KADOKAWA's strategy: Mass recruitment to combat the shortage of animators

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The multimedia conglomerate KADOKAWA has made official its strategy to ensure the future of its productions. The company announced on January 30 the start of its KADOKAWA recruitment for anime studios corresponding to the class of new graduates of 2027. Starting in February, six studios under its umbrella will seek to fill a total of 60 vacancies, a significant increase from the previous year's 47 positions, focusing on critical areas such as production, 3DCG and finishes.


This initiative seeks to counteract the brain drain in an industry where 40% of animators leave before the age of five. KADOKAWA is committed to a direct hiring model in each studio, but supported by a unified corporate training infrastructure.




KADOKAWA Recruitment Details and Participating Studies


The selection process allows applicants to apply to multiple studies simultaneously. Once hired, new employees will go through the "KADOKAWA Anime Course", a shared training program that includes technical workshops and networking between the different subsidiaries, something that 80% of those who joined in 2025 valued positively in internal surveys.


Studies and profiles sought


The six participating studios range from traditional animation to advanced CGI:


  • Doga Kobo: Veteran studio (acquired in 2024) responsible for hits such as Oshi no Ko. He is looking for production staff to manage his multiple projects.
  • ENGI: Specialized in hybrid 2D/3D workflows (Unnamed MemoryUzumaki). Its applications open on February 1.
  • Kinema Citrus: Known for the fluidity of action in Made in Abyss. Recruit specialists in composition and photography.
  • Studio KADAN: Focused on detailed backgrounds for fantasy (Ragna Crimson).
  • Chiptune: Prioritize illustrators for slice-of-life designs and "kawaii" aesthetics.
  • Bellnox Films: Boutique studio experimenting with 3DCG and looking for finishers for digital polishing.


Industry context


KADOKAWA, which produces around 60 anime titles a year, has implemented structural changes to improve working conditions, including a 15% increase in base salary by 2025. According to executive Kikuchi, the goal is to "create environments where creators can focus on their work without worry" in an increasingly demanding global market.


With annual revenues exceeding 200 billion yen, the company's strategy aims to control the entire value chain, from the publication of light novels to final animation, using shared resources such as 3DCG software and freelancer exchanges to optimize production.

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