THE RONCARELLI REPORT on the Computer Animation Industry - 2004

The Roncarelli Report - 2004 details, discusses and analyses the many significant changes that occurred in the computer animation industry in 2003, and have carried on through 2004. The industry is once again on its traditional growth path, but it continues to change after two difficult years, You must understand these changes, and their future effects, if you wish to prosper. After 20 years, this REPORT remains the only source for this information.  All the Data, Analysis, Intelligence, Comments, and Forecasts you need to help your business.  Since 1984, the benchmark annual report that the Computer Animation Industry relies on.

Issued January 2005, ISSN 1202-1156, 335 Pages –  Hardcopy: US $2,295.00 - Electronic .pdf copy:  US $ 4,700.00

 

.... "a must read for those in the computer animation industry."
.... "your wealth of knowledge is appreciated by the industry"
.... "I now have a much better understanding of the industry in which I work."

.... "Please don't stop, we need this information. I can't get it anywhere else."

These are some of the comments from our readers who understand the importance of this information - particularly now that the industry is experiencing considerable change as it adjusts to new technology, user demands, and global realities.  It is an industry whose productions today permeate every facet of our lives. It remains a world-wide phenomenon. It is a US$27.7 billion industry that is re-structuring, and re-inventing itself as it continues to grow and develop. And it is basically now a 3D industry.

2004 saw a resurgence of growth for the computer animation industry, but historical patterns are changing.  The number of minutes of production are increasing at an appreciably faster rate than the dollar value of that production.  It is becoming increasingly competitive.

Windows XP Pro is by far the dominant industry operating system, with XP Pro based computer animation systems being used for all film and television program production applications, and for Games and Internet uses. Windows XP Pro usage is increasing as Unix based systems rapidly loose share to XP Pro and Linux.  Macintosh continues to show strength, but is back in third place as Windows XP Home gains users. Linux is cannibalizing Unix systems, but not Windows.  Read why.

The industry is now a basically all 3D oriented, with 2D production filling very specialized needs, mainly for Television program use.  Software prices have stabilized, although some price reductions are still occurring.  We have accordingly segregated the3D software segment into two distinct levels to accommodate how the software is now being sold, and used.

Industry growth continues to be driven by the new, smaller, computer animation production companies that are still starting up - taking advantage of the very low industry entry level financial threshold as hardware and software prices ease downward. The competitiveness of the computer animation and visual effects production industry is reducing margins, generating mergers and restructuring of companies as they strive to remain profitable. Major new players have entered the industry, and more are planningto.

 

Performance animation - motion capture, lip-sync, facial animation, 3D scanners, image modelers, specific task plug-ins, greenscreen.. Tools to lower production times and costs are being sought by all as production budgets tighten and competition increases.  Digital assets management gains importance, and the digital backlot is a cost saving reality.  The new and growing need for creating and producing computer animation for the small screens of cell phones, the Internet, and personal, mobile communications devices has opened up a huge new application area.

The supply of experienced operators to run the systems still outstrips demand. Offshore production is starting to become a reality, even for high-end 3D computer animation. It is expanding rapidly with many new production facilities based in Asia and Pacific Rim countries.  India has been joined by Chine, a new force soon to be reckoned with.

If you are a software developer, or hardware manufacturer, a computer animation producer, or financially serving these markets, these changes are affecting you and your business. Your success depends on your understanding of how the industry is changing - and where it is going.

The Roncarelli report on the Computer Animation Industry – 2004, answers many of your questions, and gives you the data you need to plan your company’s success.

INDUSTRY VALUED AT US$27 BILLION IN 2002

The value of world-wide commercial computer animation production grew to US$27.7 billion at the end of 2003.  Meanwhile, the actual minutes of computer animation production continued to climb at a higher rate than their dollar value, reflecting lower production costs and tighter margins. Computer animation is reaching commodity status as its use permeates all aspects of our lives.  Lower system costs, escalating power and increasing capability have made the technology universally accessible, and affordable. The result is the constant growth of computer animation use in existing areas, and growing importance of the newer uses and applications, such as Games, Internet and communications uses.  This growth will continue - we forecast a US$32.7 billion plus industry value by 2009.  

  •                  Over one million animation systems or software packages have been sold that are still available for use, to end 2003. Just over 36% of these are being used daily to produce commercial computer animation and visual effects. Find out how, where and why these systems are being used, and the market dynamics that are shaping our industry today, and will continue to do so tomorrow.

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