|
In our annual survey last year, Dataquest predicted that the gaming and
entertainment (G&E) sector would be the next poster boy of Indian IT.
G&E was residing on the same point of the growth curve where software
services was during the mid-90s. The growing maturity showed by the sector, both
on the offshore outsourcing and domestic front, during FY 2005-06 proved our
foresight was not misplaced.
Any analysis of this sector distinctly demarcates between entertainment and
gaming segments. But they share many common trends. These include positives like
exploring expansion opportunities abroad and moving towards in-house production
model, as well as concerns like shortage of quality manpower, lack of quality
training institutes and appropriate recognition for the sector.
|

|
|
Indian
players made a beeline for acquiring companies overseas to add
capabilities as well as scale up their operations
The
domestic market showed immense promise on the visual effects and animated
feature film fronts
The
entertainment industry contributed the maximum to the overall animation
market, TV broadcasting providing the lion's share
Telecom
service providers across the world provided the strongest impetus to the
Indian game development companies |
Riding the Crests and Troughs
Like software services, Indian players in this sector too, ventured abroad
through the acquisition of foreign studios. These acquisitions helped Indian
studios add pre- and post-production services to their portfolio and gain
existing clients. Chennai-based Pentamedia Graphics, acquired the US-based
Improvision, which is involved in production and distribution. Mumbai-based
Prime Focus picked up UK's VTR Group, a media service company, while Crest
Animation, Mumbai, acquired Rich Animation in the US to exploit the company's
experience in full-length animation movies. On the gaming front, Dhruva
Interactive, Bangalore, actively scouted for acquisitions in Eastern Europe and
China to expand its production capacity.
Indian companies also moved towards in-house production model from the
earlier scenario when the IP rested with foreign production houses outsourcing
to India. This fundamental shift helped Indian studios move up the value chain
to perform the role of producer and publisher. This shift also generated high
returns as different sources of revenue such as merchandising emerged out of the
IP. Indiagames, Mumbai switched from the earlier outsourcing business model to
acquiring licenses and developing mobile games like Spiderman. Toonz Animation,
Kerala, produced a 26-episode TV series called Tenali Raman.
The scarcity of skilled personnel was a major concern for both entertainment
and gaming sectors and inhibited the growth of the industry. While India needs
at least 10,000 animation professionals-not just technical professionals with
rudimentary graphics knowledge-only 3,000 skilled personnel are available. The
gaming industry employed 600 people when the demand was for 1,200 and is
expected to grow to 2,000 this year.
The major factor leading to this gap in the demand and supply of skilled
manpower was the lack of specialized training institutes. India has had no
government support on animation training except for the National Institute of
Design in Ahmedabad. Barring a handful, like the Maya Academy of Advanced
Cinematics (MAAC) or Zee Institute of Creative Arts (ZICA), no quality private
training is available either.
|

|
| Due to the fragmented nature
of the sector, all Top 5 players are in the sub-40 crore revenue range.
Though the quantum of offshore outsourcing is much higher than domestic
VFX revenues, a fragmented industry results in four out of the top five
(except Crest Animation) deriving most of their revenues from the domestic
market |
The government apathy has also ensured public reluctance to consider it as a
career. With hundreds of studios across the country, the industry is highly
fragmented. Hence unlike IT
services and BPO, it cannot raise its grievances in one voice. FY 2005-06
witnessed activities to redress these concerns. To attract the best talent, the
industry started by building up a brand image, identified key centers as hubs,
and launched forums and associations to give the industry a common voice.
Due to the presence of several studios, Mumbai has become the default hub of
both the entertainment and gaming sectors. Chennai, Hyderabad,
Thiruvananthapuram and Kolkata have emerged as smaller centers. Both NASSCOM and
FICCI tried to woo the stakeholders. Various associations such as iGITA (Indian
Games Industry and Trade Association), and FICCI-Visual Effects Community (VEC)
were formed in 2005-06.
The Animators
India is finally coming of age as an animation outsourcing hub. This can be
seen by global leaders like Dreamworks and Walt Disney planning to set up their
captive centers here or at least enter into JVs with Indian firms. Rhythm &
Hues did so with its captive center for VFX in Mumbai. The quantum of offshore
projects had a disproportionate TV broadcasting bias with broadcasters such as
BBC, Animax, Nickelodeon and Disney, all outsourcing to India. This contributes
to 64% of the overall animation pie. Page(s) 1 2
|