What Does A Gen Z Artist Like in Art, Animation and Games?
By Neil Blevins
Created On: Nov 28th 2025
Updated On: Jan 29th 2026
Software: None

Years ago at one of the large entertainment company's I used to work for, we were told about a study on what engages the younger American audience. At the time, it was GenZers, who are as of 2025 between the ages of 13 and 28. The purpose of the study was to make sure the company was giving the audience what they wanted. The biggest take away I got from the study was the desire of GenZ to have an authentic connection with the artist. That study also inspired some parts of my Authenticity in Art lesson.

Now if you're a lone artist, I highly recommend you make the art you want to make, and not follow trends or put too much emphasis on these sorts of studies. But for large collaborative projects that put millions of dollars on the line such as large films or videogames, I can understand the usefulness of having an understanding of the larger shifts in taste of your intended audience. Obviously you don't want to make art by committee, but not understanding your audience at all seems like a bad way forward as well.

While knowing the tastes of all GenZs are of interest to big companies, my own personal interest was a little more focused, what do the Artists of GenZ want in Art, Animation and Games? And so this article will go over some of the things I have discovered as a GenXer trying to figure out the direction the younger generations of artists are going (hopefully this won't be my "Ok Boomer" moment).

Trend vs Seismic Shift

There's no official definition here, but for me, a trend is something that's far too granular to be useful, like "This movie about bunnies was a big hit, so the audience wants bunnies!" I think this sort of research is not terribly useful, not only does it lead to over- saturation very quickly, but frequently leads to the conclusion that the audience wants to see bunnies no matter how bad the film is, vs the truth which is they liked that bunny film because it also had a great plot.

A Seismic Shift is a much larger movement in taste. Like for years, people did really seem to love super hero films. This of course was aided by the fact many of the earlier films in the genre were decent, and their decline seems to be thanks to a number of factors including the market got over saturated with too many subscription service series, the intertwined plots got too complex, and spectacle over substance. But this is a good example of a much larger and long lasting phenomena than following a simple and short lived trend. And that's more what I'm hoping to explore here.

My Own Research

So this year I've had the pleasure to teach art to a bunch of high school and college students, and so decided to take the chance to perform my own little survey about visual trends, how the generation consumes art, where they go to find it, what styles speak to them, etc.

Here's some notes about my totally unscientific research...
Below are the things that came up frequently in what the students told me...

Lets start with the individual artist, and then speak of film and games.

Question: Where Do GenZ Artists Discover New Artists?

Answer: Youtube

Yup, not Deviant Art, not Artstation, but youtube. As a GenXer, Artstation was my favorite place for the last decade to discover new artists and follow them. But not GenZers, most had never even heard of Artstation, and they'd heard of Deviant Art but don't use it anymore because it's seen as skewing too young and unprofessional.

Of course this leads to an obvious question, if an individual artist is making primarily 2d still images, why does the audience go to a video streaming platform to find their art? Here's what the majority answers were:


Question: What Sort Of Art Style Do GenZ Artists Like The Most In Artists?

Answer: Anime / Manga.

Like, by a factor of 3. The second choice wasn't even close. So why Anime / Manga over other art styles?

Christopher Hart

Question: What Can An Artist Do To Keep The GenZ Artist Audience Coming Back For More?

Answers:


Question: What Sort Of Art Style Do GenZ Artists Like The Most In Animation?

Answer: Anime

No surprise there, considering what they like best in individual artists. Here's a deeper dive on the topic as it related specifically to animation.
Favorite Projects: Traditional Anime, Arcane, KPop Demon Hunters, Spiderverse, The Amazing Digital Circus


Kpop Demon Hunters

Question: What Sort Of Art Style Do GenZ Artists Like The Most In Games

Answer: More Varied

When it came to Games, no 1 art style won out over the others. But a few larger issues did come up again and again.
Favorite Projects: Minecraft, Fortnite, Animal Crossing, Sky: Children Of The Light, Roblox


Minecraft

Big Take Aways

So if I have to boil down everything to a few big points, here's my stab at it.
Conclusion

Oscar winning writer William Goldman coined a legendary phrase about the movie industry: "Nobody Knows Anything". He went on: "Nobody, nobody - not now, not ever - knows the least goddamn thing about what is or isn't going to work at the box office." If this is true, does this negate everything I've said in this article? I feel his words are more meant to point out the reality that no rules are always true all the time. If the next generation likes anime, that doesn't mean they will like ALL anime. Or that something that's not anime won't make a boat load of money. The lesson to be learned from his words I believe is that you should never put all your eggs in one basket, so take all of this with a big grain of salt.

Personally, since I've been doing a lot of teaching, I find this sort of research really helpful. My role when teaching is to not turn all my students into little carbon copies of myself, but to use my 30 years of knowledge to help them make their stories and ideas better. And so having a better understanding of how they view, consume and create art will help me help them achieve their goals. Hopefully this research can also help others, like if I was film director, I might not say "Let's make this an anime instead", but I might say "lets focus on exaggerating the animation and really bring it to 11 a little more often". Or knowing that GenZers love authenticity, this seems like the absolute worst time to try make films using GenAI, and I'd likely suggest lots of opportunities for the audience to be a part of the process, such as in progress looks into how the project is going and how it's made.

Hopefully you found this information interesting, and as I continue to teach I'll update this article with new insights as I discover them.


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