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THESIS SYNOPSIS

GAMING INSTITUTE,
CENTER COME ARENA
SUBMITTED BY,
AMAL .N
INTRODUCTION, AIM AND OBJECTIVE

The Center would consist of several categories consisting of the main studio space, education,
administration, production, and entertainment, recreational and utility space. The goal of the project is to
introduce multiple activities and functions into the center providing a unique sensory experience bring
people of creative profession together.

# AVGC LAB : (Animation, Visual Effects, Gaming and Comics)

# GAMING INSTITUTE: It is an institute aiming to offer interesting students a unique


experience to get deeper into the subject of game development, art, design, animation, and
programming though its carefully drafted course both manual as well as computerized.

#GAMING CENTRE: A gaming centre is a business where one can use a computer connected
over a lan to other computers, primarily for the purpose of playing multiplayer computer games.
These centers offer console gaming, computer repair and consulting, custom built computers, web
design programming classes, summer camps and many other technology relared services.

#GAMING ARENA: It is built around real-time stratergy games, first person shooter, fighting
games and other games requiring high-level skill and statergy. It is an entire professional ecosystem
complete with celebrity players and major sponsors. It is where the gaming tournaments are
conducted.
NEED OF THE PROJECT:
# India is now seen as a leading destination for high-end, skill-based activities. The Indian Animation, VFX and
Postproduction industry is estimated to grow at a CAGR of 16% by 2020. Over the years, the Animation, Visual
Effects, Gaming and Comics (AVGC) industry has seen the entry of many global majors who have tapped into
India's talent pool for offshore delivery of services.

# While Indian gaming companies have attracted investments from entertainment majors and private equity
players in the past, international gaming companies have also set up base in India either to capitalize on the low-
cost advantage or to serve the emerging local market through customized content.

# Gaming development in India has also been strengthened by the entry of animation companies into game
development. It is easy for the animation companies to tweak existing resources (employees with skills in
animation development) to gain from a new opportunity.

# Proven experience and record of IT industry in the state.

# Major opportunity in Bollywood and Tollywood - Pre- and Post-production works.

# Experience in multi-platform development and design.

The animation and Visual Effects (VFX) industry continues to steadily gain acceptance with Indian talent
poised to rub shoulders with global counterparts. According to the KPMG India-FICCI Indian Media and
Entertainment Industry Report 2017, the Indian animation and VFX industry grew at 16.4 per cent in 2016 to
reach a size of INR59.5 billion, driven majorly by a 31 per cent growth in VFX, with animation remaining
steady at a growth rate of 9 percent.

Read more at:


//economictimes.indiatimes.com/articleshow/58896119.cms?utm_source=contentofinterest&utm_medium=text
&utm_campaign=cppst
ADVANTAGES OF THE PROPOSAL
# Animation, Gaming, VFX, Entertainment & Allied industries are the emerging verticals in the ICT sector. Globally,
these verticals have been in focus in the recent past and are expected to form a significant share in the ICT and
Entertainment Industry in the future. The sector has huge potential to generate employment and surge ICT exports
resulting in socio-economic development of the Country.

# Developments over the years indicate that India is emerging as a key animation and gaming development market.
The industry is expected to double in size to INR108 billion within five years, as Hollywood studios tap a large pool of
low-cost, English-speaking animators who are familiar with Western culture
# There is an increasing demand for AVGC services in India across a range of sectors due to:

1. Surge in 3D/HD animated movies in theatres and use of animation and VFX in TV, advertising and gaming
2. Growing outsourcing of VFX and gaming to India due to cost effectiveness of Indian players.
3. Growing focus on the ‘kids genre’ and rise in dedicated Kids TV channels.
4. Increasing share of animation driven advertisements.
5. Improving internet bandwidth and smartphone penetration which is driving uptake of online/mobile gaming and
leading to further boost in development of video games.
LOCATION
NEAR ASHRAMAM MAIDAN GROUND, KOLLAM
SITE AREA 49530 sqm
AREA OF CONCERN

Academic block ( classrooms, labs, research centres, lecture halls and staff blocks )

Central library, Incubation centre, Auditorium, Residential infrastructure,


Recreational infrastructure, Administrative blocks, IT infrastructure

Amphitheatre

gaming station space, consoles gaming, VR gaming,

Lounge, Cafteria, Service centers, Research centers.

IT also includes the product launch complex

new products display center and major office of sponsors and companies involved in the gaming industries,

Render farms service on cloud computing model.


LITREATURE CASE STUDY:

1.FULL SAIL UNIVERSITY, Florida: ( for gaming institute )

2.SEGA Ge-Sen, Tokyo, Japan: ( for gaming center )

CASE STUDY
1.IIFA Multimedia: Bangalore

2.ASIAN Institute OF DESIGN: Bangalore

3.Arknemisis: CHENNAI

5.Juego Studios, Bangalore

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