
Surprising Sources of Carbon
Animation has always been a medium of imagination. What it has not always been is a medium that producers think of as energy-intensive. Unlike live action — with its trucks, generators, location catering, and physical sets — animation appears clean by comparison. No diesel. No location footprint. No mountains of physical waste. Just artists, computers, and light.
That perception is not entirely wrong. Animation does have a substantially lower physical footprint than live action production. But it has a digital footprint that is large, growing, and largely invisible to the people making the work. Understanding it is a prerequisite for doing anything about it.
Where Animation's Emissions Actually Come From
Animation's carbon footprint has more in common with industries like game development or visual effects. The emissions are not physical — they are computational. Every frame rendered, every asset processed, every file stored: these operations consume electricity. At scale, across hundreds of machines running for months, they add up to something significant.
The numbers are real. A 2023 case study from Telefilm Canada and the CMPA (BC) - one of the first studies investigating animation emissions data - estimates that the average animation production generates approximately 5.5 tonnes of CO₂ per hour of finished content, citing BAFTA albert data (2016). The study also notes that roughly 84% of these emissions are associated with energy use in production offices or home working. Rendering alone can consume around 100,000 kilowatt-hours of electricity for a single animated feature, producing approximately 110 tonnes of CO₂. That is roughly equivalent to driving a car 450,000 kilometres.
The studio's office facility itself? Approximately 56 tonnes. The data centre? Approximately 33 tonnes. Air travel came in at roughly 71 tonnes — about 20% of the total.
Remote work set ups introduce another consideration. A large portion of a studio’s footprint comes from works stations and office space, and the addition of home office working adds another layer. Significant emissions are undoubtedly saved by removing the employee commute. But, other factors to consider include how many days per week employees are in office versus at home; their mode of transportation; whether they reduce their household utilities when they do go into the office; their household method of heating and cooling; whether the office powers down workstations when workers work from home, and whether employees are tying into their office servers and machines, or not. Therefore, calculating the emissions saved or increased by remote work is best done on a case by case basis.
The Footprint You Can't See
There is another dimension of animation's environmental footprint that rarely appears in producers' calculations: embodied carbon.
Every workstation, every GPU, every server rack in a render farm required energy and resources to manufacture — mining of rare earth elements, fabrication processes, international shipping. For many devices, the carbon emitted in manufacturing rivals or exceeds the carbon emitted during the device's entire working life. When a studio replaces hardware on a short cycle, it is not just incurring a financial cost. It is incurring a manufacturing carbon cost.
This matters particularly as demand for high-performance GPUs accelerates, driven by both AI and rendering workloads. Device replacement cycles are shortening. The embodied carbon implications are significant and largely untracked.















