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    Date submitted
  • 02-Sep-2017

Guyana Animation Network


The Guyana Animation Network is a youth-led, innovative non-profit organization based in Guyana, South America, that helps young and mature artists, animators & creative enthusiasts to develop skills in digital media and animation for entrepreneurial and sustainable development in Guyana and the Caribbean. This is done with the aim of producing the next generation artists, digital content creators and animators to infiltrate Caribbean-styled content for consumption by the global economy.

Some of our most notable and ground-breaking pipelines include:

- Digital Painting Summer Camps; which have reached over 70+ young traditional artists between the ages of 6 - 35, who were trained to use the Adobe Photoshop and Adobe Illustrator Softwares in order to digitize their artistic work.

- Regional & International Conferences and Festivals; which allowed a cumulative number of 20 registered members of the Network to travel to Suriname, Barbados and Trinidad and Tobago to meet and engage other artists, animators and activists for digital media and animation.

- Exposure, Incubator & Business Opportunities; over 200 members of the Network are connected to local and overseas experts and tech entrepreneurs from Electronic Arts (E.A), ToonBoom, Cartoon Network, Laika Animation Studios and Disney, 8 registered members of the Network are currently being paid under a grant to produce an animation short film based on the folklore of "The Ol' Higue", and 15 films and animations were registered and screened for Caribbean Festival of Arts (CARIFESTA) 2017 which attracted 2 international buyers from Toronto and New York.

- Public, Public-Private & Civic Partnerships; we have established and maintained 50+ public, public-private and civic partnerships locally, regionally and internationally to facilitate our activities and to expand our reach.

- Marketing; we practice strategic marketing for our independent and partnered events to ensure maximum reach over our social media pages, mailing list, membership portal and local and regional news (press, radio and television).


Original YouTube URL: Open

Introduction Video


Additional Questions

Who is your customer?

Youth, artists, animators, animation studios, tech entrepreneurs, entrepreneurs, philanthropists, innovators, educators, students, animation studios, content creators, governments.

What problem does this idea/product solve or what market need does it serve?

Our idea currently tackles the problem of transforming traditional artists into digital artists and digital content creators. It also creates a generation of digital artists and content creators inspired by true Caribbean lifestyle and culture that the world is dying to get a taste of.

What attributes will make this idea/product successful? Why do you believe that those features will create success?

Our ability to utilize our strategic marketing policies for both our independent and partnered events to ensure maximum reach over our social media pages, mailing list, membership portal and local and regional news (press, radio and television).

Explain how you (your team) will execute to make this idea/product successful? What gives you (your team) an advantage over others already in the market or new to this market?

Our team has tested our idea at a recently concluded Digital Painting Summer Camp (August, 2017) held in partnership with Guyana's only local university. The Summer Camp's projected target reach was 50 participants between 8-35 years old. The actual target reach of the Summer Camp was 70+ participants between 6-35 years old. Children under the age of 9 were quicker at responding to techniques, tools and knowledge-based questions in Adobe Illustrator Software. The Summer Camp utilized a hands-on and practical approach to using the Software on computers provided by the University of Guyana; little to no paper was used throughout the training. Our team has an advantage over others already in the market because of our simplified, practical and tested system of introducing technology, digital media and animation tools to children, youth and adult audiences. We have implemented a training of trainers programme which has allowed us to have more trainers involved in our training to ensure that participants capitalize on one-on-one and group styled training.