Company Profile

About Senju Kobo

Senju Kobo is …

We are a group of creators,

devoted to expanding the possibilities of your story.
We are on the constant lookout for directors and producers wanting to find new methods of expression. Our concept art will surely be able to provide your work with new and innovative ideas.
Whether it is animation, live action, staged plays, or video games, we are always ready to provide.


“Like the many ripples made from throwing a rock in a pond, Senju Kobo will provide you with a rich assortment of images you’ve never imagined.”
Together with our clients, sometimes beginning from just a single note or a quick scribble,
we’ve weaved images of new worlds by creating many sketches through exchanging our thoughts with our client and staff.

“Senju Kobo will be there to help shape your ideas all the way to the end.”
With our broad range of art styles, such as oil and watercolors, comic and realistic styles,
we will work with our clients until they find the right image to express their thoughts and ideas.
Also at Senju Kobo, we happily stick around for the necessary long revision periods needed for pachinko machine production, supporting producers as much as we can.

To the people who would like to work with us.


“Senju Kobo is a organization with flexible workplaces.”
Working at Senju Kobo does no limit your hours, living environments, or even the country you live in.
This makes it possible to be part of production while raising your children,
nursing family members, or while working a side job.
Our representative herself had worked from home while caring for her family, which gave us the ground work to make this system possible.
This system lets us work together with partners and clients not only in Japan, but throughout Asia and America.

“We take time to train, support and motivate our members talents.”
Our work is made through a process of our staff members clashing their artistic senses with each other, together with conversing with our clients.
This process isn’t simple addition and subtraction, rather, we believe it can create results with an infinite amount of possibilities.
Because of this we believe it’s important that we train and cultivate our members talents, and seek out new talents throughout the world.

A Brief history of the representative

Ayumi Sugimoto

Although I aspired to become an animator since my youthful days, my strict parents who were part of the educational system strongly opposed to this. I entered a preparatory school for art, and although I couldn't make it to art school, I convinced my parents so I could work at an animation studio, where I learned from scratch all about producing animation.
At that time, one of my senior coworkers praised me on how precise and detailed my background art of a cliff I was drawing at the time was, which is what inspired me to move in the direction of background and set piece artwork rather than character animation.
After leaving that studio, I was hired at Nippon Animation as a background artist.
Around this time I got married and had my first child, and moved to Hawaii as my husband was hired at Squaresoft (currently Square Enix), where I was also hired to work as a background artist. I began working on digital background here for the first time.
Although I left squaresoft and returned to Japan to care for my son's epilepsy, I had the opportunity to work on background art for videogames such as Final Fantasy 9 & 10, Kingdom Hearts and others.
At this time I returned to my mother's home town of Aidsu to begin freelance work. I mostly worked on TV animation series. I was able to personally make connections with animation studios and overseas outsourcing studios. After my son's recovery in 4 years, I parted ways with my husband and moved to Tokyo.
In Tokyo I worked as an art director for TV animations while training new employees at AIC studios, as well as teaching part time at Japan Electronics College.
I learned how to teach for the first time while I was here.
I returned to working on background art for animations and video games about 5 years ago. At this time I started up my own studio, Senjyu Kobo.
At first we took any sort of jobs, no matter how cheap, so I could pay my staff a fixed salary. But as time went by, we only got more and more exhausted, and we had nothing to gain.
I talked together with my staff, and decided on changing to a "paid by the piece" system, so we could focus on raising the quality of our work. This took place in 2014, as well as Senjyu Kobo becoming a corporation.
Today Senjyu Kobo is comprised of 5 core staff members including myself. Together with other freelancers who like our work style, we keep busy producing high quality work on a daily basis.
As I was an idea giver to begin with, we gradually made the shift to a business style of providing our clients with concepts and ideas. We now work under the policy of "Staying with our clients to the very end = until the expressive work they've visualized has taken shape," and help our clients with any worries or concerns pertaining to their piece.

Company name Senjukobo Co.,Ltd.
Location 〒104-0061 5F Ginza fugetsudou building, 6-6-1 Ginza, Chuo-ku, Tokyo
+81-3-5537-6754
President
(Reprisentitive Director)

Ayumi Sugimoto

Business Outline 1:Planning & producing art works for animations, commercials, video games, pachinko slot machines.

2:Planning, designing, editing & producing printed matter.
Date Established May 29th, 2014.
Captial Stock 3,000,000 JPY