Anime characters are the new storefront and Henshin AI is the commerce layer: our character concierges turn fandom into direct revenue.
The Problem
Engaged anime fans in Japan monetize at roughly 3.3x the rate of fans in the US — not from loving anime more, but because Japan built the infrastructure to take fans' money. Everywhere else, fandom has a last-mile problem, and billions in demand leaks to bootlegs every year.
The Solution
Character concierges close that last mile. The characters fans identify with become the guides, curating from licensed catalogs, recommending like the best shop clerk in Akihabara, and selling — inside a conversation, at the exact moment of intent. Fans get frictionless access to official goods. IP holders and brands get a direct revenue channel and the fan data they've never had.
Why Us
Henshin, my licensing practice since 2014, gives us live deal flow with Tokyo's publishers and producers. We can do what platforms can't: access IP, keep licensors happy, and do the "nemawashi" needed to make deals happen.
We're starting with anime, where I hold the relationships; the same infrastructure extends to sports, movies, K-pop, and every fandom with the same last-mile problem.
Pre-seed (angel), running a select number of pilots with early design partners. If you own IP or an engaged audience: rob@henshin.ai
Aug 2014 — Present · San Francisco Bay Area
Anime-dedicated boutique consultancy focused on licensing, production, and M&A, built on over two decades in the industry.
-North American licensing agent for manga giant Kodansha, closing numerous deals for IPs such as Attack on Titan.
-M&A and acquisitions advisory for anime, manga, and game companies — including advising Tapas leading up to its $510M acquisition by Kakao.
-Brokered deals across categories: Displate's entry into anime (Dragon Ball Z, Demon Slayer, and more), N LITE's MFINDA serialization in Kodansha publications, Slushii's Webtoon Original, and more.
Dec 2024 — May 2026 · San Francisco Bay Area
-Owned Japan market development, building a pipeline with Dentsu and major Japanese IP holders for Roblox, Discord, and TikTok brand integrations.
-Led all revenue, partnerships, and GTM strategy for a Roblox analytics and advertising marketplace serving 100M+ monthly active users.
Sep 2022 — Dec 2023 · San Francisco Bay Area
-Grew flagship virtual character @crc_luna to 3M+ followers — the world's largest anime TikTok account — including 40% growth in six months.
-Got 555's original IP featured on TV TOKYO in Japan.
Head of Anime, Editorial & Publishing
NetflixApr 2020 — Jun 2022 · Tokyo, Japan
-Led Netflix's anime growth flywheel, driving 50%+ annual viewership increase in 2020 across the global content slate and winning regional buy-in for anime worldwide.
-Launched Netflix Anime YouTube and grew it to 1M subscribers (now 2.6M) across six audio and nine subtitle languages with zero ad spend.
-Led creative marketing campaigns for Sailor Moon and The Witcher anime films, achieving #1 and #2 category performance.
-Launched Netflix's first VTuber; partnered with data science on anime-specific product features
May 2016 — Jan 2020 · San Francisco Bay Area
-Executive produced Seis Manos — VIZ Media's first original anime and first Netflix Original Series — sourcing IP, studio, and talent, leading guild contracts, and bringing the title to market.
-Built VIZ's gaming portfolio from zero, closing ownership or strategic participation in five game titles.
-Developed new content acquisition pipelines across Japan and the US, closing Castlevania home video and Homestuck publishing & merchandise.
ViewsterApr 2014 — May 2016 · 2 yrs 1 mo
North American CEO & Global CSO
Jun 2015 — May 2016
-Launched OMAKASE, a hybrid video/merchandise subscription, achieving 100% growth each billing cycle.
Corporate Advisor & Content Acquisition Consultant
Apr 2014 — May 2015
Feb 2011 — Mar 2014 · Within 23 wards, Tokyo, Japan
-Co-authored Bandai Namco's midterm digital strategy, contributing to a 16.9% Content Business SBU revenue increase to JPY 264B in FY12.
-Founded classic IP incubator, overseeing release of 20+ transmedia titles across webcomics, animation, and new games.
-Led implementation of Bandai Namco ID — the company's first shared identity system — across multiple business units and titles.
VP of Licensing & Corporate Officer (執行役員)
May 2009 — Jan 2011 · Tokyo, Japan | San Francisco, California
-Employee #9. Created the revenue-share SVOD subscription model — now over 21M subscribers — and closed the first 60 anime simulcast deals, beginning with Naruto Shippuden.
-Established the content acquisition pipeline and royalty reporting system that became the industry template.
-Sourced $750K strategic investments each from TV TOKYO and Bitway; co-founded Tokyo office as Corporate Officer.
-Built the licensing foundation of the business that Sony acquired for $1.2 billion.
Senior Director of Business Development
Mar 2008 — Apr 2009
Sep 2005 — Nov 2007 · Greater Los Angeles Area
Japan liaison for all creative approvals; business development lead on publishing and music licensing deals.