Water, water everywhere, not a drop to drink…" While this may be
stretching things too far in the context of the Indian animation sector, the
fact remains that not much has happened on this front in the 69 years that
followed the release of the first animated film in India.
For the record, The Pea Brothers (released in 1934) is considered the first
animation film to be released in the country, whereas ‘Father of Indian cinema’
DG Phalke is credited with producing the first Indian animated shots during
World War I, when he could not obtain adequate film supplies to do live action
features. What’s more, the renowned animator and the present president of UTV
Toons, Ram Mohan, provided footage for Mrinal Sen’s film Bhuvan Shome as early
as 1969. It was the first Indian feature film which had animated footage as an
integral part of the story. In 1977, Mohan also did animation for some scenes in
Shatranj Ke Khiladi, a much-acclaimed film by Satyajit Ray.
So what went wrong on the animation front in India, which has traditionally
been a creative country as far as story telling, is concerned—be it art,
dance, painting or temple sculpture? Not to forget that India’s entertainment
industry, led by the film and TV sectors, is estimated to touch $58.3 billion by
2005, up from the existing $19.6 billion. Compare this with the $1.5-billion
forecast by Nasscom for the animation sector in 2005, and we realize that
despite being the most-favored ITeS destination for the world, the country has
failed to bag substantial animation orders. And while the whole country seems to
be going gung-ho about the growth prospects of the sector, in real terms it
stands at just 2.6% of the overall Indian entertainment industry projection for
2005. The silver lining, however, is that if India manages to achieve the
forecast figure, it would be a 40% growth in animation production over 2001
figures of $0.6 billion.
Is that reason enough to cheer? Certainly it is, considering that despite
some early attempts, the Indian animation industry has been slow to take off on
the digital platform falling behind other Asian countries like South Korea,
Philippines, Taiwan and China. In fact, activity on this front only began in
earnest, in the late 1990s after the slew of Hollywood movies complete with
special effects and animation caught the fancy of the nation. It was time for
the country’s entertainment industry to take a closer look at the kind of work
being done by the West and probe the possibilities of using similar effects; the
demand was surely the driving factor. Soon animation studios began to make their
appearance in the country and the industry also started developing a more
serious, export-oriented outlook.
India: The new destination? While the demand for special effects was always there from the advertising
sector, the growing interest of the entertainment segment coupled with the
emergence of India as an IT hub triggered off the essential automation in the
animation sector.
According to producer-director Mahesh Bhatt, "It took us (Indian
filmmakers) ages to realize we could indigenously achieve the same visual
effects that the West was able to achieve; it was an inferiority complex that
India suffered from. But no sooner did the IT boom happen and our kids went to
Silicon Valley and stood shoulder-to-shoulder with the techies there, the
confidence began to seep in."
Today, Indian animation studios, which were earlier focusing on minor
projects like multimedia presentations, CD-ROM applications, and computer-based
training (CBT) modules are eyeing larger and more lucrative projects—from
television mini-series’ to movies and co-production of full length animation
movies. The good news is that Indian companies have been able to bag orders from
America, Canada, and Europe—the three biggest markets outsourcing digital
content jobs to Asia.
No wonder, the business mood in this IT-enabled service sector is upbeat with
the apex body for software and services in India, Nasscom and chambers of
commerce like CII and Ficci actively promoting this sector. According to an
independent trade survey conducted recently, the Indian animation industry is
expected to grow at 30% annually in the next couple of years and reach a level
of $15 billion by 2010.
Will India be able to replicate its success in the other ITeS sectors and
beat the Koreans, the Taiwanese, the Filipinos, and the Chinese in their game?
Or rather, are there issues that can hold back the country from cashing in on
the opportunity they have woken up to rather late in the day? According to
experts, its important to understand how other countries made big in this sector
and the challenges that India needs to tackle if it intends to steal the show
from the "incumbents".
Learning from the leaders According to John A Lent, a pioneer in the study of international
communications and Third World mass media and author of Animation in Asia and
the Pacific, "while animation in Asia was influenced to a great extent by
the West, resulting from initial exposure to foreign cartoons and then training
abroad or onsite, key animators in countries like China, Taiwan and Thailand
started experimenting with local themes and characters soon." On the other
hand, in the words of Giannalberto Bendazzi, the author of Cartoons: one hundred
years of cinema animation, "Indian animation always betrayed the ethnic
heritage of local animators and almost always borrowed from Western
productions."
This adversely affected the growth of the domestic market creating a chicken
and egg story similar to the hardware sector.
The lack of demand also led to the lack of awareness within the entertainment
sector fraternity about the potential of animation, especially using the digital
platform. Explains Maya Entertainment’s chief animator, Shibu Menon,
"There is a vast difference in the working culture in the West and that of
India. While Hollywood considers animation an integral part of the film and has
a separate budget for it, producers and directors in India look for special
effect or animation only when they are unable to shoot in real. There is a need
for a change in our mindset."
Remember your roots: While foreign work were always imitated in China, the
Chinese—perhaps more than any other Asian animators, except Japan—were
insistent on adapting only those elements of foreign animation that fit their
culture. As early as 1936, an article published in a periodical brought out by a
studio, Mingxing Company, strongly advocated this idea. "In a Chinese film,
one ought to have a story based purely on real Chinese traditions and stories,
consistent with our sensibility and sense of humor... Also, our films must not
only bring pleasure, but also be educational," the article said.
"The
government can do a lot for this emerging industry. First, it can
promote co-production in the country: Hollywood and Bollywood should
get together to produce films. Second, direct allocation of work to
animation studios will help"
Shibu
Menon
chief animator, Maya Entertainment
A short time later, China produced its first feature-length animation,
Princess with the iron fan, and although the Disney influence was still
discernible, it did not have the usual heavy dosage of sweetness and prettiness.
Further, the story evolved from the Chinese novel, Journey to the West. The
Chinese added more local stories to their animation repertoire after Mao
ascended to full power in 1949. The following year, 1950s, is considered to be
China’s golden age of animation complete with indigenous styles and
techniques.
Similarly, the amount of domestic animation produced by Vietnam’s Hanoi
Cartoon Studio (HCS) was formidable—five to ten titles annually since 1961 or
a total of 260 by 1998. The quality of the artwork, according to Lent was
superb, "for Vietnam is a country with a long tradition of drawing and
painting, reinforced by the French colonizers who encouraged the formation of
art schools." Beginning in 1991, Vietnam became a haven for overseas
animation studios—first the Japanese, followed by the French company Pixibox
in 1994 and then the American, Korean, Filipino, German and Australian companies
that swarmed the country since the mid-1990s. In 1997-98, Australia’s Énergee
Entertainment struck a deal making HCS its overseas facility. Énergee also
granted HCS distribution rights to its full catalogue of animation. Today,
creative aspects of animation, such as compositing, modeling, and rendering of
images, that used to be done with high levels of skill in Vietnam, are retained
in Paris, San Francisco or Sydney. Also, Vietnamese artists are regularly sent
to Australia for training or are imbued with the ‘European philosophy’ every
three to four months by visiting experts from Pixibox.
"The
government and the private sector both need to address the need for
training manpower, as has been done in the case of mainstream
software, and as is now happening
in the hot area of bio-informatics"
DR
PRASAD MEDURY
managing
director, SGI India
Another interesting case study is that of Thailand’s first animator Payut
Ngaokrachang. When the US Embassy in Bangkok was scouting for animation artists
for its anti-communism campaign, what caught their attention was Ngaokrachang’s
drawing with a local theme—a Thai child sitting in the palm of a hairy hand
carrying a sickle. He was soon signed for a contract in 1955. During his stint
with the United States Information Service, he produced Hanuman Pachoenpai
Krangmai (The new adventures of Hanuman, 1958) and Dek Kub Mee (A child and a
bear, 1960). Like the Wan brothers, credited with pioneering animation in China,
Payut was definitely influenced by American cartoonist Max Fleischers but he
also integrated techniques from local shadow theatre nan talung.
"There
are not many Pan India players in the country today. Existing
players only look at opportunities in India as most of them are more
of ‘creative agencies’. Overseas opportunities are grabbed by
Korea, Taiwan and China"
K
Chandrashekhar
head, Tata Elxsi Mediaworks
Agrees net Guru India’s assistant manager for digital media Sunando
Banerjee: "Indian animation industry always depended on the content from
abroad, specially the West to meet the domestic market needs unmindful of the
fact that there are stories and characters from history and mythology that are
really great in India." While Banerjee feels that there is a definite need
for a change in the mindset, according to him this requires a proactive approach
from the government. "Animation is no doubt a costly affair but the
government should realize that the medium has the potential of becoming a major
source of revenue generation for the country. It is important that the
government comes out with funds to encourage animation companies to work on the
Indian classics rather than solely depending on the content outsourced from
abroad," Banerjee adds.
Government support holds the key: While the focus on local content and
integration of indigenous techniques gave these countries adequate tools to
create the best breed animation, it also bolstered the confidence of the
companies willing to outsource work. However, another big factor that helped
these countries emerge as strong animation players has been the support from
their respective governments.
The South Korean government, for instance, went full steam ahead to establish
a local animation industry during mid-1990s.
"Indian
animation sometimes lacks in international standards. Standards
generally provide fixed values in terms of shadow, pixel numbers and
frame speed. But with the talent India has, we are set to take up
the challenge"
In 1994, the country’s government recognized animation as a ‘value-added’
product and granted the industry a number of incentives—lower tax base,
low-interest loans, and a viable infrastructure. Studios producing primarily
foreign work increasingly turned domestic, bringing out about half-dozen
features and numerous shorts and episodes depicting Korean folklore, humor, and
culture. Even though the experiment was short lived it made South Korea world’s
third largest producer of animation work. No doubt, 95% of its present animation
output is still exports, the government support nevertheless created a strong
network of 400 animation studios! Compare this with the around 60-75 studios in
India.
Opportunities Galore…
n
The global animation market will grow rapidly over the next three years, remaining an emerging areas of business for Indian companies
n
Indian animation producers are barely skimming the tip of the global animation production services iceberg. A vast unexplored potential still exists which can be tapped by Indian players.
n
Global entertainment represents the largest segment within the global animation production services sector generating more demand for ‘made in India’ solutions each year.
n
The non-entertainment segment also presents a significant business opportunity for Indian players. While currently, companies are not targeting these applications, in the future, animation production houses could cater to the non-entertainment market as well. With global players from Asia Pacific, Canada and Europe also predominantly focused on the entertainment segment, Indian companies specializing in the non-entertainment turf could create a niche for themselves.
n
Films and TV programming areas take the lead when it comes to using animation production services. Indian companies will have to attempt to expand their foothold from TV programming into feature films/motion pictures
n
Though a very costly affair, the gaming market also represents a significant opportunity for Indian players.
Source: Nasscom Strategic Review 2003
China, on the other hand, has a different story to tell. The Shanghai
Animation Film Studio, which for decades produced only Chinese animation,
started to pick up foreign work by the early 1990s, especially after it became
Shanghai Yilimei Animation Company, a joint venture with Yick Lee Development
Company of Hong Kong.
According to Head of Tata Elxsi Mediaworks K Chandrashekhar, "While
established production pipelines definitely help Korea and China bag a majority
of the animation outsourcing contracts the tremendous support from their
governments towards funding the studios has also enabled studios in these
countries to compete on price terms."
There is another angle to the story from these lead players in animation
sector. While automation through IT happened at a much later stage, these
countries not only mastered the art of animation as per the Western world
standards, they also managed to integrate it with the locally available skill
set by that time the concept of outsourcing really started picking up. This came
quite handy in terms of the required manpower strength to meet the constantly
increasing volume of outsourced work.
Global Stats
Nasscom’s study on the animation sector divides the global animation services market into two segments—one, services targeted at the entertainment industry and two, those catering to the non-entertainment sector like industrial and commercial applications. According to the study, the total size of the global animation market for the year 2000 was in the range of $16-31.5 billion. And while the statistics for 2001 is estimated to be in the range of $25-38 billion, analysts estimate that the global animation production jumped to about $45 billion in 2002. The number is expected to jump to anywhere between US$ 50 billion to US $ 70 billion. Within the animation production services market, the segment likely to create the most demand is the entertainment industry. According to a study by Pixel Inc, global entertainment will account for around $37 billion of the overall animation production services demand in 2003, up from an estimated $32.4 billion in 2002. On the non-entertainment side, estimates by Pixel Inc suggest demand for production services to touch $14.7 billion mark. The global film and TV program production, on the other hand, is expected to generate a demand for $17.5 million worth of animation production work, up from $15 million in 2002.
Animation Forecast ($
bn)
2001
2002E
2005F
Total global animation production
31.5
45.0
51.7
Demand from entertainment sector
22.7
32.4
37.0
Demand from non-entertainment sector
8.8
12.6
14.7
Animation production by India
0.6
1.5
E=Estimates, F=Forecast
Source: Pixel Inc and Andersen’s Study on the entertainment and media sector
The Indian scenario It is important to understand the kind of work being done by Indian
animation companies before one can actually attempt to answer this question. It
is also not out of place to talk about where the country stands today vis-à-vis
other Asian countries. JadooWorks’ Business Development Manager for APAC Raj
Gopal Iyer sums it in a sentence: "Indian animation industry is today at a
stage where the software industry was 10-15 years ago." Others in the
industry are, however, more upbeat.
According to Nasscom’s Strategic Review 2003 the animation market in India
today is characterized by the presence of multiple players including Crest
Communications, Films Division Maya Entertainment, Silvertoon Studio, 2NZ
Studio, Cine Magin, Climb Film, UTV Toons, Zee Institute of Creative Arts (ZICA),
Digital Studio, Pentamedia Graphics, Prasad Studios, Acropetal, JadooWorks,
Color Chips, Heart Animation, Ocean Park, Padmalaya Telefilms, and Toonz
Animation, Magic Shop, Moving Pictures, among others. These companies are spread
across cities such as Mumbai, Chennai, Bangalore, Hyderabad and
Thiruvananthapuram.
However, not everybody in the industry is talking about the opportunity or
the work being done for the local market. In fact most of the people that
Dataquest
spoke to talked about the lack of it. According to Mediaworks’ Chandrashekhar,
"Due to the limited exploitation of the true potential of animation in
India, some Indian studios have begun to address the international market for 2D
and for 3D animation." Majority of the industry veterans also raised the
issue of the RoI on the huge investment required for creating complete animation
content for the domestic market. "Not many people can dare to invest in
animation projects as there is no guarantee of the targeted audience and returns
as well," says Menon. So where does India go from here?
A thorny road… Poor availability of resources and skill sets, lack of adequate finance and
recognition of the sector as a significant business for investment, cost
constraints, high acquisition cost expensive of equipment and software… and
the list goes on. According to the vice-president of international business
development at Crest Communications AK Madhavan, while the Union Budget 2003 has
bought in some ray of hope by announcing cuts in custom duty for end-user
systems it’s high time the government also looked into other issues and
started actively supporting the sector. Agrees Iyer: "While the industry
bodies like CII and FICCI have taken a lot of interest in this sector, the
government also needs to look the sector as an emerging industry and extend
subsidies that are available for ITeS players." According to him, the
government should look at this as a people-intensive, job creating industry
that can also create jobs in rural India."
Advantage India
Even though India joined the animation production bandwagon much later in the day as compared to these competing countries, Indian players, according to Nasscom Strategic Review 2003, still offer the following intrinsic advantages to global animation customers:
n
People factor: Substantial base of English speaking population
n
Infrastructure: Availability of at least 12 animation studios that are global class with the relevant hardware, software and communications infrastructure, experience, skill sets and customer profile.
n
Cost gains:
As compared to production rates in the US and Canada or even Korea and the Philippines, Indian animation production costs are the lowest. According to a Nasscom study, while the rates for production of a 30-minute TV animation program would be around $250,000 to $400,000 in the US and Canada, the same project would cost around $60,000 in India.
n
Domestic base: India’s vast entertainment industry offers it a wide base of talent in terms of content developers who are the most important asset for the animation sector.
And there are other issues to be taken care of by the industry alone.
According to Chandrashekhar, "The primary challenges of making inroads in
the industry are the quality of work combined with the reliability and time
factor. The usual assumption is that India cannot produce good quality creative
work. And even if one is assured of quality, questions are raised about the
reliability factor and the creative abilities. We need to assure the world that
made in India animation work holds good on all the three parameters." Adds
UTV Toons’ Mohan, "There is a need for a major shift in attitude towards
work. While artists in
India tend to be laid back and do not work diligently, less talented animators
from Egypt and Philippines achieve their targets with diligent ways of
execution."
Also important is the need to shift focus from offering low cost products to
a quality product. According to netGuruIndia’s Banerjee, "It would be
really difficult and foolish to compete with the likes of China, Philippines,
Ireland and Canada on the cost front. India has the potential to beat the
competition over quality and I sincerely feel more international training should
be arranged by the exiting organization. This would help the employees equip
themselves with the international standard tools."
To sum it in SGI India Managing Director Dr Prasad Medury’s words,
"The government needs to treat this business just like the software
industry and offer incentives to set up export operations. The government and
the private both need to address the need for training manpower, just as has
been done in the case of mainstream software and now happening in the area of
bio informatics. There is a lack of understanding in the Indian business circles
about this market and hence the investments are lagging behind."
SHUBHENDU PARTH in New Delhi
With inputs from Easwardas Satyan and Rahul Gupta in Mumbai, G Shrikanth in
Chennai and TV Mahalingam in Bangalore