Borneo’s Digital Creative Scene Gets A Major New Festival

Sarawak is set to host Borneo Animation & Games Festival (BAGFEST) 2026, the first international animation and games festival to be held in Borneo, marking a new milestone for Malaysia’s growing digital creative industry.

Taking place in Kuching from August 19 to 23, 2026, the five-day event will bring together animation studios, game developers, publishers, investors and content creators from more than 20 countries.

The festival is expected to attract more than 1,500 industry delegates from over 20 countries, facilitate more than 200 business-to-business (B2B) meetings, feature over 50 exhibitors, and welcome more than 20,000 visitors through exhibitions, conferences, community programmes and interactive experiences.

Minister of Digital, YB Gobind Singh Deo, said BAGFEST 2026 reflects the partnership between the Federal Government and the Sarawak Government in advancing Malaysia’s digital creative industry while creating opportunities for innovation, talent development and economic growth in East Malaysia.

YB Gobind added that BAGFEST 2026 is more than a festival, describing it as a strategic platform to position Sarawak as a regional hub for animation and games while strengthening Malaysia’s presence in the global digital creative economy.

“Our greatest investment is in our people. By connecting Malaysian talent with international industry leaders, investors and global markets, we are creating opportunities for our creators to develop world-class intellectual property, build globally competitive businesses and showcase Malaysian creativity on the international stage,” YB Gobind said.

For the public, BAGFEST 2026 will include animation and games exhibitions, gaming showcases, esports activities, stage performances, cosplay competitions and a Beyblade tournament.

Beyond the main festival venue, BAGFEST 2026 will also feature Wayang Pacak, a three-night outdoor animation screening at Taman Perpaduan in Kuching. Inspired by Malaysia’s traditional open-air cinema culture, the programme is planned as Sarawak’s first zero-emission outdoor animation screening using green energy solutions.

The festival will also highlight career opportunities in the creative sector through the MYFutureJobs Creative Speed Dating Career Fair, organised with PERKESO. The programme is expected to connect 500 to 1,000 jobseekers with employers in Malaysia’s creative industry. Students and emerging professionals can also take part in portfolio review sessions with experienced industry mentors.

The initiative is also expected to support the growth of Malaysia’s digital content sector. BAGFEST 2026 is projected to generate RM100 million in export opportunities and RM50 million in investment opportunities, while helping local studios and creators build connections with global markets.

MDEC CEO Anuar Fariz Fadzil said BAGFEST 2026 reflects MDEC’s continued efforts to strengthen Malaysia’s digital content ecosystem by helping local creative companies access global markets, develop commercial partnerships and build export-ready intellectual property.

“Sarawak is blessed with abundant creative talent, strong institutional support and solid digital foundations to emerge as a regional centre of excellence for animation and games. Through BAGFEST 2026, we aim to turn that potential into commercial outcomes by connecting Malaysian studios and creators with global partners, investors and markets,” he said.

“This initiative is about building export-ready intellectual property, strengthening our digital content ecosystem and creating new pathways for Malaysian creative companies to grow with purpose beyond our borders,” added Anuar.

Participants from countries including the United States, Japan, South Korea, Singapore, Indonesia, Thailand, the Philippines, France, the United Kingdom, Australia and Canada are expected to attend, bringing together different parts of the animation and games ecosystem.

With its first edition in Borneo, BAGFEST 2026 positions Sarawak as a meeting point for creators, businesses and audiences involved in animation, games and digital content, while strengthening Malaysia’s role in the global creative economy.

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