PANEURAMA Report: Work Environment Dynamics and Soft Skills in Animation, Games and VFX industries

Pan-European Innovation Alliance of Animation, Media Arts and Cultural Creative Industries:
Report release

Date:
October 17

Year:
2024

The people behind PANUERAMA bring together a wealth of experience from academia and industry, with decades of combined experience in Animation, Games, VFX, production, and research. We’re united by a passion for connecting higher education with industry needs, fostering conversations on diversity, ethics, and immersive storytelling. Our goal? To empower young talent with the skills they’ll need to thrive in the ever-changing world of digital entertainment.

Release of the PANEURAMA report

As we wrap up the first year of the PANEURAMA project, we’re excited to share the updated version of our report, “Work Environment Dynamics and Soft Skills in Animation, Games, and VFX Industries.” This report is a key step in our ongoing mission to understand the evolving landscape of these industries and how professionals and students are adapting to the challenges and opportunities they present.

Based on extensive research, interviews with industry leaders, and innovation labs, the report digs deep into soft skills and work environments, offering valuable insights into what it takes to succeed in these fast-paced fields.

To make the findings more accessible, we’ve also published three executive summaries tailored to specific audiences:

Each summary condenses the most important findings, perspectives, and future questions relevant to its audience. They are designed for those short on time, while still encouraging a deeper read of the full report.

 

Year One in Review

Throughout 2024, we focused on bridging the gap between higher education and industry by exploring the critical soft skills needed in animation, games, and VFX. The updated report also includes an addendum highlighting key activities from our first year, shedding light on our findings and how they’ll shape the project moving forward.

By bringing together educators and industry professionals, PANEURAMA aims to build a workforce that’s skilled, adaptable, and ready for the demands of the creative and digital sectors.

 

What’s Next?

This is just the beginning! PANEURAMA is a three-year initiative, with two more reports planned: Innovation & Entrepreneurship in 2025 and New Technologies in 2026. These will provide a comprehensive view of the industry’s challenges and opportunities.

We’ll continue to emphasize the importance of collaboration between academia and industry to ensure the next generation is ready for a dynamic and fast-evolving industry. The future of animation, games, and VFX will belong to those who not only master technical skills but also navigate complex interpersonal and organizational dynamics.

Stay tuned as we dive deeper into these topics over the next two years, shaping the future of education and innovation in the creative industries.

 

Research report authors from the BUas Creative & Entertainment Games Research Team:
– Silke Hassreiter, Mata Haggis-Burridge, Tuki Clavero, Lindsey Bouwels.

Get the full report

Download and read the report on 'Work Environment Dynamics and Soft Skills in Animation, Games and VFX Industries'

Executive Summary - Industry

Download and read the Executive Summary for Industry Professionals on 'Work Environment Dynamics and Soft Skills in Animation, Games and VFX Industries'

Executive summary - Students

Download and read the Executive Summary for Students on 'Work Environment Dynamics and Soft Skills in Animation, Games and VFX Industries'

Executive Summary - Education

Download and read the Executive Summary forEducational Policymakers, Program Directors and Teaching Staff on 'Work Environment Dynamics and Soft Skills in Animation, Games and VFX Industries'

Explore more of the PANEURAMA universe

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Animation! Acting!! Drama!!! Breathing Life into Digital Performance

The AAD Lab became much more than a character animation workshop – it evolved into an exploration of realistic acting based on human behavior. Participants learned how the performance becomes the invisible bridge between digital characters and audiences, shaping not only how characters move, but how they feel and come to life.