
The global market for 3D Modeling for Games and Animation was estimated to be worth US$ 676.3 million in 2023 and is forecast to a readjusted size of US$ 1315.8 million by 2030 with a CAGR of 9.3% during the forecast period 2024-2030
Global key players of 3D modeling for games and animations include DAutodesk, Maxon Computer, Adobe, Foundry, Side Effects Software. The top five players hold a share over 73%. China is the largest market, has a share about 10%. In terms of product type, modeling software is the largest segment, occupied for a share of 81%, and in terms of application, animation has a share about 52 percent.
Report Scope
This report aims to provide a comprehensive presentation of the global market for 3D Modeling for Games and Animation, focusing on the total sales revenue, key companies market share and ranking, together with an analysis of 3D Modeling for Games and Animation by region & country, by Type, and by Application.
The 3D Modeling for Games and Animation market size, estimations, and forecasts are provided in terms of sales revenue ($ millions), considering 2023 as the base year, with history and forecast data for the period from 2019 to 2030. With both quantitative and qualitative analysis, to help readers develop business/growth strategies, assess the market competitive situation, analyze their position in the current marketplace, and make informed business decisions regarding 3D Modeling for Games and Animation.
Market Segmentation
By Company
Autodesk
Maxon Computer
Adobe
Foundry
Side Effects Software
NewTek
Chaos Group
headus
Rizom-Lab
Segment by Type:
Modeling software
UV Tools
Others
Segment by Application
Animation
Games
By Region
North America
United States
Canada
Europe
Germany
France
U.K.
Italy
Russia
Asia-Pacific
China
Japan
South Korea
China Taiwan
Southeast Asia
India
Latin America
Mexico
Brazil
Argentina
Colombia
Middle East & Africa
Turkey
Saudi Arabia
UAE
Chapter Outline
Chapter 1: Introduces the report scope of the report, global total market size. This chapter also provides the market dynamics, latest developments of the market, the driving factors and restrictive factors of the market, the challenges and risks faced by manufacturers in the industry, and the analysis of relevant policies in the industry.
Chapter 2: Detailed analysis of 3D Modeling for Games and Animation manufacturers competitive landscape, revenue market share, latest development plan, merger, and acquisition information, etc.
Chapter 3: Provides the analysis of various market segments by Type, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different market segments.
Chapter 4: Provides the analysis of various market segments by Application, covering the market size and development potential of each market segment, to help readers find the blue ocean market in different downstream markets.
Chapter 5: Revenue of 3D Modeling for Games and Animation in regional level. It provides a quantitative analysis of the market size and development potential of each region and introduces the market development, future development prospects, market space, and market size of each country in the world.
Chapter 6: Revenue of 3D Modeling for Games and Animation in country level. It provides sigmate data by Type, and by Application for each country/region.
Chapter 7: Provides profiles of key players, introducing the basic situation of the main companies in the market in detail, including product revenue, gross margin, product introduction, recent development, etc.
Chapter 8: Analysis of industrial chain, including the upstream and downstream of the industry.
Chapter 9: Conclusion.
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1 Market Overview
1.1 3D Modeling for Games and Animation Product Introduction
1.2 Global 3D Modeling for Games and Animation Market Size Forecast
1.3 3D Modeling for Games and Animation Market Trends & Drivers
1.3.1 3D Modeling for Games and Animation Industry Trends
1.3.2 3D Modeling for Games and Animation Market Drivers & Opportunity
1.3.3 3D Modeling for Games and Animation Market Challenges
1.3.4 3D Modeling for Games and Animation Market Restraints
1.4 Assumptions and Limitations
1.5 Study Objectives
1.6 Years Considered
2 Competitive Analysis by Company
2.1 Global 3D Modeling for Games and Animation Players Revenue Ranking (2023)
2.2 Global 3D Modeling for Games and Animation Revenue by Company (2019-2024)
2.3 Key Companies 3D Modeling for Games and Animation Manufacturing Base Distribution and Headquarters
2.4 Key Companies 3D Modeling for Games and Animation Product Offered
2.5 Key Companies Time to Begin Mass Production of 3D Modeling for Games and Animation
2.6 3D Modeling for Games and Animation Market Competitive Analysis
2.6.1 3D Modeling for Games and Animation Market Concentration Rate (2019-2024)
2.6.2 Global 5 and 10 Largest Companies by 3D Modeling for Games and Animation Revenue in 2023
2.6.3 Global Top Companies by Company Type (Tier 1, Tier 2, and Tier 3) & (based on the Revenue in 3D Modeling for Games and Animation as of 2023)
2.7 Mergers & Acquisitions, Expansion
3 Segmentation by Type
3.1 Introduction by Type
3.1.1 Modeling software
3.1.2 UV Tools
3.1.3 Others
3.2 Global 3D Modeling for Games and Animation Sales Value by Type
3.2.1 Global 3D Modeling for Games and Animation Sales Value by Type (2019 VS 2023 VS 2030)
3.2.2 Global 3D Modeling for Games and Animation Sales Value, by Type (2019-2030)
3.2.3 Global 3D Modeling for Games and Animation Sales Value, by Type (%) (2019-2030)
4 Segmentation by Application
4.1 Introduction by Application
4.1.1 Animation
4.1.2 Games
4.2 Global 3D Modeling for Games and Animation Sales Value by Application
4.2.1 Global 3D Modeling for Games and Animation Sales Value by Application (2019 VS 2023 VS 2030)
4.2.2 Global 3D Modeling for Games and Animation Sales Value, by Application (2019-2030)
4.2.3 Global 3D Modeling for Games and Animation Sales Value, by Application (%) (2019-2030)
5 Segmentation by Region
5.1 Global 3D Modeling for Games and Animation Sales Value by Region
5.1.1 Global 3D Modeling for Games and Animation Sales Value by Region: 2019 VS 2023 VS 2030
5.1.2 Global 3D Modeling for Games and Animation Sales Value by Region (2019-2024)
5.1.3 Global 3D Modeling for Games and Animation Sales Value by Region (2025-2030)
5.1.4 Global 3D Modeling for Games and Animation Sales Value by Region (%), (2019-2030)
5.2 North America
5.2.1 North America 3D Modeling for Games and Animation Sales Value, 2019-2030
5.2.2 North America 3D Modeling for Games and Animation Sales Value by Country (%), 2023 VS 2030
5.3 Europe
5.3.1 Europe 3D Modeling for Games and Animation Sales Value, 2019-2030
5.3.2 Europe 3D Modeling for Games and Animation Sales Value by Country (%), 2023 VS 2030
5.4 Asia Pacific
5.4.1 Asia Pacific 3D Modeling for Games and Animation Sales Value, 2019-2030
5.4.2 Asia Pacific 3D Modeling for Games and Animation Sales Value by Country (%), 2023 VS 2030
5.5 South America
5.5.1 South America 3D Modeling for Games and Animation Sales Value, 2019-2030
5.5.2 South America 3D Modeling for Games and Animation Sales Value by Country (%), 2023 VS 2030
5.6 Middle East & Africa
5.6.1 Middle East & Africa 3D Modeling for Games and Animation Sales Value, 2019-2030
5.6.2 Middle East & Africa 3D Modeling for Games and Animation Sales Value by Country (%), 2023 VS 2030
6 Segmentation by Key Countries/Regions
6.1 Key Countries/Regions 3D Modeling for Games and Animation Sales Value Growth Trends, 2019 VS 2023 VS 2030
6.2 Key Countries/Regions 3D Modeling for Games and Animation Sales Value
6.3 United States
6.3.1 United States 3D Modeling for Games and Animation Sales Value, 2019-2030
6.3.2 United States 3D Modeling for Games and Animation Sales Value by Type (%), 2023 VS 2030
6.3.3 United States 3D Modeling for Games and Animation Sales Value by Application, 2023 VS 2030
6.4 Europe
6.4.1 Europe 3D Modeling for Games and Animation Sales Value, 2019-2030
6.4.2 Europe 3D Modeling for Games and Animation Sales Value by Type (%), 2023 VS 2030
6.4.3 Europe 3D Modeling for Games and Animation Sales Value by Application, 2023 VS 2030
6.5 China
6.5.1 China 3D Modeling for Games and Animation Sales Value, 2019-2030
6.5.2 China 3D Modeling for Games and Animation Sales Value by Type (%), 2023 VS 2030
6.5.3 China 3D Modeling for Games and Animation Sales Value by Application, 2023 VS 2030
6.6 Japan
6.6.1 Japan 3D Modeling for Games and Animation Sales Value, 2019-2030
6.6.2 Japan 3D Modeling for Games and Animation Sales Value by Type (%), 2023 VS 2030
6.6.3 Japan 3D Modeling for Games and Animation Sales Value by Application, 2023 VS 2030
6.7 South Korea
6.7.1 South Korea 3D Modeling for Games and Animation Sales Value, 2019-2030
6.7.2 South Korea 3D Modeling for Games and Animation Sales Value by Type (%), 2023 VS 2030
6.7.3 South Korea 3D Modeling for Games and Animation Sales Value by Application, 2023 VS 2030
6.8 Southeast Asia
6.8.1 Southeast Asia 3D Modeling for Games and Animation Sales Value, 2019-2030
6.8.2 Southeast Asia 3D Modeling for Games and Animation Sales Value by Type (%), 2023 VS 2030
6.8.3 Southeast Asia 3D Modeling for Games and Animation Sales Value by Application, 2023 VS 2030
6.9 India
6.9.1 India 3D Modeling for Games and Animation Sales Value, 2019-2030
6.9.2 India 3D Modeling for Games and Animation Sales Value by Type (%), 2023 VS 2030
6.9.3 India 3D Modeling for Games and Animation Sales Value by Application, 2023 VS 2030
7 Company Profiles
7.1 Autodesk
7.1.1 Autodesk Profile
7.1.2 Autodesk Main Business
7.1.3 Autodesk 3D Modeling for Games and Animation Products, Services and Solutions
7.1.4 Autodesk 3D Modeling for Games and Animation Revenue (US$ Million) & (2019-2024)
7.1.5 Autodesk Recent Developments
7.2 Maxon Computer
7.2.1 Maxon Computer Profile
7.2.2 Maxon Computer Main Business
7.2.3 Maxon Computer 3D Modeling for Games and Animation Products, Services and Solutions
7.2.4 Maxon Computer 3D Modeling for Games and Animation Revenue (US$ Million) & (2019-2024)
7.2.5 Maxon Computer Recent Developments
7.3 Adobe
7.3.1 Adobe Profile
7.3.2 Adobe Main Business
7.3.3 Adobe 3D Modeling for Games and Animation Products, Services and Solutions
7.3.4 Adobe 3D Modeling for Games and Animation Revenue (US$ Million) & (2019-2024)
7.3.5 Foundry Recent Developments
7.4 Foundry
7.4.1 Foundry Profile
7.4.2 Foundry Main Business
7.4.3 Foundry 3D Modeling for Games and Animation Products, Services and Solutions
7.4.4 Foundry 3D Modeling for Games and Animation Revenue (US$ Million) & (2019-2024)
7.4.5 Foundry Recent Developments
7.5 Side Effects Software
7.5.1 Side Effects Software Profile
7.5.2 Side Effects Software Main Business
7.5.3 Side Effects Software 3D Modeling for Games and Animation Products, Services and Solutions
7.5.4 Side Effects Software 3D Modeling for Games and Animation Revenue (US$ Million) & (2019-2024)
7.5.5 Side Effects Software Recent Developments
7.6 NewTek
7.6.1 NewTek Profile
7.6.2 NewTek Main Business
7.6.3 NewTek 3D Modeling for Games and Animation Products, Services and Solutions
7.6.4 NewTek 3D Modeling for Games and Animation Revenue (US$ Million) & (2019-2024)
7.6.5 NewTek Recent Developments
7.7 Chaos Group
7.7.1 Chaos Group Profile
7.7.2 Chaos Group Main Business
7.7.3 Chaos Group 3D Modeling for Games and Animation Products, Services and Solutions
7.7.4 Chaos Group 3D Modeling for Games and Animation Revenue (US$ Million) & (2019-2024)
7.7.5 Chaos Group Recent Developments
7.8 headus
7.8.1 headus Profile
7.8.2 headus Main Business
7.8.3 headus 3D Modeling for Games and Animation Products, Services and Solutions
7.8.4 headus 3D Modeling for Games and Animation Revenue (US$ Million) & (2019-2024)
7.8.5 headus Recent Developments
7.9 Rizom-Lab
7.9.1 Rizom-Lab Profile
7.9.2 Rizom-Lab Main Business
7.9.3 Rizom-Lab 3D Modeling for Games and Animation Products, Services and Solutions
7.9.4 Rizom-Lab 3D Modeling for Games and Animation Revenue (US$ Million) & (2019-2024)
7.9.5 Rizom-Lab Recent Developments
8 Industry Chain Analysis
8.1 3D Modeling for Games and Animation Industrial Chain
8.2 3D Modeling for Games and Animation Upstream Analysis
8.2.1 Key Raw Materials
8.2.2 Raw Materials Key Suppliers
8.2.3 Manufacturing Cost Structure
8.3 Midstream Analysis
8.4 Downstream Analysis (Customers Analysis)
8.5 Sales Model and Sales Channels
8.5.1 3D Modeling for Games and Animation Sales Model
8.5.2 Sales Channel
8.5.3 3D Modeling for Games and Animation Distributors
9 Research Findings and Conclusion
10 Appendix
10.1 Research Methodology
10.1.1 Methodology/Research Approach
10.1.2 Data Source
10.2 Author Details
10.3 Disclaimer
Autodesk
Maxon Computer
Adobe
Foundry
Side Effects Software
NewTek
Chaos Group
headus
Rizom-Lab
Ìý
Ìý
*If Applicable.
