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FAR EASTERN UNIVERSITY

Institute of Architecture and Fine Arts

CHAPTER 1

INTRODUCTION

1.1 Background/Overview

Philippines’ animators had become a top contender in Asia that deals with the

trend toward outsourcing animators together with Japan and Korea that leads the

robust growth of animation industry during 1999-2009. Foreign partners tend to

be surprised when they visit Philippine’s animation studios due to its size, quality,

and substantial nature of facilities, as well as the number of team involved in the

production. Embracing the studio’s in-house slogan “Big enough to matter,

small enough to care”.

Philippine economy pertaining to animation industry creates an image that

“services are what [the country] is best at”. Given the animators English-language

competency, one of the main edge is the competitively priced labor for a range of

middle-level technical skills and familiarity with Western cultural norms, and

widespread international employment experience. A regular Filipino animator can

draw 24 to 30 drawings equivalent to 2-3 seconds of animation per day that could

be labored less than the foreign competitors such as Los Angeles and Tokyo

animators.

However, in the late 1990s global TV industry experiences a financial tragedy

that resulted into bankruptcy that made the animation industry to suffer in a deep

slump. This tragedy causes Warner Brothers and Disney to part ways with the

Philippines collaboration, transferring the animation work to China and India

where labor went considerably cheaper.


FAR EASTERN UNIVERSITY
Institute of Architecture and Fine Arts

In 2002, the recovery of animation industry starts to arise in which expected to

grow 25% annually due to the local industry capability to produce a number of 300 of

22-minute long animated episodes. The only advantage of Philippine’s local

animation industry is the quality of work, once the foreign countries see their work,

then it is sure to convince them, but it is hard to convince them based on image

alone. One of the prominent struggle is to get more people, hiring and training for the

requirement of overcoming an investment barrier-the high cost hardware and

software.

For the succeeding years, the local animation industry continues to struggle for

not having enough facilities to cope up with regional competitors despite having

passionate animators and game developers due to static action pertaining to the field

of animation in the Philippines. Animation Council of the Philippines, Inc. (ACPI)

together with Game Developers Association of the Philippines (GDAP), seeks help

from the government through news broadcast from ABS-CBN News in the year 2015

of October 20.

In 2015, Philippine animation industry annual earnings estimates within the range

of $135-140 million equivalent to 6.4 billion Pesos. The growth does not stop there;

the local animation sector tends to have a 10-12% a year. A new addition in the field

requires higher technology named up the ‘Motion Capture’ and there is a scarce of

resources to be able to perform with the facilities that our country have. The global

animation industry earns $246 billion per year and opportunity for Filipino animators

are huge if a support was given to tackle the needs of local industry.

Today, animation and gaming industry development has seen a big opportunity

as is boosts the employment rate that had grown to 94.30% from 2015-2018 and its

revenue annual growth rate is expected to hit 9.1% that results into a market volume
FAR EASTERN UNIVERSITY
Institute of Architecture and Fine Arts

of US$425 Million by the year of 2020 based from Compound Annual Growth Rate

(CAGR). Uprising global trend, the competitive electronic gaming also starts to boom

in the country. Though the industry takes its roots in the 2000s, the international

eSports scene did not see much traction until early this decade, when the

participation of professional players and the advent of livestreaming and

sponsorships became mainstream.

Up until very recently, the eSports scene in the Philippines was made up almost

completely of amateurs, as professional eSports teams saw little to no investments or

support for their development. Though competitive video games like Dota 2, Counter-

Strike: Global Offensive, and League of Legends are mainstays across the country’s

many computer shops and Internet cafés, most saw them as a hobby and something

not to be taken seriously.

The turning point came in 2016, when a Philippine team beat out a major team at

The International Dota 2 Championships at the Seattle Center in the US. The

Philippines’ TNC Gaming, which also represented Southeast Asia in the tournament,

defeated European powerhouse team OG. In the following year, TNC took home P18

million as part of that year’s The International. In addition to that, this year 2019, TNC

took the 9th place in this year biggest tournament set by “The International Dota2

Championship”, taking home 2% ($34,330,068), of the total prize pool, US$ 686,050

(34.3 Million Pesos) in a single event. It is now predicted that eSports will be worth an

impressive $19 billion in 2019, and the country’s top players are taking note, and

sponsorships are pouring in.


FAR EASTERN UNIVERSITY
Institute of Architecture and Fine Arts

1.2 Statement of the Problem

Philippines despite being known for outsourcing global services and

remaining as a strong global competitor, the animation and gaming industry

continues to face numerous problems and issues according to Schumacher

(2018, April 2). The country’s perspective towards animation and gaming, a

stigma has been established by the previous generations due to its field of

profession.

This stigma towards the future of local animation and gaming industry

resulted into a static development compared to other countries that used to stand

with the Philippines during its time where Filipino animators together with Korea

and Japan, are on top any of other global competitors. (Ten Years at the

Top,2008).

Due to static development of the country into the industry, the absence of

supporting facility and programs remains to be a major problem even with

the Filipino’s known image of providing exceptional services and producing

remarkable talents in the competitive electronic gaming scene according to

Beltran (2018, September 19).

The Philippine animation industry continues to seek for government help

according to ABS-CBN News (2015, October 20). Filipino animators have seen a

lot of contribution in the global animation industry, with annual earnings estimated

as of 2015 within the range of $135-140 million equivalent to 6.4 billion Pesos

and tends to progress a 10-12% growth annually. Together with the animation

industry’s opportunity lies the South-East Asia, navigated as the World’s Fastest

Growing Game Market having +22% year-on-year, expected to generate $4.6

billion this year, 2019. Philippines in particular, contributes a +36% growth on its
FAR EASTERN UNIVERSITY
Institute of Architecture and Fine Arts

Compound Annual Growth Rate on SEA Game Market from 2013-2017

according to New Zoo (2017).

Institute and studios must make a substantial time and resource investment to

train new animation and gaming students and graduate before they can

sufficiently compete to produce global demands. Despite the number of IT

schools operating in the country, the curriculum in these schools still scarce the

industry needs and demands, and the graduates does not guarantee by the

industry for immediate hiring. According to number of studies of related literature,

observation, and analysis, the country is not necessarily having enough

development and support, exposure, and recognition for the animation and

gaming industry.

Source: Commission on Higher Education (CHED) 2009-2019 Data


FAR EASTERN UNIVERSITY
Institute of Architecture and Fine Arts

1.3 Definition of the Project

The proposed institute of animation and gaming is one of the possible

solution to solve and give aid to meet the needs of the animation and gaming

community and industry. By means of providing supporting facilities, education,

and event’s place to cater outstanding output of students of the proposed

animation and gaming institute.

1.4 Research Focus

Title: Light as building Material

Light can almost single-handedly define spatial boundaries, creating texture,

and generate mood. Taking advantage and respecting the sunlight’s ability to

influence an interior at any given moment is a one of the notable advantage of

light as a building material, being the intangible material in the building and

setting as a primary guiding element, uplifting the spirit, the core, and effectivity

through interplay of light and space, embracing the use of light to foster better

environment.

Application to The Project

Formulate ideas from the use of light into design elements such as the

building façade that could greatly impact the effectivity of natural and artificial

lighting within the building. Application of theories from use of different techniques

inside the building such as light shelves, building and room orientations, skylight,

light tubes, any other concept and theories for further study that could be

integrated to the design.


FAR EASTERN UNIVERSITY
Institute of Architecture and Fine Arts

1.5 Goal and Objectives

Major Problem Project Goal

What facility should be provided to To propose an institute of animation and

recognize, boost, and produce gaming, design an adept and proficient

outstanding output for the animation environment for learning, training, and

and gaming industry? production of globally-competitive quality

of works.

Minor Problems Project Objectives

1. What are the existing laws and 1. Apply the following standards

ordinances that will have a of the laws such as PD 1096,

significant impact on the BP 344, RA 9514,

project? Comprehensive Land Use

and Plan, and Local

Ordinances in the design

concepts

2. What are the spaces and 2. Comply with the curriculum

programs needed for the and program standards of

institute of animation and Commission on Higher

gaming? Education that identifies

space requirements for the

animation and gaming.


FAR EASTERN UNIVERSITY
Institute of Architecture and Fine Arts

3. What are the architecture and 3. Establish a research focus

technology trends that will lead relating to light and space

into sustainable architecture? resulting into sustainable

architecture.

4. What architectural references 4. Study and conduct case

and cases that can be applied studies from local and

to the design to feature and international related literature

showcase the outputs of the and structure that could

animation and gaming industry? provide guidance in the

design.

1.6 Scope and Limitations

Scope

The project and development will be mainly available to all Local

animators, gamers, game developers, animation and gaming students,

animation and gaming enthusiasts. The project is mainly focused on the

development of animation industry, gaming development industry, and

gaming industry in which will be provided a facility to support each industry.

Limitation

The project and development will be limited to the production students

who will be educated and trained to produce outstanding outputs in the field

of animation and gaming development.


FAR EASTERN UNIVERSITY
Institute of Architecture and Fine Arts

1.7 Significance of the Research

To Architecture Industry.

The study signifies to contribute designing a well-studied project that

integrates architectural and technology trend towards a future-oriented and

innovative learning environment.

To Animation and Gaming Industry.

The facilities will serve as a collective environment that would provide

support to local and international animation and gaming industry to develop

and establish quality of work to meet global demands.

To Filipino Community.

This study aims to give a new and wider perspective towards the

animation and gaming industry in the Philippines, giving a deeper understanding into

the industry that could highly boost the community's morale that provides significant

growth to the Filipino economy, culture, and recognition.

1.8 Definition of Terms

Animation – a method of producing movies and anime by playing it in rapid

succession to create an appearance of movement.

Competitors – a group of people who shares competition with an individual or a

group of people.

Motion Capture – a method and process of collecting movements of object and

an individual for the use of animation to a movie or a video game.

Gaming – an activity performed by running of electronic games or video games.


FAR EASTERN UNIVERSITY
Institute of Architecture and Fine Arts

Outsourcing – to acquire or collaborate service needed by a certain business or

organization from foreign country.

Stigma – a distinctive mark of discredit that hinders growth.

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