Visual effects (abbreviated VFX) is the process by which imagery is created or manipulated outside the context of a live action shot in film making.
Visual effects involve in the integration of live-action footage (special effects) and generated imagery (digital effects) to create environments which look realistic, but would be dangerous, expensive, impractical, time consuming or impossible to capture on film. Visual effects using computer-generated imagery (CGI) have recently become accessible to the independent filmmaker with the introduction of affordable and easy-to-use animation and compositing software.
Visual effects are often integral to a movie's story and appeal. Although most visual effects work is completed during post-production, it usually must be carefully planned and choreographed in pre-production and production. Visual effects primarily executed in post-production with the use of multiple tools and technologies such as graphic design, modeling, animation and similar software, while special effects such as explosions and car chases are made on set. A visual effects supervisor is usually involved with the production from an early stage to work closely with production and the film's director design, guide and lead the teams required to achieve the desired effects.
Visual effects primarily divides into two groups of:
Special effects: It covers any visual effects that take place in live action, e.g. on set explosions or stunt performances.
Digital effects (commonly shortened to digital FX or FX): It covers the various processes by which imagery is created or manipulated with or from photographic assets. Digital Effects often involve the integration of still photography and computer-generated imagery (CGI) to create environments which look realistic but would be dangerous, costly, or impossible to capture in camera. FX is usually associated with the still photography world in contrast to visual effects which is associated with motion film production.
Âé¶¹Ô´´ Analysis and Insights: Global Visual Effects (VFX) Âé¶¹Ô´´
The global Visual Effects (VFX) market is projected to grow from US$ 4961.2 million in 2023 to US$ 10000 million by 2029, at a Compound Annual Growth Rate (CAGR) of 12.4% during the forecast period.
Global Visual Effects Services key players include Industrial Light and Magic, The Mill, Weta Digital, Moving Picture Company (MPC), etc. Global top four manufacturers hold a share over 40%. North America is the largest market, with a share about 55%, followed by Europe, and Southeast Asia, both have a share over 30 percent. In terms of product, Digital Effects is the largest segment, with a share over 65%. And in terms of application, the largest application is Film, followed by Television, Video Game, etc.
Report Includes
This report presents an overview of global market for Visual Effects (VFX) market size. Analyses of the global market trends, with historic market revenue data for 2018 - 2022, estimates for 2023, and projections of CAGR through 2029.
This report researches the key producers of Visual Effects (VFX), also provides the revenue of main regions and countries. Highlights of the upcoming market potential for Visual Effects (VFX), and key regions/countries of focus to forecast this market into various segments and sub-segments. Country specific data and market value analysis for the U.S., Canada, Mexico, Brazil, China, Japan, South Korea, Southeast Asia, India, Germany, the U.K., Italy, Middle East, Africa, and Other Countries.
This report focuses on the Visual Effects (VFX) revenue, market share and industry ranking of main companies, data from 2018 to 2023. Identification of the major stakeholders in the global Visual Effects (VFX) market, and analysis of their competitive landscape and market positioning based on recent developments and segmental revenues. This report will help stakeholders to understand the competitive landscape and gain more insights and position their businesses and market strategies in a better way.
This report analyzes the segments data by type and by application, revenue, and growth rate, from 2018 to 2029. Evaluation and forecast the market size for Visual Effects (VFX) revenue, projected growth trends, production technology, application and end-user industry.
Descriptive company profiles of the major global players, including Cinesite VFX Ltd., Digital Domain Holdings Ltd., Framestore Ltd., Rodeo FX, Inc. and The Walt Disney Co., etc.
By Company
Cinesite VFX Ltd.
Digital Domain Holdings Ltd.
Framestore Ltd.
Rodeo FX, Inc.
The Walt Disney Co.
Segment by Type
Simulation FX
Animation
Modelling
Matte Painting
Compositing
Segment by Application
Movies
Television
Gaming
Advertisements
By Region
North America
United States
Canada
Europe
Germany
France
UK
Italy
Russia
Nordic Countries
Rest of Europe
Asia-Pacific
China
Japan
South Korea
Southeast Asia
India
Australia
Rest of Asia
Latin America
Mexico
Brazil
Rest of Latin America
Middle East, Africa, and Latin America
Turkey
Saudi Arabia
UAE
Rest of MEA
Chapter Outline
Chapter 1: Introduces the report scope of the report, executive summary of different market segments (product type, application, etc.), including the market size of each market segment, future development potential, and so on. It offers a high-level view of the current state of the market and its likely evolution in the short to mid-term, and long term.
Chapter 2: Revenue of Visual Effects (VFX) in global and regional level. It provides a quantitative analysis of the market size and development potential of each region and its main countries and introduces the market development, future development prospects, market space, and capacity of each country in the world. This section also introduces the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by companies in the industry, and the analysis of relevant policies in the industry.
Chapter 3: Detailed analysis of Visual Effects (VFX) companies’ competitive landscape, revenue, market share and industry ranking, latest development plan, merger, and acquisition information, etc.
Chapter 4: Provides the analysis of various market segments by type, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 5: Provides the analysis of various market segments by application, covering the revenue, and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 6: North America by type, by application and by country, revenue for each segment.
Chapter 7: Europe by type, by application and by country, revenue for each segment.
Chapter 8: China by type and by application revenue for each segment.
Chapter 9: Asia (excluding China) by type, by application and by region, revenue for each segment.
Chapter 10: Middle East, Africa, and Latin America by type, by application and by country, revenue for each segment.
Chapter 11: Provides profiles of key companies, introducing the basic situation of the main companies in the market in detail, including product descriptions and specifications, Visual Effects (VFX) revenue, gross margin, and recent development, etc.
Chapter 12: Analyst's Viewpoints/Conclusions
Please Note - This is an on demand report and will be delivered in 2 business days (48 hours) post payment.
1 Report Overview
1.1 Study Scope
1.2 Âé¶¹Ô´´ Analysis by Type
1.2.1 Global Visual Effects (VFX) Âé¶¹Ô´´ Size Growth Rate by Type, 2018 VS 2022 VS 2029
1.2.2 Simulation FX
1.2.3 Animation
1.2.4 Modelling
1.2.5 Matte Painting
1.2.6 Compositing
1.3 Âé¶¹Ô´´ by Application
1.3.1 Global Visual Effects (VFX) Âé¶¹Ô´´ Size Growth Rate by Application, 2018 VS 2022 VS 2029
1.3.2 Movies
1.3.3 Television
1.3.4 Gaming
1.3.5 Advertisements
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Global Growth Trends
2.1 Global Visual Effects (VFX) Âé¶¹Ô´´ Perspective (2018-2029)
2.2 Global Visual Effects (VFX) Growth Trends by Region
2.2.1 Visual Effects (VFX) Âé¶¹Ô´´ Size by Region: 2018 VS 2022 VS 2029
2.2.2 Visual Effects (VFX) Historic Âé¶¹Ô´´ Size by Region (2018-2023)
2.2.3 Visual Effects (VFX) Forecasted Âé¶¹Ô´´ Size by Region (2024-2029)
2.3 Visual Effects (VFX) Âé¶¹Ô´´ Dynamics
2.3.1 Visual Effects (VFX) Industry Trends
2.3.2 Visual Effects (VFX) Âé¶¹Ô´´ Drivers
2.3.3 Visual Effects (VFX) Âé¶¹Ô´´ Challenges
2.3.4 Visual Effects (VFX) Âé¶¹Ô´´ Restraints
3 Competition Landscape by Key Players
3.1 Global Revenue Visual Effects (VFX) by Players
3.1.1 Global Visual Effects (VFX) Revenue by Players (2018-2023)
3.1.2 Global Visual Effects (VFX) Revenue Âé¶¹Ô´´ Share by Players (2018-2023)
3.2 Global Visual Effects (VFX) Âé¶¹Ô´´ Share by Company Type (Tier 1, Tier 2, and Tier 3)
3.3 Global Key Players of Visual Effects (VFX), Ranking by Revenue, 2021 VS 2022 VS 2023
3.4 Global Visual Effects (VFX) Âé¶¹Ô´´ Concentration Ratio
3.4.1 Global Visual Effects (VFX) Âé¶¹Ô´´ Concentration Ratio (CR5 and HHI)
3.4.2 Global Top 10 and Top 5 Companies by Visual Effects (VFX) Revenue in 2022
3.5 Global Key Players of Visual Effects (VFX) Head office and Area Served
3.6 Global Key Players of Visual Effects (VFX), Product and Application
3.7 Global Key Players of Visual Effects (VFX), Date of Enter into This Industry
3.8 Mergers & Acquisitions, Expansion Plans
4 Visual Effects (VFX) Breakdown Data by Type
4.1 Global Visual Effects (VFX) Historic Âé¶¹Ô´´ Size by Type (2018-2023)
4.2 Global Visual Effects (VFX) Forecasted Âé¶¹Ô´´ Size by Type (2024-2029)
5 Visual Effects (VFX) Breakdown Data by Application
5.1 Global Visual Effects (VFX) Historic Âé¶¹Ô´´ Size by Application (2018-2023)
5.2 Global Visual Effects (VFX) Forecasted Âé¶¹Ô´´ Size by Application (2024-2029)
6 North America
6.1 North America Visual Effects (VFX) Âé¶¹Ô´´ Size (2018-2029)
6.2 North America Visual Effects (VFX) Âé¶¹Ô´´ Size by Type
6.2.1 North America Visual Effects (VFX) Âé¶¹Ô´´ Size by Type (2018-2023)
6.2.2 North America Visual Effects (VFX) Âé¶¹Ô´´ Size by Type (2024-2029)
6.2.3 North America Visual Effects (VFX) Âé¶¹Ô´´ Share by Type (2018-2029)
6.3 North America Visual Effects (VFX) Âé¶¹Ô´´ Size by Application
6.3.1 North America Visual Effects (VFX) Âé¶¹Ô´´ Size by Application (2018-2023)
6.3.2 North America Visual Effects (VFX) Âé¶¹Ô´´ Size by Application (2024-2029)
6.3.3 North America Visual Effects (VFX) Âé¶¹Ô´´ Share by Application (2018-2029)
6.4 North America Visual Effects (VFX) Âé¶¹Ô´´ Size by Country
6.4.1 North America Visual Effects (VFX) Âé¶¹Ô´´ Size by Country: 2018 VS 2022 VS 2029
6.4.2 North America Visual Effects (VFX) Âé¶¹Ô´´ Size by Country (2018-2023)
6.4.3 North America Visual Effects (VFX) Âé¶¹Ô´´ Size by Country (2024-2029)
6.4.4 U.S.
6.4.5 Canada
7 Europe
7.1 Europe Visual Effects (VFX) Âé¶¹Ô´´ Size (2018-2029)
7.2 Europe Visual Effects (VFX) Âé¶¹Ô´´ Size by Type
7.2.1 Europe Visual Effects (VFX) Âé¶¹Ô´´ Size by Type (2018-2023)
7.2.2 Europe Visual Effects (VFX) Âé¶¹Ô´´ Size by Type (2024-2029)
7.2.3 Europe Visual Effects (VFX) Âé¶¹Ô´´ Share by Type (2018-2029)
7.3 Europe Visual Effects (VFX) Âé¶¹Ô´´ Size by Application
7.3.1 Europe Visual Effects (VFX) Âé¶¹Ô´´ Size by Application (2018-2023)
7.3.2 Europe Visual Effects (VFX) Âé¶¹Ô´´ Size by Application (2024-2029)
7.3.3 Europe Visual Effects (VFX) Âé¶¹Ô´´ Share by Application (2018-2029)
7.4 Europe Visual Effects (VFX) Âé¶¹Ô´´ Size by Country
7.4.1 Europe Visual Effects (VFX) Âé¶¹Ô´´ Size by Country: 2018 VS 2022 VS 2029
7.4.2 Europe Visual Effects (VFX) Âé¶¹Ô´´ Size by Country (2018-2023)
7.4.3 Europe Visual Effects (VFX) Âé¶¹Ô´´ Size by Country (2024-2029)
7.4.3 Germany
7.4.4 France
7.4.5 U.K.
7.4.6 Italy
7.4.7 Russia
7.4.8 Nordic Countries
8 China
8.1 China Visual Effects (VFX) Âé¶¹Ô´´ Size (2018-2029)
8.2 China Visual Effects (VFX) Âé¶¹Ô´´ Size by Type
8.2.1 China Visual Effects (VFX) Âé¶¹Ô´´ Size by Type (2018-2023)
8.2.2 China Visual Effects (VFX) Âé¶¹Ô´´ Size by Type (2024-2029)
8.2.3 China Visual Effects (VFX) Âé¶¹Ô´´ Share by Type (2018-2029)
8.3 China Visual Effects (VFX) Âé¶¹Ô´´ Size by Application
8.3.1 China Visual Effects (VFX) Âé¶¹Ô´´ Size by Application (2018-2023)
8.3.2 China Visual Effects (VFX) Âé¶¹Ô´´ Size by Application (2024-2029)
8.3.3 China Visual Effects (VFX) Âé¶¹Ô´´ Share by Application (2018-2029)
9 Asia (excluding China)
9.1 Asia Visual Effects (VFX) Âé¶¹Ô´´ Size (2018-2029)
9.2 Asia Visual Effects (VFX) Âé¶¹Ô´´ Size by Type
9.2.1 Asia Visual Effects (VFX) Âé¶¹Ô´´ Size by Type (2018-2023)
9.2.2 Asia Visual Effects (VFX) Âé¶¹Ô´´ Size by Type (2024-2029)
9.2.3 Asia Visual Effects (VFX) Âé¶¹Ô´´ Share by Type (2018-2029)
9.3 Asia Visual Effects (VFX) Âé¶¹Ô´´ Size by Application
9.3.1 Asia Visual Effects (VFX) Âé¶¹Ô´´ Size by Application (2018-2023)
9.3.2 Asia Visual Effects (VFX) Âé¶¹Ô´´ Size by Application (2024-2029)
9.3.3 Asia Visual Effects (VFX) Âé¶¹Ô´´ Share by Application (2018-2029)
9.4 Asia Visual Effects (VFX) Âé¶¹Ô´´ Size by Region
9.4.1 Asia Visual Effects (VFX) Âé¶¹Ô´´ Size by Region: 2018 VS 2022 VS 2029
9.4.2 Asia Visual Effects (VFX) Âé¶¹Ô´´ Size by Region (2018-2023)
9.4.3 Asia Visual Effects (VFX) Âé¶¹Ô´´ Size by Region (2024-2029)
9.4.4 Japan
9.4.5 South Korea
9.4.6 China Taiwan
9.4.7 Southeast Asia
9.4.8 India
9.4.9 Australia
10 Middle East, Africa, and Latin America
10.1 Middle East, Africa, and Latin America Visual Effects (VFX) Âé¶¹Ô´´ Size (2018-2029)
10.2 Middle East, Africa, and Latin America Visual Effects (VFX) Âé¶¹Ô´´ Size by Type
10.2.1 Middle East, Africa, and Latin America Visual Effects (VFX) Âé¶¹Ô´´ Size by Type (2018-2023)
10.2.2 Middle East, Africa, and Latin America Visual Effects (VFX) Âé¶¹Ô´´ Size by Type (2024-2029)
10.2.3 Middle East, Africa, and Latin America Visual Effects (VFX) Âé¶¹Ô´´ Share by Type (2018-2029)
10.3 Middle East, Africa, and Latin America Visual Effects (VFX) Âé¶¹Ô´´ Size by Application
10.3.1 Middle East, Africa, and Latin America Visual Effects (VFX) Âé¶¹Ô´´ Size by Application (2018-2023)
10.3.2 Middle East, Africa, and Latin America Visual Effects (VFX) Âé¶¹Ô´´ Size by Application (2024-2029)
10.3.3 Middle East, Africa, and Latin America Visual Effects (VFX) Âé¶¹Ô´´ Share by Application (2018-2029)
10.4 Middle East, Africa, and Latin America Visual Effects (VFX) Âé¶¹Ô´´ Size by Country
10.4.1 Middle East, Africa, and Latin America Visual Effects (VFX) Âé¶¹Ô´´ Size by Country: 2018 VS 2022 VS 2029
10.4.2 Middle East, Africa, and Latin America Visual Effects (VFX) Âé¶¹Ô´´ Size by Country (2018-2023)
10.4.3 Middle East, Africa, and Latin America Visual Effects (VFX) Âé¶¹Ô´´ Size by Country (2024-2029)
10.4.4 Brazil
10.4.5 Mexico
10.4.6 Turkey
10.4.7 Saudi Arabia
10.4.8 Israel
10.4.9 GCC Countries
11 Key Players Profiles
11.1 Cinesite VFX Ltd.
11.1.1 Cinesite VFX Ltd. Company Details
11.1.2 Cinesite VFX Ltd. Business Overview
11.1.3 Cinesite VFX Ltd. Visual Effects (VFX) Introduction
11.1.4 Cinesite VFX Ltd. Revenue in Visual Effects (VFX) Business (2018-2023)
11.1.5 Cinesite VFX Ltd. Recent Developments
11.2 Digital Domain Holdings Ltd.
11.2.1 Digital Domain Holdings Ltd. Company Details
11.2.2 Digital Domain Holdings Ltd. Business Overview
11.2.3 Digital Domain Holdings Ltd. Visual Effects (VFX) Introduction
11.2.4 Digital Domain Holdings Ltd. Revenue in Visual Effects (VFX) Business (2018-2023)
11.2.5 Digital Domain Holdings Ltd. Recent Developments
11.3 Framestore Ltd.
11.3.1 Framestore Ltd. Company Details
11.3.2 Framestore Ltd. Business Overview
11.3.3 Framestore Ltd. Visual Effects (VFX) Introduction
11.3.4 Framestore Ltd. Revenue in Visual Effects (VFX) Business (2018-2023)
11.3.5 Framestore Ltd. Recent Developments
11.4 Rodeo FX, Inc.
11.4.1 Rodeo FX, Inc. Company Details
11.4.2 Rodeo FX, Inc. Business Overview
11.4.3 Rodeo FX, Inc. Visual Effects (VFX) Introduction
11.4.4 Rodeo FX, Inc. Revenue in Visual Effects (VFX) Business (2018-2023)
11.4.5 Rodeo FX, Inc. Recent Developments
11.5 The Walt Disney Co.
11.5.1 The Walt Disney Co. Company Details
11.5.2 The Walt Disney Co. Business Overview
11.5.3 The Walt Disney Co. Visual Effects (VFX) Introduction
11.5.4 The Walt Disney Co. Revenue in Visual Effects (VFX) Business (2018-2023)
11.5.5 The Walt Disney Co. Recent Developments
12 Analyst's Viewpoints/Conclusions
13 Appendix
13.1 Research Methodology
13.1.1 Methodology/Research Approach
13.1.2 Data Source
13.2 Disclaimer
13.3 Author Details
Cinesite VFX Ltd.
Digital Domain Holdings Ltd.
Framestore Ltd.
Rodeo FX, Inc.
The Walt Disney Co.
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*If Applicable.