Jiangyou says China's AI comic-drama market is contracting
Huang Haonan says his team shrank from about 1,000 to 300 as surging output, oversupply and platform dynamics squeeze China's AI comic-drama market.
CURATED TIMELINE · EDITORIAL EDITION
In seven months, a 1,000-person expansion story became a 300-person retrenchment. Four source-backed snapshots show how video-generation gains slashed unit labor, flooded supply, and moved competition from raw output to platform distribution and hit rate.
Timeline overview
Editorial thread
Reviewed event briefs and original editorial context, ordered to show how the story changed over time.
Huang Haonan says his team shrank from about 1,000 to 300 as surging output, oversupply and platform dynamics squeeze China's AI comic-drama market.
An industry report says AI comic-drama costs have fallen to hundreds of yuan per minute as competition shifts toward output, cost and hit rate.
Seedance 2.0 uses a unified multimodal architecture for joint audio-video generation, available through Jimeng, Doubao, and Volcano Ark.
Founder Huang Haonan says Jiangyou Culture has grown to about 1,000 people and plans expansion into animation, overseas markets, IP and games.
Seven months later, scale became a liability. Huang said his team had fallen to about 300 people while output per worker had multiplied. In his account, oversupply, platform traffic allocation, paid promotion, and policy expectations compressed the domestic model that had rewarded rapid hiring.
His line that the industry was “gone” should not be read literally. The company was still producing and pursuing overseas markets. What collapsed was the earlier formula of headcount expansion, platform tailwinds, and domestic revenue sharing.
Automation reached the org chart. The report found per-minute costs down to hundreds of yuan, short training paths for new production workers, and at least one company cutting an 8–10 person team to about three after Seedance 2.0. One studio moved work to 3 a.m. to avoid generation queues.
Lower unit cost did not guarantee higher profit. As easy organic traffic faded, the competitive question shifted from who could expand fastest to who could repeatedly produce the small fraction of titles that platforms would distribute.
This is the technical hinge. Seedance 2.0 brought multi-reference prompting, native audio-video generation, and clips up to 15 seconds with multiple shots. That changed the amount of usable footage one worker could produce and pushed many business users into the same capacity queue.
A model launch does not automatically cause layoffs or oversupply. It changed the production frontier; the next two reports show how companies responded.
The boom was still a headcount story. In December 2025, founder Huang Haonan described a roughly 1,000-person operation and ambitions spanning domestic animation, overseas distribution, IP, and games. Production still required multi-person teams, labor represented about 60% of his costs, and scripts and storyboards were treated as the human moat.
Those numbers are management claims, not audited industry statistics. Their value here is as a same-source baseline for the follow-up seven months later.