Toei Animation

Company history

Founded
1948
Head office
Tokyo, Japan
Listed
2000
Founder
Hiroshi Okawa
Revenue · FYE Mar 2026
$592.4M (¥94bn)
Net profit · FYE Mar 2026
$158.7M (¥25bn)
Toei Animation: long-term performance & turning pointsSales (¥ bn)Net margin (%)

1948Japan’s answer to Disney

Revenue (¥ bn, bars) · net margin (%, line)
Source: securities reports & corporate yearbooks
  1. 1948Founded in Tokyo as Nihon Doga
  2. 1956Toei acquires the studio; renamed Toei Doga
  3. 1958Hakujaden — Japan’s first colour feature anime
  4. 1963Ken the Wolf Boy — its first TV series
  5. 1973Begins outsourcing drawing to the Philippines and Korea
  6. 1979Galaxy Express 999 — first self-produced feature

Toei Animation began in January 1948 as Nihon Doga — a small Tokyo studio, founded in the ruins of the war, that set out to carry Japan’s prewar tradition of 漫画映画 (cartoon films) into a proper animation industry. Renamed Nichido Eiga in 1952, it was bought in 1956 by 東映 (Toei), one of the big film studios, and became Toei Doga. Toei’s president, Hiroshi Okawa, gave it a deliberate ambition — to be “the Disney of the East,” Japan’s first company built to make full-length theatrical animation.

The ambition produced landmarks. In 1958 the studio finished Hakujaden, Japan’s first feature-length colour animation, and for two decades Toei Doga was the acknowledged “head temple” of the Japanese animation industry — the place that trained a generation of directors and animators. It moved early into television, launching Ken the Wolf Boy, its first TV series, in 1963 and converting its programmes to colour from 1967, and it built the deepest production bench in the country.

But the studio had been built as Toei’s production arm, and that defined how it earned. The parent held distribution and the box office; Toei Doga took a fee for making the films. From 1973 it went further and began farming the labour-intensive drawing work out to cheaper studios in the Philippines and South Korea. On both counts — the channel that sold its films and the hands that drew them — the company’s value lived in what it made while the leverage sat with others. In 1979 it took the first step out of that arrangement, releasing Galaxy Express 999, the first theatrical feature it produced and financed itself.

Read the full history in Japanese →


1980Three global franchises

Revenue (¥ bn, bars) · net margin (%, line)
Source: securities reports & corporate yearbooks
  1. 1986Dragon Ball begins broadcasting
  2. 1991CATAS in-house digital production system completed
  3. 1992Sailor Moon begins broadcasting
  4. 1995Dragon Ball and Sailor Moon reach US television
  5. 1998Renamed Toei Animation
  6. 1999One Piece begins broadcasting

Galaxy Express 999 (1979), the studio’s first self-produced and self-financed feature, was a hit — and it proved a point: Toei Doga could stand on films it owned rather than films it merely made for its parent. Through the 1980s and 1990s it turned that lesson into a library. Dragon Ball (1986), from Akira Toriyama’s manga, became a runaway long-run series whose broadcast, film and merchandise income remade the studio’s finances; Sailor Moon (1992), from Naoko Takeuchi’s manga, followed as a second worldwide property; and One Piece (1999), from Eiichiro Oda’s manga, became the third — a series still running more than two decades later and the company’s single largest revenue pillar today.

What changed was not just the hits but who paid. As the same characters were licensed abroad — Dragon Ball and Sailor Moon reached American television in 1995 — a growing share of income came from lending out copyrights rather than from production and broadcast fees. The studio also pushed early on technology, completing its own in-house digital production software, CATAS (Computer Aided Toei Animation System), in 1991 and beginning to digitise television production later in the decade. In 1998 it wrote the global ambition into its name, changing from Toei Doga to Toei Animation.

Read the full history in Japanese →


2000Going public

Revenue (¥ bn, bars) · net margin (%, line)
Source: securities reports & corporate yearbooks
FY2006 · unconsolidated
Revenue$186M
Net income$21M
Net margin11.1%
FY2013 · consolidated
Revenue$344M
Net income$34M
Net margin9.8%
  1. 2000Lists over-the-counter (December)
  2. 2004Lists on JASDAQ; sales subsidiaries in Los Angeles and Paris
  3. 2004The Pretty Cure series begins
  4. 2007TV Asahi’s stake passes 15%
  5. 2013Moves to the merged Tokyo Stock Exchange (JASDAQ)

In December 2000, fifty-two years after its founding, the company listed its shares — first over-the-counter, then on JASDAQ in 2004 — and expanded a network of overseas sales subsidiaries, in Hong Kong (1997), Los Angeles and Paris (both 2004), to sell its programmes and licence its characters directly into foreign markets. Its ownership took on the shape it still has: the former parent, Toei, remained the largest shareholder, and in 2007 the broadcaster TV Asahi lifted its stake above 15%, leaving two large media shareholders standing side by side over the company.

On screen the franchise machine kept adding pillars — Digimon Adventure (1999) and the long-running Pretty Cure girls’ series (2004) joined the big three — while the studio continued to lean on overseas labour for the drawing itself, incorporating its Philippine outsourcing partner as a subsidiary and building tablet-based digital workflows. A run of market reorganisations (JASDAQ, then the merged Tokyo exchange in 2013) and the scrutiny of a listed market pushed the company to make explicit what had long been implicit — that its most valuable asset was not its production capacity but the copyrights it held.

Read the full history in Japanese →


2014Licensing, and reclaiming the craft

Revenue (¥ bn, bars) · net margin (%, line)
Source: securities reports & corporate yearbooks
FY2014 · consolidated
Revenue$293M
Net income$22M
Net margin7.4%
FY2026 · consolidated
Revenue$592M
Net income$159M
Net margin26.8%
  1. 2014Head office consolidated in Nakano, Tokyo
  2. 2018New Oizumi studio — a fully digital, in-house pipeline
  3. 2022Moves to the TSE Standard market
  4. 2023Streaming boom drives record results; drawing academy opens
  5. 2025Group revenue tops $673.6M (¥101bn)

The 2010s turned Toei Animation into a very different kind of business. Copyright income — theatrical releases, streaming licences and character merchandising built on the big three franchises plus Pretty Cure and Digimon — overtook broadcast fees as the main driver of results, and margins widened dramatically: group revenue roughly tripled in a decade, from about $413.6M (¥33bn) to over $673.6M (¥101bn), at operating margins around a third. The COVID-era streaming boom accelerated it — global platforms (Netflix, Disney+, Amazon Prime Video, Crunchyroll) bid hard for anime rights, and revenue jumped more than 50% in the year to March 2023 alone.

The other half of the decade’s work was reclaiming what the studio had long outsourced. Having relied since 1973 on cheaper drawing hands in the Philippines and Korea, Toei Animation opened the New Oizumi studio in 2018 to bring the whole pipeline in-house and fully digital — drawing tablets and 3DCG — and in 2023 it opened its own drawing academy to train animators internally, as an industry-wide labour shortage made control of the craft a strategic question. Its unresolved problems are the mirror image of its strengths: a profit base concentrated in a handful of ageing franchises, and a governance built around two large media shareholders, Toei and TV Asahi, whose interests it must balance against its own.

Read the full history in Japanese →


Key decisions — the author’s view

Revenue (¥ bn) · net margin % · around FY1956

Toei buys the studio: building Japan’s answer to Disney (1956)

A studio built to make, not to sell

When Toei bought the small Nichido studio in 1956 and set Hiroshi Okawa’s ambition of an “Eastern Disney” on top of it, it gave Japan its first purpose-built feature-animation company — and, in Hakujaden (1958), the country’s first colour feature. For twenty years the result was the acknowledged centre of the Japanese animation industry, the studio with the deepest bench of directors and animators in the country. The scale of the ambition is exactly what created the capability, and that capability is what would later carry Dragon Ball, Sailor Moon and One Piece to the world.

But the studio was built as the parent’s production arm, and that decided how it earned. Toei held distribution and took the box office; the studio took a fee for making the films — its value lived in what it made, while the money lived one step upstream. That structural dependence, deepened from 1973 by outsourcing the drawing itself to cheaper studios abroad, is the counterweight to the creative strength. The whole later history — self-production from 1979, the accumulation of owned copyrights, the reclaiming of the craft in the 2010s — reads as a long effort to close the gap between what this company makes and what it controls.

Revenue (¥ bn) · net margin % · around FY1979

Galaxy Express 999: from contract studio to IP owner (1979)

Earning from what you own, not what you make

The release of Galaxy Express 999 in 1979 — the studio’s first theatrical feature that it produced and financed itself, rather than on commission from its parent — mattered less as a single hit than as a proof of concept: Toei Animation could build a business on films whose rights it held. From that point the studio set out to accumulate owned intellectual property, and the three franchises that followed — Dragon Ball (1986), Sailor Moon (1992) and One Piece (1999) — turned a maker of programmes into an owner of characters.

The deeper consequence showed up in where the money came from. A contract studio earns a fee once; an owner of copyrights earns for as long as the characters are licensed — into films, broadcasts abroad, merchandise and, later, streaming. Over the following decades that shift lifted the company off the low, one-off economics of production work and onto the high-margin economics of licensing, until copyright income — not production or broadcast fees — became the main driver of its results. The decision to stop working only for hire and start owning what it drew is the hinge on which the modern, high-margin Toei Animation turns.

Each heading links to the full Japanese analysis — background, decision and outcome, with sources.


References & sources

This is a condensed English edition. The full, source-by-source history — with the detailed narrative, financial tables, shareholders and executives — is maintained in Japanese: 日本語版(詳細)— Toei Animation full history in Japanese →

  1. Toei Animation Co., Ltd. — 有価証券報告書 (annual securities reports).
  2. Toei Animation Co., Ltd. — company chronology (沿革) and corporate profile.
  3. Consolidated results, FY2006–FY2026 — Toei Animation 決算短信 (earnings summaries).

Yen amounts are converted at the average rate of each figure’s own year — not today’s rate; revenue charts are shown in yen. Exchange rates & sources — the full ¥/US$ table →