122
6.3.1 PROFESSIONAL SERVICES 123
6.3.1.1 CONSULTING 123
6.3.1.2 SUPPORT & MAINTENANCE 123
6.3.1.3 IMPLEMENTATION & INTEGRATION 123
6.3.2 MANAGED SERVICES 123
7 GLOBAL VISUAL EFFECTS (VFX) SOFTWARE MARKET, BY DEPLOYMENT MODEL 124
7.1 OVERVIEW 125
7.2 ON-PREMISE 126
7.3 CLOUD 127
8 GLOBAL VISUAL EFFECTS (VFX) SOFTWARE MARKET, BY OPERATING SYSTEM 128
8.1 OVERVIEW 129
8.2 LINUX 130
8.3 WINDOWS 131
8.4 MAC OS 131
8.5 OTHERS 132
9 GLOBAL VISUAL EFFECTS (VFX) SOFTWARE MARKET, BY EFFECT 133
9.1 OVERVIEW 134
9.2 DIGITAL COMPOSITING 135
9.3 STOP MOTION ANIMATION 136
9.4 MATTE PAINTING 136
9.5 PROSTHETIC MAKEUP 137
9.6 BULLET TIME 138
10 GLOBAL VISUAL EFFECTS (VFX) SOFTWARE MARKET, BY ORGANIZATION SIZE 139
10.1 OVERVIEW 140
10.2 MEDIUM SCALE STUDIOS 141
10.2.1 FEATURE FILM 142
10.2.2 ADVERTISING 142
10.2.3 EPISODIC 143
10.2.4 GAMING 143
10.2.5 MUSIC VIDEO 143
10.2.6 WEB SERIES 143
10.2.7 SHORT FILM 143
10.2.8 OTHERS 143
10.3 INDEPENDENT FILMMAKER 143
10.3.1 FEATURE FILM 144
10.3.2 ADVERTISING 144
10.3.3 EPISODIC 145
10.3.4 GAMING 145
10.3.5 MUSIC VIDEO 145
10.3.6 WEB SERIES 145
10.3.7 SHORT FILM 145
10.3.8 OTHERS 145
10.4 LARGE SCALE STUDIOS 145
10.4.1 FEATURE FILM 146
10.4.2 ADVERTISING 146
10.4.3 EPISODIC 147
10.4.4 GAMING 147
10.4.5 MUSIC VIDEO 147
10.4.6 WEB SERIES 147
10.4.7 SHORT FILM 147
10.4.8 OTHERS 147
10.5 SMALL SCALE STUDIOS (BOUTIQUE STUDIOS) 147
10.5.1 FEATURE FILM 148
10.5.2 ADVERTISING 148
10.5.3 EPISODIC 149
10.5.4 GAMING 149
10.5.5 MUSIC VIDEO 149
10.5.6 WEB SERIES 149
10.5.7 SHORT FILM 149
10.5.8 OTHERS 149
11 GLOBAL VISUAL EFFECTS (VFX) SOFTWARE MARKET, BY APPLICATION 150
11.1 OVERVIEW 151
11.2 FEATURE FILM 152
11.2.1 SOLUTIONS 153
11.2.2 SERVICES 153
11.3 ADVERTISING 153
11.3.1 SOLUTIONS 154
11.3.2 SERVICES 154
11.4 EPISODIC 154
11.4.1 SOLUTIONS 155
11.4.2 SERVICES 155
11.5 GAMING 156
11.5.1 SOLUTIONS 156
11.5.2 SERVICES 157
11.6 MUSIC VIDEO 157
11.6.1 SOLUTIONS 158
11.6.2 SERVICES 158
11.7 SHORT FILM 158
11.7.1 SOLUTIONS 159
11.7.2 SERVICES 159
11.8 WEB SERIES 159
11.8.1 SOLUTIONS 160
11.8.2 SERVICES 160
11.9 OTHERS 161
12 GLOBAL VISUAL EFFECTS (VFX) SOFTWARE MARKET, BY GEOGRAPHY 162
12.1 OVERVIEW 163
12.2 NORTH AMERICA 169
12.2.1 U.S. 180
12.2.2 CANADA 187
12.2.3 MEXICO 194
12.3 ASIA-PACIFIC 201
12.3.1 CHINA 213
12.3.2 JAPAN 220
12.3.3 SOUTH KOREA 227
12.3.4 INDIA 234
12.3.5 AUSTRALIA 241
12.3.6 SINGAPORE 249
12.3.7 NEW ZEALAND 256
12.3.8 MALAYSIA 263
12.3.9 THAILAND 270
12.3.10 TAIWAN 277
12.3.11 INDONESIA 284
12.3.12 VIETNAM 291
12.3.13 PHILIPPINES 298
12.3.14 REST OF ASIA-PACIFIC 305
12.4 EUROPE 306
12.4.1 GERMANY 317
12.4.2 U.K. 324
12.4.3 FRANCE 331
12.4.4 ITALY 338
12.4.5 SPAIN 345
12.4.6 TURKEY 352
12.4.7 RUSSIA 359
12.4.8 NETHERLANDS 366
12.4.9 BELGIUM 373
12.4.10 SWITZERLAND 380
12.4.11 POLAND 387
12.4.12 SWEDEN 394
12.4.13 DENMARK 401
12.4.14 NORWAY 408
12.4.15 FINLAND 415
12.4.16 REST OF EUROPE 422
12.5 MIDDLE EAST AND AFRICA 423
12.5.1 U.A.E. 433
12.5.2 SOUTH AFRICA 439
12.5.3 SAUDI ARABIA 445
12.5.4 EGYPT 451
12.5.5 ISRAEL 457
12.5.6 OMAN 463
12.5.7 KUWAIT 469
12.5.8 QATAR 476
12.5.9 BAHRAIN 483
12.5.10 REST OF MIDDLE EAST AND AFRICA 490
12.6 SOUTH AMERICA 491
12.6.1 BRAZIL 501
12.6.2 ARGENTINA 507
12.6.3 REST OF SOUTH AMERICA 513
13 GLOBAL VISUAL EFFECTS (VFX) SOFTWARE MARKET: COMPANY LANDSCAPE 514
13.1 COMPANY SHARE ANALYSIS: GLOBAL 514
13.2 COMPANY SHARE ANALYSIS: NORTH AMERICA 515
13.3 COMPANY SHARE ANALYSIS: EUROPE 516
13.4 COMPANY SHARE ANALYSIS:ASIA-PACIFIC 517
14 SWOT ANALYSIS 518
15 COMPANY PROFILE 519
15.1 APPLE INC. 519
15.1.1 COMPANY SNAPSHOT 519
15.1.2 REVENUE ANALYSIS 519
15.1.3 COMPANY SHARE ANALYSIS 520
15.1.4 SOLUTION PORTFOLIO 520
15.1.5 RECENT DEVELOPMENTS 520
15.2 ADOBE 521
15.2.1 COMPANY SNAPSHOT 521
15.2.2 REVENUE ANALYSIS 521
15.2.3 COMPANY SHARE ANALYSIS 522
15.2.4 PRODUCT PORTFOLIO 522
15.2.5 RECENT DEVELOPMENT 522
15.3 AUTODESK INC. 523
15.3.1 COMPANY SNAPSHOT 523
15.3.2 REVENUE ANALYSIS 523
15.3.3 COMPANY SHARE ANALYSIS 524
15.3.4 PRODUCT PORTFOLIO 524
15.3.5 RECENT DEVELOPMENT 524
15.4 CHAOS SOFTWARE EOOD 525
15.4.1 COMPANY SNAPSHOT 525
15.4.2 COMPANY SHARE ANALYSIS 525
15.4.3 PRODUCT PORTFOLIO 526
15.4.4 RECENT DEVELOPMENTS 526
15.5 THE QT COMPANY 527
15.5.1 COMPANY SNAPSHOT 527
15.5.2 REVENUE ANALYSIS 527
15.5.3 COMPANY SHARE ANALYSIS 528
15.5.4 PRODUCTS PORTFOLIO 528
15.5.5 RECENT DEVELOPMENTS 528
15.6 ARTLIST UK LIMITED 529
15.6.1 COMPANY SNAPSHOT 529
15.6.2 SOLUTION PORTFOLIO 529
15.6.3 RECENT DEVELOPMENTS 529
15.7 AVID TECHNOLOGY INC 530
15.7.1 COMPANY SNAPSHOT 530
15.7.2 REVENUE ANALYSIS 530
15.7.3 SOLUTION PORTFOLIO 531
15.7.4 RECENT DEVELOPMENT 531