The lineup of speakers of this edition has covered so many different topics, we hope that everyone will come home with the head full of new ideas and useful learnings. These 2 days of deep diving into the business of animation have also brought us together during relaxed and friendly networking moments.
PARTICIPATION NUMBERS
We were happy to welcome 121 participants from 25 countries. Among them, 33 speakers and experts were attending. During the one-to-one meetings, 120 meetings of speed dating happened in two and half hours with 65 participants
TOPICS & TRENDS FROM CARTOON BUSINESS 2023
The pandemic feels now behind us: box office numbers are getting better again, and the animation industry is investing in R&D again, allowing new budgets to technological et editorial development. The region of Gran Canaria in that regard has a great ambition, and the means to make it real. They’re building a very attractive animation hub on their island.
A.I., angel or demon? The debates were nourished with enthusiasm, skepticism and fear. We went through the pros and cons, and even beyond with the legal aspect. The possibilities to enhance the workflow, optimize the budget are seen as progress, but content generation continues to raise a lot of issues regarding standardization and copyright. – Clara Benyamin (CBLF Avocats/FR), Olivier Lelardoux (Blue Spirit Productions/FR), Colin Williams (Sixteen South/IE).
At the same time, technological evolution might also be bringing inspiration and business opportunities by opening doors into related industries, like robotics – Cyril Le Pesant (Gaumont Animation/FR).
The rise of sustainability certifications. A few talks explored good business practices to grow production companies into environmentally friendly organisations, on a wide scope (social, process, techniques). An era of certifications has emerged, with its positive aspects (it’s a constant work in progress), and less positive as certification consultancy has become a lucrative market. Nevertheless, a sustainability certification has now also become a way to attract and retain talents. – Amit Gicelter (The Hive Studio/IL), Daniel Isman (Blue Zoo/UK), Ilan Urroz (Foliascope/FR), Bert Van Brande (Stellar Creative Lab/CA).
Animation & video game as special friends. The bridge between animation and video game is getting stronger and stronger. There are different ways to consider collaboration and adaptation between the two industries, but the question of the content remains central. Some would develop both linear and interactive at the same time, some would use video game as the entry point to animation. – Guillermo Andrades (Crema/ES), Marie-Bénédicte Antonini (Amuse Animation/ES), Juan Martín Bartomioli (Red Wolve Studios/AR), Jean-Julien Baronnet (Marla Studios/US), Arthur Colignon (Somewhere Animation/FR), Anna Shchur (ZeptoLab/ES).
Snippets
- A future for broadcasting. The crisis has affected European public broadcasters in many ways. They’ve lost significant market shares to OTT and streamers, but they’ve also learned from that complicated period of time. To survive they had to adapt, and find new strategies to meet their audience where they are now. Most of them have now created their own platform, started publishing on YouTube and TikTok, or opened a digital channel. Alessia di Giacomo (RTVE/ES), Andrea Basílio (RTP/PT), Sebastian Debertin (KiKA/DE)
- Tweens, a fleeting audience. Capturing the tweens is a remaining issue for producers, broadcasters and distributors alike. With animation opening up to adults and young adults, and starting to be considered as a medium more than a genre, many doors are opening.
It seems possible to create content targeting the tweens as long as the content is specifically crafted for them, and the format and pace match the tweens’ online consumption. Juha Fiilin (Fiilin Good Films/FI), Simon Österhof (Soja/SW), Corinne Kouper (TeamTO/FR).
MANY THANKS TO OUR PARTNERS
The main partners of Cartoon Business are Creative Europe – MEDIA Programme, Cabildo de Gran Canaria – SPEGC, and the Gran Canaria Film Commission.