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Haryorlex Art Studio — 2024–2025 Annual Performance & Revenue Report

2024–2025 Annual Performance & Revenue Report

Haryorlex Art Studio is a full-stack creative production house delivering animation, game development, character design, 3D and interactive media for studios, publishers and brands across 32 countries.

Total revenue · 12-month cycle
$0
+43.8% year over year 36.4% net margin 32 markets
0Projects
0Clients
0Rating
FRM 01 / 15 — Executive Summary

A record cycle built on compounding demand and disciplined delivery.

Prepared for investors, partners and the studio board.

The 2024–2025 cycle marks the strongest twelve months in the history of Haryorlex Art Studio. The studio closed the year at $2,305,000 in booked revenue, a 43.8% increase over the prior cycle, achieved while expanding gross margin to 70.0% and net margin to 36.4%. Growth was compounding rather than episodic: each quarter outperformed the last, closing Q4 at $762,000 — 83.6% above Q1.

Market expansion was the primary structural driver. The studio delivered into 32 countries, opening nine new markets and establishing meaningful footholds in EMEA and APAC, where revenue grew 52% and 38% respectively. North America remains the anchor at 50.0% of revenue, while the UK, Germany, Japan and Australia now form a diversified secondary base that materially reduces single-market concentration risk.

Our creative services portfolio broadened without losing focus. Animation and Game Development together contributed 48.0% of revenue, while emerging lines — Rigging, Interactive Media and 3D — grew 52.6%, 64.5% and 47.9% respectively, validating investment in Live2D, VTuber production, AR and real-time pipelines. Publishing remained the highest-margin category at 74.6%.

Client acquisition matured from marketplace-led to relationship-led. 214 clients were served across the cycle, yet 61.3% of revenue originated from repeat and referred business, at an acquisition cost of $41 and a return of 14.8×. Enterprise gaming and entertainment accounts now average $11,400 per engagement, lifting blended average project value to $4,743.

Operational efficiency improved in parallel with scale. A unified Blender, Unreal, Toon Boom and Unity pipeline reduced average production time by 22% per project, while a 98.4% success rate, 96.4% on-time delivery and a 0.4% refund rate confirm delivery quality held under a 31.7% increase in project volume.

FRM 02 / 15 — Performance Overview

Ten indicators that define the cycle.

Every metric below is measured across the full twelve-month reporting period and reconciles to the audited revenue total.

Total Revenue
$2,305,000
+43.8% vs. prior cycle
Projects Completed
486
+31.7% · 10 categories
Clients Served
214
+28.1% · 62 enterprise
Countries Reached
32
+9 new markets
Avg. Project Value
$4,743
+9.2% blended
Client Satisfaction
98%
+1.4pts post-delivery
Repeat Client Rate
61.3%
+17.3pts of revenue
On-Time Delivery
96.4%
+3.1pts · 486 milestones
Team Growth
13 → 18
core specialists
Average Rating
4.9 / 5
+0.1 · 1,180 reviews
Net Profit
$838,585
36.4% net margin
Revenue / Employee
$128,056
18 core specialists
FRM 03 / 15 — Revenue Overview

Where the $2,305,000 came from.

Revenue is analysed by service line, category, quarter and growth trajectory. All views reconcile to the same total.

Revenue by Category

10 categories · 100% of revenue

10Lines
Animation28%
Game Dev20%
Character Design12%
3D10%
Collectibles8%
Rigging7%
Publishing6%
Marketing5%

Revenue by Quarter

Q1 → Q4 · sequential expansion

$415K
Q1
$514K
Q2
$614K
Q3
$762K
Q4

Revenue Trend

Cumulative booked revenue across the cycle, Jan → Dec

JanMarMayJulSepNov

Category Contribution Detail

Animation
$645,400
Game Development
$461,000
Character Design
$276,600
3D
$230,500
Collectibles
$184,400
Rigging
$161,350
Publishing
$138,300
Marketing
$115,250
Streaming
$57,625
Interactive Media
$34,575
FRM 04 / 15 — Monthly Revenue

Twelve months of uninterrupted sequential growth.

Every month from January through December closed above the prior month, with December setting an all-time studio record.

Strongest Month
December — $291,000
12.6% of annual revenue in one month
Weakest Month
January — $128,000
Still 5.6% of annual revenue
Avg MoM Growth (Feb–Dec)
+7.7%
Best jump: +20.2% in December

Monthly Revenue

Jan
Feb
Mar
Apr
May
Jun
Jul
Aug
Sep
Oct
Nov
Dec
Jan
$128K
Feb
$135K
Mar
$152K
Apr
$161K
May
$172K
Jun
$181K
Jul
$196K
Aug
$203K
Sep
$215K
Oct
$229K
Nov
$242K
Dec
$291K
FRM 05 / 15 — Business Highlights

The signals behind the numbers.

Eight defining outcomes from the reporting cycle, with the commercial context behind each.

Top Performing

Animation

$645,400 · 28.0%

132 productions delivered, anchored by anime, music video and VFX-led work.

Fastest Growing

Interactive Media

+64.5%

AR filter commissions from retail and entertainment brands scaled from a standing start.

Highest Avg. Value

Game Development

$7,435

Full-production contracts and cinematic trailer packages carry multi-month scopes.

Most Requested

Character Design

88 projects

Concept art and mascot work remains the most common entry point for new clients.

Most Profitable

Publishing

74.6% margin

Illustration-led work with minimal outsourcing and the highest satisfaction score at 5.0.

Largest Enterprise

Gaming Studios

$396,460 · 17.2%

Publisher and studio accounts averaging $11,400 per engagement with multi-title continuity.

Strongest Month

December

$291,000

Year-end campaign deliveries and three game trailer packages converged in a single cycle.

Weakest Month

January

$128,000

Post-holiday budget resets and a deliberate two-week pipeline retooling.

FRM 06 / 15 — Service Statistics

Every category, measured on the same terms.

Projects delivered, revenue booked, average contract price, completion rate, growth and satisfaction across all ten service categories.

CategoryProjectsRevenueShareAvg PriceCompletionGrowthRating
Animation132$645,40028%$4,89098.5%+41.2%4.9
Game Development62$461,00020%$7,43596.8%+58.4%4.8
Character Design88$276,60012%$3,14399.1%+26.7%4.9
3D44$230,50010%$5,23997.4%+47.9%4.8
Collectibles52$184,4008%$3,54698.0%+18.3%4.7
Rigging41$161,3507%$3,93598.9%+52.6%4.9
Publishing27$138,3006%$5,12299.3%+21.4%5.0
Marketing26$115,2505%$4,43397.9%+33.1%4.8
Streaming9$57,6252.5%$6,403100%+29.8%4.9
Interactive Media5$34,5751.5%$6,91596.2%+64.5%4.7
Studio Total486$2,305,000100%$4,74398.2%+43.8%4.9
FRM 07 / 15 — Platform Revenue

Nine acquisition channels, one reconciled total.

Marketplace demand still leads, but relationship-driven revenue — repeat clients and referrals — now accounts for 28.0% of the book at the lowest acquisition cost in the portfolio.

Channel Mix

9Channels
Fiverr24%
Upwork17%
Repeat Clients16%
Referrals12%
Website Direct10%

Best Performers

Efficiency, not volume, determined channel investment.

Best lead sourceFiverr · 24.0%
Highest conversionRepeat · 62.5%
Lowest CPARepeat · $41
Highest AOVLinkedIn · $11,400
Best ROIRepeat · 14.8×
ChannelRevenueShareClientsCPAAOVROI
Fiverr$553,20024%62$96$3,8206.2×
Upwork$391,85017%41$128$5,4605.4×
Repeat Clients$368,80016%34$41$8,94014.8×
Referrals$276,60012%28$58$7,42011.3×
Website Direct$230,50010%19$142$9,1807.9×
Google Ads$161,3507%12$268$6,2403.6×
Social Media Ads$138,3006%10$214$4,9803.1×
LinkedIn$115,2505%6$186$11,4004.8×
Email Marketing$69,1503%2$72$5,7609.2×
FRM 08 / 15 — Financial Statements

Profit and loss, reconciled.

A consolidated view of revenue, cost, profitability and unit economics for the 2024–2025 reporting period.

Line ItemAmount% Rev
Total Revenue$2,305,000100.0%
Cost of Services($691,500)30.0%
Gross Profit$1,613,50070.0%
Operating Expenses($552,000)23.9%
Operating Profit$1,061,50046.1%
Taxes (21%)($222,915)9.7%
Net Profit$838,58536.4%
Expense CategoryAmountShare
Artist & Production Talent$486,20039.1%
Outsourced Specialists$205,30016.5%
Software & Licensing$148,40011.9%
Marketing & Paid Acquisition$132,60010.7%
Platform & Marketplace Fees$121,8009.8%
Infrastructure & Cloud Render$84,9006.8%
Operations & Administration$64,3005.2%
Total Costs$1,243,500100.0%
QuarterRevenueExpensesGross ProfitOperating ProfitNet ProfitNet Margin
Q1$415,000$232,400$274,000$182,600$144,25434.8%
Q2$514,000$283,200$351,600$230,800$182,33235.5%
Q3$614,000$330,600$430,400$283,400$223,88636.5%
Q4$762,000$397,300$557,500$364,700$288,11337.8%
Full Year$2,305,000$1,243,500$1,613,500$1,061,500$838,58536.4%
Avg Order Value
$4,743
486 projects delivered
Revenue per Client
$10,771
214 clients served
Revenue per Employee
$128,056
18 core specialists
Gross Profit / Project
$3,320
70.0% gross margin
Net Profit / Client
$3,918
36.4% net margin
Blended Acquisition Cost
$118
across nine channels
FRM 09 / 15 — Platform Stack

The production and growth infrastructure.

Thirty-two platforms operating as a single pipeline across creative production, engineering, acquisition and delivery.

Animation & Motion
Adobe After EffectsAdobe AnimateToon Boom HarmonyMohoPhotoshopIllustrator
3D & Game Engines
BlenderUnityUnreal EngineZBrushSubstance Painter
Design & Engineering
FigmaVS CodeGitHub
AI & R&D
ChatGPTClaudeMidjourneyStable Diffusion
Operations
Google WorkspaceSlackDiscordClickUpNotion
Growth & Acquisition
FiverrUpworkLinkedInGoogle AnalyticsGoogle AdsMeta Ads
Infrastructure
CloudflareVercelHostinger
FRM 10 / 15 — Regional Revenue

Delivered into 32 countries.

North America anchors the book at 50.0%, while EMEA and APAC now contribute a combined 44.0% — the most balanced geographic mix the studio has recorded.

North America
50.0%
Europe
30.0%
APAC
14.0%
Africa & Other
6.0%
CountryClientsShareRevenue
United States7839%$899,000
United Kingdom2914%$323,000
Canada2411%$254,000
Australia168%$184,000
Germany157%$161,000
Japan136%$138,000
France125%$115,000
Netherlands94%$92,000
Nigeria83%$69,000
Others (22 markets)103%$69,000
FRM 11 / 15 — Client Industries

A diversified demand base.

No single industry exceeds 19% of revenue, insulating the studio from sector-specific spending cycles.

10Sectors
Entertainment18.5%
Gaming17.2%
Marketing12.8%
Publishing11.4%
Startups10.1%
Technology
8.6%
Education
7.3%
Retail
6.2%
Healthcare
4.1%
Finance
3.8%
FRM 12 / 15 — Performance Metrics

Delivery quality held under scale.

Operational indicators measured across all 486 delivered projects.

Project Success Rate
98.4%
Revision Rate
6.2%
Refund Rate
0.4%
Avg. Delivery Time
7.8 days
Avg. Response Time
42 min
Lead Conversion
14.2%
Customer Retention
61.3%
Customer Satisfaction
98%
FRM 13 / 15 — Achievements

Six records set in a single cycle.

Milestones verified against internal delivery and finance records for the reporting period.

01 · Milestone

Highest Annual Revenue

$2,305,000 booked across 486 delivered projects — a 43.8% increase over the prior cycle.

02 · Game Development

Largest Game Production

A $214,000 multi-platform game art and cinematic package delivered for a European indie publisher.

03 · Animation

Most Animation Delivered

132 animation productions shipped, including 21 broadcast-grade anime and music video sequences.

04 · Expansion

32-Market Reach

Nine new markets opened, with EMEA revenue growing 52% year over year.

05 · Retention

Highest Client Retention

61.3% of revenue originated from returning clients, up from 44% in the previous cycle.

06 · Operations

Sub-Hour Response

Average first-response time reduced to 42 minutes across all acquisition channels.

FRM 14 / 15 — Key Takeaways

What this cycle proved.

Six conclusions the board and partners should carry into the next planning period.

01

Growth

Revenue compounded every quarter, closing Q4 at $762,000 — 83.6% above Q1 — driven by higher-value production contracts rather than volume alone.

02

Market Position

Haryorlex now operates as a full-service creative partner across 32 markets, with animation and game production forming a 48% revenue core.

03

Operational Excellence

A 98.4% project success rate, 96.4% on-time delivery and a 0.4% refund rate confirm that scale has not diluted delivery quality.

04

Technology

A consolidated pipeline across Blender, Unreal, Toon Boom and Unity reduced average production time by 22% per project.

05

Innovation

AI-assisted pre-production, Live2D rigging and AR filters emerged as the fastest-growing lines, with Interactive Media up 64.5%.

06

Future Direction

The studio is positioned to convert its retained client base into recurring production retainers and original IP ownership.

FRM 15 / 15 — Future Outlook

The 2025–2026 operating plan.

Capital and capacity are being directed toward recurring production revenue, owned IP and international partnership depth.

+60% Capacity

Studio Expansion

A dedicated animation floor and render farm expansion targeted for Q2, lifting concurrent production capacity by 60%.

18 → 30 Team

Talent Acquisition

Hiring 12 additional artists, riggers and technical directors, growing the core team from 18 to 30 specialists.

−35% Cycle Time

AI Integration

Proprietary AI-assisted pre-visualisation and asset iteration tooling to compress concept cycles from days to hours.

2 Original IPs

Game Development

Transitioning from work-for-hire to co-development and revenue-share titles, with two original IPs in pre-production.

$1.1M Pipeline

Animation Studio Growth

Scaling episodic and music-video animation into a recurring slate with quarterly retainer agreements.

3 Regions

International Partnerships

Formal partnerships across Japan, Germany and Canada to localise delivery and secure publisher-level contracts.

2025–2026 Target
$0

A 47.5% growth target underpinned by a $1.1M contracted animation pipeline, two co-developed game titles and an expanded thirty-person production team.

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