The team behind PANUERAMA bring together a wealth of experience from academia and industry, with decades of combined experience in Animation, Games, VFX, production, and research.
Our goal? To empower emerging talent with the skills they’ll need to thrive in the ever-changing world of digital entertainment.
At PANEURAMA, we bridge the gap between education and the evolving needs of the animation, games, and VFX industries through research-led collaboration.
By analysing data and trends across Europe, we identify where teaching and training fall short, particularly in technology, soft skills, and innovation. Our research provides a foundation for aligning education with industry demands, guiding curriculum development and professional training.
Working with academic and industry partners, we aim to equip students and professionals with the skills needed for resilient, future-ready careers in the creative sectors.
Applicants often think: okay, I get a job because my portfolio is outstanding. That's true, and that helps. But what if you can’t work with anyone? I feel chemistry is the most important thing and I don't care if they [their hard skills] are less good. That can be taught. You can teach them so many things and they will be better in the end than the person who came in and knew everything and didn’t fit.
Participant 23, on the new ‘ideal employee’ - The Adaptable Team Player
Paneurama’s Guidelines & Recommendations series explores how Europe’s animation, games, and VFX industries can build healthier, more sustainable, and globally competitive futures. Developed through PANEURAMA’s ongoing research activities, the publications examine the evolving relationship between education, industry, innovation, and career development across the European audiovisual sector.
Each edition synthesises key findings, emerging challenges, and strategic recommendations for educators, industry stakeholders, young professionals, and policy makers navigating rapidly changing creative industries shaped by technological transformation, project-based work, and increasing international competition.
The 2026 release, Building Strength: Guidelines & Recommendations 2026, focuses on entrepreneurship, transferable skills, innovation, and career sustainability within the animation, games, and VFX industries. Drawing from the research report Entrepreneurship and Innovation in the European Animation, Games, and VFX Industries – Exploring the Transferable Skills Driving Creative Careers Forward, the publication explores entrepreneurial mindset as a broader creative competence connected to adaptability, collaboration, communication, leadership, audience understanding, initiative, and long-term professional resilience.
Based on extensive research into work environment dynamics and soft skills, the report outlines practical steps for educators, industry leaders, young professionals, and policymakers.
We are embarking on a three-year initiative culminating in three large research reports:
Work Environment Dynamics and Soft Skills in the Animation, Games, and VFX Industries’ (2024)
‘Innovation and Entrepreneurship in the Animation, Games, and VFX Industries’ (2025)
‘New Technologies in the Animation, Games, and VFX Industries’ (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.