Research Report
Live2D:20Years of Creative Impact
Since 2006, we have made it our mission to help creators expand what's possible.
Our product has grown beyond being just software—thanks to the vibrant community of creators,
iit has grown into a new artform that has given rise to new careers, markets, and cultural movements.
In partnership with KADOKAWA ASCII Research Laboratories Inc., we took a closer look at the current landscape.
The figures and achievements presented in this report serve as reference indicators for understanding market trends,
but they are the direct result of the creative and operational excellence of individual creators and their teams.
Live2D's role is to provide technical support for character expression,
empowering creators in their artistic endeavors.
© Kyoto Institute of Design
Global Live2D Creator Community
Monthly Active Users of Live2D Cubism Editor*1
100,000






- *1As of July 2025. This figure does not include users of supplemental tools, plugins, or SDKs.




Diverse Applications, Stable Demand
Live2D has become a global standard as a versatile technology for “animating illustrations.” Its usage spans games, apps, VTuber avatars, and other digital content. It integrates seamlessly with IP-based business models, providing creators with steady work and reliable income.
Recently, Live2D has also become popular as an interface for AI agents, and its applications in film and TV animation are expanding as well. The technology’s adoption continues to grow across multiple industries.
Impact on the Gaming Market
-
Commercial Games/Apps Using Live2D*2
540titles
-
Annual Market Size of Games/Apps Using Live2D*3
4.7billion USD
- *2Number of titles, as of September 2025, released by medium-to-large studios using Live2D Cubism SDK. Independent and small studios are not included.
- *3Market size based on 2024 data compiled by KADOKAWA ASCII Research Laboratories Inc., referencing the Famitsu Game White Paper and public sources. This figure represents the total revenue of all content utilizing Live2D and does not imply that all revenue was generated solely through the use of Live2D. Live2D is adopted as a character expression technology in these contents. All USD amounts in this report are calculated at 1 USD = 150 JPY.
Games/Apps Using Live2D include

Project SEKAI
COLORFUL STAGE! feat. Hatsune Miku
SEGA / Colorful Palette

EmberStoria
Square Enix

Jujutsu Kaisen: Phantom Parade
Sumzap

Magia Exedra (Madoka Magica series)
Aniplex

Girls' Frontline: Neural Cloud
Sunborn

That Time I Got Reincarnated as a Slime: Tempest Stories
Bandai Namco Entertainment
Impact on the VTuber Market
-
Live2D Usage Rate Among Top VTubers*4
95%
-
Annual Market Size of Live2D-based VTuber Content*5
2billion USD
- *4Percentage of top YouTube VTuber channels by subscriber count that use Live2D models for streaming as of September 2025.
- *52024 market size calculated by Live2D Inc. and KADOKAWA ASCII Research Laboratories Inc. based on Live2D usage by major VTubers, revenue models, and public statistics from Yano Research Institute and others. This figure represents the total revenue of all content utilizing Live2D and does not imply that all revenue was generated solely through the use of Live2D. Live2D is adopted as a character expression technology in these contents.
VTuber-Related Services Using Live2D include

Hololive Production

IRIAM

REALITY

Nijisanji

17LIVE
AI Agent Interfaces using Live2D include

AI Partner
SHARP Corporation

Gen-AI avatar
Mediatek

NTT XR Concierge
NTT QONOQ, INC.

SELF
SELF Inc.
Animated Content (TV & Film) using Live2D include

INHERIT THE WINDS
©Project Kaze

TV Anime “Tono to Inu”
©Rie Nishida, COMIC Polaris/Tono to Inu Production Committee

WIND BREAKER Season 2
©Satoru Nii, Kodansha/WIND BREAKER Project

Fate/Grand Order 2025 New Year CM
©TYPE-MOON/FGO PROJECT

SPYxFAMILY Season 2
©Tatsuya Endo/Shueisha, SPYxFAMILY Production Committee




Creating Opportunities for Creators
Live2D production offers creators sustained demand: after a model is delivered, clients often request additional expressions, costumes, and animations—increasing the value of commissioned projects. Since long-term client relationships are common, creators often benefit from steady repeat business.
The rise of platforms like nizima and social media has made it easier for creators to connect with clients and sell assets online, enabling even entry to mid-level illustrators to monetize their skills—not only the top “god-tier” artists. This democratization is fostering greater diversity.
Annual Transaction Volume for Individual/Freelance Live2D Production and Sales*6
40million USD
-
Annual Number of Live2D Production Projects by Individuals/Freelancers*7
36,000
-
Repeat Order Rate from the Same Clients for Individuals/Freelancers*8
90%
- *6Based on 2024 data compiled by KADOKAWA ASCII Research Laboratories Inc. from major crowdsourcing platforms, social media data, and sales records from Live2D Inc.
- *7These figures do not include corporate-to-corporate production.
- *8Based on survey responses from individual creators undertaking Live2D production work. Survey respondents include individual creators who have recently started contract work.
Live2D-Related Commission and Sales Platforms include

nizima

coconala

pixiv BOOTH

SKIMA

Upwork

VGen

ArtStation

ARTMUG
Expanding the Ecosystem with Creators
Live2D Inc. provides SDKs that allow developers to integrate Live2D models and animations into their content. These tools facilitate not only end-product development (e.g., games) but also streaming and video editing tools, enabling creators to explore new frontiers, adapting to ever-evolving creative landscapes.
For independent creators and small studios, content usage is license- and royalty-free, lowering barriers to entry for indie developers worldwide.
Supported Development Environments include










- *PlayStation Family Mark, "PS5 logo" and "PS4 logo" are registered trademarks or trademarks of Sony Interactive Entertainment Inc.
- *Nintendo Switch logo and Nintendo Switch are trademarks of Nintendo.
Tools using Live2D SDK include

nizima LIVE
(Streaming tool)
Live2D

nizima ACTION!!
(Video editing tool)
Live2D

VTube Studio
(Streaming tool)
Denchisoft

Animaze by FaceRig
(Streaming tool)
Holotech Studios

Visual Novel Maker
(Visual novel development tool)
KOMODO

TyranoBuilder
(Visual novel development tool)
STRIKEWORKS




Creating Diverse Employment Opportunities
Live2D production requires specialized skills including creating dedicated illustrations, models, and motions, as well as developing video content and applications using these assets. Since this work is performed on computers, collaborative and distributed production styles have spread across regions, transcending geographical boundaries.
Total Live2D Production-Related Jobs Created*9
31,630
-
Live2D Inc. Employees*10
130
-
Corporate Employment in Live2D Production*11
1,500
-
Freelance Creators Working with Live2D*12
30,000
- *9Total of figures (10), (11), and (12) below.
- *10Number of directly employed staff at Live2D Inc. as of September 30, 2025.
- *11Number of corporate employees using Live2D Cubism Editor for their work ("Direct Employment"). Calculated by Kadokawa ASCII Research Labs (Sept. 2025) based on CESA Game White Paper 2024, WIPO, EGDF, WiseGuy, Keywords Studio, Newzoo data, Live2D corporate licenses, and a survey of companies engaged in Live2D-related business. This figure does not include employees engaged in ancillary services or production processes supporting Live2D usage ("Indirect Employment"), nor those whose jobs are generated through business expansion or consumption activities driven by Live2D usage ("Induced Employment").
- *12Estimated by KADOKAWA ASCII Research Laboratories Inc. using data from major freelance platforms, social media, and Japan’s "Freelance White Paper" (2025).
Contributing to Education
Live2D Inc. is committed to developing the next generation of creative professionals through various support initiatives.
We run an online learning program “Live2D JUKU” for aspiring professionals, produce manuals and tutorials, and collaborate with online learning services such as Coloso (English & Korean) and Sodaart (Chinese), as well as top creators worldwide. We offer free and discounted licenses to educational institutions and students, and even subsidize student exhibition costs, reinvesting part of our license income to support future creators.
-
Educational Institutions Using Live2D*13
580institutions
-
Students Provided with Free Licenses*14
48,000students
-
Live2D-related Online Tutorials*15
15,000
-
Live2D Inc.'s Investment in Education*16
11million USD
- *13As of September 2025, cumulative through the Live2D Educational Assistance Program (LEAP). Program count includes multiple programs or renewals within the same institution.
- *14Total free PRO-version licenses delivered through LEAP (as of September 2025).
- *15Number of Live2D educational videos on major platforms (as of October 2025), including both official and partner tutorials.
- *16Total value of PRO licenses provided free through LEAP, student discount amounts, and support funds directly paid to educational institutions by Live2D Inc. through LEAP Co-branding initiatives.




Commentary: Live2D as the Foundation of the Creator Economy
(By Mitsunobu Uwatoko, KADOKAWA ASCII Research Laboratories Inc.)
Nearly two decades after its debut in 2006, Live2D's true social impact lies in shaping the global "creator economy."
It's truly inspiring to see how collaboration between illustrators, modelers, game developers, VTubers, and others across professional and geographical boundaries has become the norm, and how Live2D—a technology born in Japan—has spread throughout creative ecosystems worldwide.
As we enter the AI era, the stories behind characters and creators' emotional investment will become increasingly vital. This suggests that the depth of narrative and personal sentiment embedded in creative works is emerging as a new measure of value. In this regard, content created with Live2D is perfectly aligned with the times ahead, and I believe demand for it will only continue to grow.
This collaborative culture Live2D has fostered, along with the human networks that sustain it, will be invaluable to the future of the digital content industry.
This report was supervised by Mitsunobu Uwatoko
"FAMITSU GAME HAKUSHO" Editor-in-chief, KADOKAWA ASCII Research Laboratories Inc.
