Fact-checked by Grok 2 weeks ago

Saerom Animation

Saerom Animation, Inc. (Korean: 새롬 애니메이션) is a studio headquartered in , founded in 1987 by animation veteran Gilhwan Kim. The company specializes in full-service animation production, encompassing planning, digital production, and for series and films, leveraging advanced digital systems to deliver high-quality overseas animation services primarily to American broadcasters. Over its history, Saerom has established itself as a key partner for major studios, contributing animation to iconic projects across networks like Disney Television Animation, Nickelodeon, and Cartoon Network. Notable early works include Disney's Aladdin series, Gargoyles, and Clerks: The Animated Series; Nickelodeon's Hey Arnold! (seasons 2–5), Dora the Explorer, and Go, Diego, Go!; and Cartoon Network's Johnny Bravo and Party Wagon. In later years, the studio provided animation services for Cartoon Network series such as The Marvelous Misadventures of Flapjack, Regular Show, Adventure Time, and Clarence, as well as Disney's Amphibia (2019–2022). More recently, Saerom has handled additional animation for Adult Swim's Smiling Friends (season 2, 2024–present). With a focus on international collaboration, Saerom continues to support a diverse portfolio of animated content, emphasizing creative possibilities in global storytelling.

History

Founding and early outsourcing (1987–1999)

Saerom Animation was founded in 1987 by Gilhwan Kim in , , initially operating as Sae Rom Productions Co., Ltd., amid a burgeoning sector driven by demands. The studio quickly established itself by providing essential services such as ink-and-paint and work for prominent producers, capitalizing on Korea's competitive labor costs during the industry's early phase. In its formative years, Saerom contributed to key projects for studios like and , beginning with animation support for from 1987 to 1989, covering seasons 7 through 9. This period aligned with Korea's "" of outsourcing (1986–1999), where low wages—such as $50 per week for cel painters compared to $444 in in 1983—enabled studios to handle labor-intensive tasks for U.S. clients facing domestic strikes and rising costs. By the early , Saerom expanded significantly, securing major contracts including (1993–1996) for and (1994–1997) for , alongside other Korean firms like . These efforts helped fuel the studio's growth to approximately 300 employees by 1993, generating $4.8 million in exports primarily to American buyers such as DIC, contributing to Korea's overall animation export surge to $62 million that year. As the decade progressed, Saerom played a pivotal role in Korea's export boom, where the country captured about 30% of the global TV market by the late , largely through subcontracting from U.S. giants like , which pioneered offshore production in . The studio's work emphasized cost-effective, high-volume output for foreign series, reflecting the industry's reliance on overseas revenue—over 90% of Korea's audiovisual exports by the mid-. In the late , Saerom began transitioning to digital processes, as seen in its contributions to Hey Arnold! (seasons 2–5, 1997–2004) for , adapting to the evolving demands of electronic formats amid a broader industry shift.

Growth and shift to originals (2000–present)

In the early , Saerom Animation faced increasing global competition in , as lower-cost production hubs in countries like and began capturing a larger share of contracts, leading to a decline in Korea's animation exports from a peak of $167 million in 2000. This industry-wide pressure prompted Saerom, which had grown to employ around 300 staff by the early , to diversify beyond service-based work. By the mid-, the studio had expanded its capabilities to offer full-service production, encompassing planning through completion, which marked a strategic shift toward developing original content amid the broader Korean animation sector's pivot from subcontracting to creation. Key milestones during this period included the completion of long-term outsourcing contracts, such as animation services for from 2000 to 2019 and from 2010 to 2018, which provided stable revenue while the studio built internal expertise. Saerom's headquarters, located in the Geumcheon-gu district, underwent facility expansions to support this transition, incorporating cutting-edge digital systems for ink-and-paint and animation processes as the industry adapted to computer-generated techniques following the post-2000 globalization of digital tools. More recently, the studio has contributed to ongoing projects like (2023–present) and provided primary animation for (2024–present), reflecting sustained involvement in high-profile international series. To further this evolution, Saerom engaged in selective international coproductions and continued limited to hone skills, aligning with Korean government initiatives through the Korea Creative Content Agency (KOCCA). Established post-2001, KOCCA provided funding support for pilot projects and coproductions, offering up to 100 million won per initiative since the early 2000s to foster original development and global partnerships, with a total of 5.5 billion won allocated to 16 projects by 2008. As of 2025, Saerom maintains its headquarters in , balancing service-oriented with original endeavors in a mature domestic market that emphasizes export-oriented content creation.

Productions

Television series

Saerom Animation has provided overseas animation services for numerous television series, specializing in ink and paint, layout, coloring, and digital production for major studios and networks including , , , and . The studio's contributions span decades, encompassing over 1,000 episodes across more than 20 series, often handling full production pipelines for entire seasons or runs. In the , Saerom's initial forays into television focused on traditional cel-based work, including seasons 7 through 9 of (1987–1989) for , where they managed keyframe and inbetweening for the long-running series.) This marked the studio's entry into high-volume episodic production for U.S. broadcasters, establishing its role as a reliable partner during the era's expansion of animated programming. The 1990s saw Saerom expand its portfolio with prominent and projects, providing layout, ink and paint, and compositing services. Notable examples include full-season animation support for Gargoyles (1994–1997) on , Adventures of Sonic the Hedgehog (1993–1996) for , and Hey Arnold! (seasons 2–5, 1996–2004) on , where the studio transitioned to digital ink-and-paint processes starting in 1999, enhancing efficiency for later episodes like "Weighing Harold." Additional contributions included CatDog (1998) for , handling background art and . These efforts highlighted Saerom's growing expertise in adapting to evolving production demands, such as tighter schedules for prime-time network slots. Entering the 2000s, Saerom embraced fully digital workflows, delivering comprehensive animation for preschool and action-oriented series. Key works encompassed Dora the Explorer (2000–2019) for Nickelodeon, including early episodes like "Doggie Day!" (2000), where they oversaw digital coloring and effects; Dragon Tales (1999–2005) for PBS and Sony Pictures (uncredited); Go, Diego, Go! (2005–2010) for Nickelodeon; and Cartoon Network staples such as Johnny Bravo (1997–2004), My Gym Partner's a Monkey (2005–2008), and Party Wagon (2004). The studio's digital capabilities allowed for seamless integration with U.S. directors, supporting vibrant, character-driven visuals in long-running formats. In the and , Saerom continued as a primary overseas facility for and other networks, focusing on 2D digital with occasional additional services. Representative projects include full production for (2010–2017), from pilot to finale, under overseas director Hwang Gi-Ho; (2010–2018); additional for (2019–2022) on ; ongoing work on (season 2, 2024–present) for ; for (seasons 2–3, 2021–2023); later episodes of (2020s); and (2022–2023). These collaborations underscored Saerom's adaptability to diverse styles, from surreal comedy to adventure narratives, while maintaining high episode output during peak outsourcing periods.

Films and specials

Saerom Animation has contributed animation services to various theatrical films and television specials, often focusing on tasks such as ink and paint, coloring, , and digital animation for major U.S. studios including and . A notable early project was the 1992 environmental animated feature FernGully: The Last Rainforest, where Saerom provided overseas ink and paint services in collaboration with Rough Draft Korea for Kroyer Films. This traditional cel-animated film highlighted Saerom's initial role in supporting international theatrical releases during the studio's formative years. In television specials, Saerom handled full animation production for the 1992 pilot Battletoads, a short based on the series, produced for DIC Enterprises. They also animated holiday-themed content, including the 1995 musical special and the 1996 episode Sonic Christmas Blast, both for , featuring the speedy hedgehog thwarting holiday disruptions by Dr. Robotnik. Saerom's work extended to anthology formats with contributions to select shorts in Nickelodeon's Oh Yeah! Cartoons (1998), providing animation services for pilot episodes that launched series like The Fairly OddParents. By the 2010s, Saerom shifted to animation techniques, delivering services for Hey Arnold!: The Jungle Movie (2017), a reuniting the characters from the related series on an adventure to find Arnold's missing parents. In this project, Saerom acted as animation producer, emphasizing and final effects. This evolution from cel-based processes in specials to fully workflows in later films underscores Saerom's to industry advancements.

Original Korean works

Saerom Animation entered the domestic market with its first original production, Super Zuri: The Galactic Quest, a released in 2003. This series marked the studio's initial foray into fully self-owned content, leveraging prior outsourcing expertise to develop in-house capabilities for storytelling tailored to Korean audiences. Subsequent originals included Dreamy Pensee in the mid-2000s, alongside various pilots and short-form animations. These works were produced entirely in-house, encompassing scriptwriting, storyboarding, animation, and , with themes blending , fantasy, and educational elements to engage local viewers. The 2005 television quota system, which mandated national broadcasters to allocate 1% of airtime to indigenous animations, provided crucial support for developing and airing these pilots and shorts. Distribution focused primarily on Korean broadcasters such as EBS and KBS, prioritizing domestic reach over extensive exports, in contrast to the studio's projects. This approach aligned with efforts to build local ecosystems, though limited global coproductions occasionally extended select works abroad. Saerom's originals contributed to broader revenue growth in domestic animation, where -wide earnings from such rose from 75 billion KRW in 2004 to 137 billion KRW in 2007, reflecting increased viability for in-house productions.

Role in Korean animation

Outsourcing for international markets

Saerom Animation has maintained a prominent role in the global outsourcing ecosystem, particularly through modular contracts with U.S. studios that often involve annual deals for high-volume television series production. These agreements typically encompass full-package services, from layouts to final , allowing U.S. clients to delegate substantial portions of the while retaining creative oversight. In contrast, relational ties with Japanese clients, established amid the Korean animation industry's origins in the , emphasize long-term, skill-specific partnerships focused on targeted tasks such as in-betweening and coloring, delivered on a just-in-time basis for episodic projects. The studio's outsourcing activities have predominantly targeted the U.S. and Japanese markets, with the U.S. accounting for 73% of Korean animation exports in peak years like 1999, contributing to an industry total of $167 million by 2000. Saerom participates in compact supplier systems, where typically one or two Korean studios handle core animation for individual projects, enabling efficient scaling for international chains. Key U.S. clients include , for which Saerom provided production services in the 1990s, such as contributions to , as well as for ongoing series like (seasons 4, including holiday specials) and . Japanese partnerships involve first- and second-tier studios like and Studio Pierrot, though specific project details remain more fragmented due to the relational, non-formal contract nature. Economically, Saerom's has facilitated significant cost savings for international clients, as Korean labor rates during peak periods were approximately 10-20% of U.S. equivalents, allowing studios to handle evolving tasks from traditional inking in the to full digital animation post-2000. This model supported Korea's integration into global value chains, with Saerom contributing to the industry's export surge by employing specialized teams for high-output U.S. series while building technical expertise through Japanese collaborations. As of 2025, Saerom's focuses on selective projects aimed at skill-building and maintaining relational networks; by 2023, exports had stabilized at around $120 million, with initiatives announced in 2025 aiming to increase them to $170 million by 2030 through a $1 billion investment, driven by shifts toward cheaper destinations, digital tools, and original content production. This strategic pivot allows the studio to balance financial stability with opportunities for upgrading in international coproduction chains.

Contributions to domestic development

Saerom Animation played a pivotal role in upgrading skills within South Korea's sector by leveraging contracts with international studios, which facilitated the transfer of advanced techniques to domestic projects. Through handling key tasks for U.S. clients like in the late 1980s and 1990s, the studio enhanced local animators' expertise in areas such as key framing and character design via , contributing to the industry's transition from rudimentary processing roles—dominant between 1966 and 1985—to creative after 2000. Saerom adopted digital ink-and-paint processes, replacing traditional cel and enabling more efficient workflows that were later applied to original Korean content, aligning with the broader sector's shift toward computer-assisted techniques. The studio's expansion supported significant employment and training growth in the post-1997 Asian era, when policies emphasized small and medium-sized enterprises (SMEs) in cultural sectors for economic recovery. By 1993, Saerom had grown to employ over 300 animators, many as freelancers, fostering a skilled through practical experience on global projects and helping stabilize the amid outsourcing fluctuations. This development was bolstered by state initiatives, including the Cultural Industry Promotion Fund (CIPF), established in 1999 with an initial 50 billion won ($42 million) seed from the and reaching 301 billion won ($263 million) by 2004 through combined and contributions, which provided loans, guarantees, and technical aid to animation SMEs like Saerom. Saerom also integrated with evolving government policies that promoted local content creation, benefiting from and influencing the sector's policy landscape. The studio capitalized on the Korea Creative Content Agency's (KOCCA) support programs, which invested 43 billion won ($37.5 million) in 31 animation projects between 2002 and 2005, enabling firms to develop original works and expand market access. These efforts aligned with broader regulatory pushes, such as the 2005 mandate requiring at least 40% local programming in terrestrial TV airtime, which incentivized domestic production and reduced reliance on imports. In 2025, the government announced a 1 won ($1 billion) investment to further boost the sector, aiming for 1.9 won in by 2030, supporting studios like Saerom in original production and global collaborations. On a wider scale, Saerom's trajectory helped elevate Korean studios—including contemporaries like Dongyang Animation and —from labor-intensive subcontractors to participants in coproductions and originals, solidifying Korea's position as a global exporter by the mid-1990s. This progress addressed early industry challenges, such as financial dependence on , by balancing international with creative domestic initiatives, thereby resolving tensions between export-oriented processing and local .

References

  1. [1]
    Company Profile: 'Saeron Animation'
    Feb 15, 2010 · Saerom Animation Inc. was established in 1987 by the animation veteran Gilhwan Kim and has proven to be a solid company in international competitive power.
  2. [2]
  3. [3]
    [PDF] The South Korean Animation Industry in Historical-Comparative ...
    Jun 3, 2011 · The first wave until the 1980s involved the rise of offshore outsourcing networks linking the. U.S. market to East Asian suppliers. The second ...
  4. [4]
    The Korean Animation Explosion
    ... Eighties when animation studios began popping up all over Seoul; Daiwon, Sei Young, AKOM and Saerom, to name a few, were all formed during this period.
  5. [5]
    'Fionna and Cake' EP Adam Muto Takes Us Beyond the Land of Ooo
    Aug 24, 2023 · Adventure Time: Fionna and Cake ... As with the first Adventure Time, Rough Draft Korea and Saerom Animation were the partner studios on the ...
  6. [6]
    Smiling Friends (TV Series 2020– ) - Full cast & crew - IMDb
    Smiling Friends (TV Series 2020– ) - Cast and crew credits, including ... editor: Saerom Animation (as Yeonseon Yu). 1 episode • 2024. Tom Browngardt.
  7. [7]
    Weighing Harold (1999) - The Internet Animation Database
    Associated Studio(s). Nickelodeon · Saerom Animation, Inc. ... United States. Hey Arnold! The Complete Series · Hey Arnold! - Season 4 ... Negative Type: Digital.
  8. [8]
    FernGully: The Last Rainforest - The Internet Animation Database
    Animation Type: Standard (Hand-drawn-Cel) Animation Aspect Ratio: 1.66 : 1 Cinematographic Format: Spherical Color Type: Color Negative Type: 35mm
  9. [9]
    Battletoads (TV Short 1992) - Company credits - IMDb
    Battletoads (TV Short 1992) - Movies, TV, Celebs, and more ... Other Companies. Edit · Saerom Animation. (animation production). Contribute to ...
  10. [10]
    Saerom Animation (Animation Studio) - Behind The Voice Actors
    There are 21 voice actors that have performed in 3 titles animated by Saerom Animation on BTVA. Actors: 21. Shows: 3. Shows. Sonic Christmas Blast Sonic ...
  11. [11]
    Sonic Christmas Blast (1996 TV Show) - Behind The Voice Actors
    Voice Directors: Marsha Goodman, Paul Quinn US Release: Dec 24, 1996 - 1996. Animation Studio: Saerom Animation. Trending: 3,020th This Week.
  12. [12]
    Company credits - "Oh Yeah! Cartoons" The Fairly OddParents - IMDb
    Jireh Animation. (Jireh Productions, animation services). Modern VideoFilm. (post-production services). Saerom Animation. (Saerom Animation Inc., animation ...
  13. [13]
    Hey Arnold: The Jungle Movie (TV Movie 2017) - Full cast & crew
    Hey Arnold: The Jungle Movie (TV Movie 2017) - Cast and crew credits ... animation producer: Saerom Animation Inc. (as Youngmee Kim). Raymie Muzquiz.
  14. [14]
  15. [15]
    My Gym Partner's a Monkey in Full Swing on Cartoon Network
    Mar 7, 2006 · Overseas production studio: Saerom Animation Inc., Korea. Executive in charge of production for Cartoon Network: Jeff Prezenkowski. Cartoon ...<|control11|><|separator|>
  16. [16]
    [PDF] Korean Cultural Industry Policies from 1993 to 2021. - SFU Summit
    MCT repealed its Cultural Industry Promotion Fund in 2007, a major funding scheme of the Korean state designed to support creators and entrepreneurs. In the ...