Every industry has its own singular set of problems. So has the animation industry, fledgling as it is as yet in Bangalore.
The animation, visual effects, gaming and comics (or, AVGC for short as it is popularly known in the industry) sector in the city is roughly 10 years old, though the first players had probably started tricking in some 18-20 years back. It took a while for the early explorers to grope around and get a feel of things. It was only around six years ago that industry leaders came together and formed the Association of Bangalore Animation Industry (ABAI). It provides thought leadership to members, among other things.
- Still in its infancy, the Karnataka Animation, Visual Effects, Gaming and Comics (KAVGC) sector is striving to attain recognition with collective efforts from within the Industry to take it to higher levels of creativity, productivity and efficiency.
- The AVGC sector is represented by companies, joint ventures, focus groups, consultants and creative professionals. They are engaged in the business of conception, production, post-production, media and intellectual property rights management, publishing and marketing of animation, visual effects, special effects, editing, digital gaming including mobile-console-desktop games (excluding gambling) and comics content. They also actively promote the products and related services like development of software used in pre-production, production and postproduction pipelines, education and advanced research,development of AVGC subjects, related technology and its business management.
- ABAI (The Association of Bangalore Animation Industries) has been active in Bangalore since 2005 and represents the AVGC community in taking the cause of AVGC related activities forward by holding regular state level events and expos through private partnerships.
- Karnataka currently has more than 20 training institutes imparting AVGC-related training through more than 60 campuses across the state. Currently, more than 10,000 students are undergoing training (ABAI STUDY - 2010). This figure is likely to increase to 25000 by the year 2012. More than 2000 professionals are employed in the education and animation production units in the state apart from web and content development.
Once the association members put their heads together and took stock of the fluid situation that they found themselves in, they knew what was required. These requirements subsequently became the inputs that went into the collation of the Karnataka AVGC Policy, arguably the only one of its kind in the country. The policy, that was released in February 2012, lays down the roadmap for the industry in the state.
A close look at this document tells one exactly what is wrong with the industry, and exactly what is needed for the city to become a global animation industry leader. The point is about quality professionals. In fact, most of the sections in the document are geared up towards developing an ecosystem of quality professionals.
If the Bangalore animation industry is not able to scale up operations, it's because the companies are starved of quality professionals, contends, Hanif Mohammad of the Asian Institute of Gaming and Animation (AIGA). The industry, Hanif explains, is both capital-intensive as well as human resources-intensive. It's as much people-driven as it is powered by technology. It is nothing like the IT industry at all.
This was something that AIGA realised when it was launched, a factor that had already been hardcoded into the Karnataka AVGC policy. Both the state and industry have already started on the path that was charted out in the document. Two initiatives, that were envisioned and planned in the policy, would soon see the light of day — both aiming to develop quality professionals to feed the industry.
The backdrop to the initiatives is explained by Biren Ghose, ABAI president and country head of Technicolor, “One of the problems we are facing is that of quality professionals, primarily at the entry level. The objective is to create an ecosystem of people with quality skillsets.” The association identified the core issues with the intention of making Bangalore the number one animation hub in the country. At present, it is way behind Mumbai-Pune, Chennai and Hyderabad. “We (Bangalore) are a fledgling industry compared to the others. We (the association) are barely five years old. It will take at least 3-4 years for us to go to the top,” asserts Ghose.
Here, the Technicolor country head talks of the digital arts centres that ABAI is helping set up in fine arts colleges across the state. The association will seed digital labs in these colleges and provide long distance support to them. It will provide both infrastructure and knowhow to the faculty. These digital art centres will be streamlined with their (that of the colleges) own BFA programmes. Their own faculty will be trained up too.
"Let us give some resource to the fine arts colleges of Karnataka. Let us give, for four years, the same digital tools to these students that they need if they are looking forward to joining animation companies as a professional option. If a student is learning painting, he should learn Photoshop. If she is learning sculpting, she should learn Maya modeling too. They can apply the same things to the digital world that they are learning in the traditional world concurrently. They will, therefore, now be more ready for us to absorb into production facilities," says Ghose. Seven such centres have already been identified, one of them in Bangalore and the rest elsewhere in the state.
The Karnataka Animation, Visual Effects, Gaming and Comics (KAVGC) Policy is said to be the only one of its kind in the country.
- Make Karnataka the most favoured destination for investment in animation, visual effects gaming and comics.
- Encourage and support appropriate manpower development, infrastructure development and business development.
- Spread awareness and provide multifaceted employment for people in the AVGC sector.
- Bridge the demand and supply gap of human resources in AVGC sector.
- Attract top global companies in the field of AVGC to Karnataka.
- Capture a larger share of outsourced international AVGC work for Karnataka.
- Facilitate a legal framework for intellectual property creation and its protection.
- Promote growth of indigenous ‘digital content’ education and entertainment for the masses.
- Set up a Centre of Excellence with state-of-the-art facilities to act as a catalyst for the AVGC industry.
- Set up multiple AVGC parks on the SEZ model.
The other enterprise is a Train-The-Trainer Institute that is expected to be launched in the city next month. The objective is simple: to train up faculty members from across the state who teach animation techniques to young professionals. The institute is being funded by the government, and will be run by the association.
Jai Natarajan, ABAI executive member and CEO of Xentrix, says the objective of the institute would be two-fold. “The first is to create the next generation of faculties which will enable the standard of education to go up. The second is to provide ongoing support for the development of faculties all over Karnataka. Fine arts colleges outside have little access to cutting edge teaching mechanisms as well as industry knowledge. Moreover, it is very difficult for industry leaders to leave aside their work and travel to far-flung places to teach. Therefore instead, the TTT institute will act as a hub,” says Natarajan.
The other problem that the Bangalore fragment of the Indian animation industry is faced with is that the demand is not fuelled by the film industry as is the case with Mumbai, Chennai and Hyderabad. Companies here primarily work for those in the West. Ghose contextualises this, "The animation budget of a $125 million Hollywood film could well be $60 million. On the other hand, a Bollywood blockbuster might have a total budget of $20 million. There obviously is a yawning gap."
The Indian film industry's requirement for animal and special effects has grown phenomenally in the last 10 years. As Natarajan points out, "The kind of visual effects in films that you would have seen 10 years ago are simply not acceptable by the industry itself any more. There is, for instance, a qualitative difference in the special effects that were seen in Koi Mil Gaya and Krrish 3."
The film industry may eventually fuel the growth of its AVGC cousin. And this sector could well cater more to the local audience and requirements.
But for that to happen, it will take time. Till the industry has no dearth of quality professionals.