Report on the Creator and Entertainment Company Networking Event 'The CREATORS Supported by Wick'
Trident Works Inc. held 'The CREATORS Supported by Wick', a real-world networking event for creators and entertainment companies, on April 17-18, 2026, at Akihabara UDX, Tokyo. The two-day event attracted 2,940 attendees and fostered high-density interactions through unique features like industry cards, appeal stickers, and hands-on corporate booths.
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- 📰 Published: May 2, 2026 at 00:00
- 🔍 Collected: May 1, 2026 at 15:32
- 🤖 AI Analyzed: May 1, 2026 at 15:57 (25 min after Collected)
For two days on April 17th and 18th, 2026, Trident Works Inc. hosted 'The CREATORS Supported by Wick', a real-world networking event for creators and entertainment companies, at Akihabara UDX in Tokyo. Over the two-day period, a total of 2,940 visitors attended the venue, which was filled with excitement throughout.
This event was designed not only as a platform for creators to showcase their work but also as a space where companies and individuals could connect on an equal footing and discover new opportunities.
This report will detail the atmosphere of the venue on the day of the event and the types of conversations that took place among visitors, by introducing the voices of exhibiting companies and creators interviewed at the venue.
## Unique Mechanisms to Boost Venue Excitement and Dialogue
Upon entering 'AKIBA_SQUARE', the main venue on the 2nd floor, the first thing that caught the eye was the large number of visitors moving around. Approximately 20 corporate booths lined both sides, and the 'Visitor Exchange Lounge' and 'Gather! Guild Bulletin Board' in the center were constantly crowded with people, creating a lively scene where exhibitions and interaction spaces merged.
Many visitors were dressed in ways that reflected their individuality as creators, including cosplayers and visitors actively promoting their work by displaying it on tablet devices hanging around their necks. Business card exchanges and information sharing were also actively conducted everywhere.
These dialogues were encouraged by meticulous devices prepared by the organizers.
- All visitors wore pass holders with 'industry cards' inserted to clearly indicate their profession and purpose, such as 'Illustrator/Animator/Graphic Designer', 'Publisher/Distributor/Editor', 'VTuber Agency/Metaverse/XR/AR'.
- In addition, numerous 'appeal stickers' were provided, such as 'I want to hear about your service!', 'I want to take on work!', and 'Feel free to talk to me!', making their current situation clear at a glance.
This made it easy to naturally check the attributes of others they passed, creating an environment where it was easier for first-time acquaintances and companies/individuals to initiate conversations.
## High-Density Interaction Between Companies and Creators Through Touch & Try
In the corporate exhibition area on the 2nd floor, touch & try sessions for creator tools and services were actively held. Each booth was constantly visited by creators trying out equipment throughout the day, with many seen seriously engaging with LCD pen tablets and other devices. Questions to company representatives were often specific, focusing on fine details of functions and potential introduction into practical work, indicating the high level of visitor interest.
The representative from exhibiting company Medibang Inc. reflected on visitor reactions as follows:
"The presence of each visitor was outstanding, and we had very high-density interactions. Rather than passively passing by, many visitors came directly to our booth with a clear purpose, allowing us to feel tangible results from exhibiting. In terms of the quality of creators, I have the impression that this event stands head and shoulders above others."
For visitors, the exhibition area was also a valuable opportunity to actually try out equipment they were interested in. A manga artist who experienced the latest equipment at the booth of a major pen tablet manufacturer happily commented:
"The feel of actually touching it was truly 'divine'. I usually work at home, so it's hard to find opportunities to visit electronics stores to try out the latest equipment. Coming to this event and being able to personally confirm the performance of a product I'd been curious about was a huge gain."
Thus, the exhibition area provided an opportunity to directly appeal products to home-based creators who are usually difficult to reach, and by letting them experience the products firsthand, to increase their understanding and favorability towards the products.
## New Partners Born from Direct Dialogue
On the 4th floor, the 'Business Trip Editorial Department' sessions, featuring portfolio reviews and business meetings, were lively and generated great excitement. At each company's booth, creators with their works deeply engaged with company representatives. The sight of creators exchanging opinions over thick materials and tablets strongly conveyed that this was a serious setting directly connected to practical work.
An editor from Shufu to Seikatsu-sha Co., Ltd.'s 'PASH! BOOKS' provided the following feedback on their experience exhibiting:
"As an editorial department that handles both novels and manga, it's very grateful to have direct contact with a wide range of creators. I was able to talk not only with authors but also with VTubers, composers, and sound engineers, directly discussing works."
This event was designed not only as a platform for creators to showcase their work but also as a space where companies and individuals could connect on an equal footing and discover new opportunities.
This report will detail the atmosphere of the venue on the day of the event and the types of conversations that took place among visitors, by introducing the voices of exhibiting companies and creators interviewed at the venue.
## Unique Mechanisms to Boost Venue Excitement and Dialogue
Upon entering 'AKIBA_SQUARE', the main venue on the 2nd floor, the first thing that caught the eye was the large number of visitors moving around. Approximately 20 corporate booths lined both sides, and the 'Visitor Exchange Lounge' and 'Gather! Guild Bulletin Board' in the center were constantly crowded with people, creating a lively scene where exhibitions and interaction spaces merged.
Many visitors were dressed in ways that reflected their individuality as creators, including cosplayers and visitors actively promoting their work by displaying it on tablet devices hanging around their necks. Business card exchanges and information sharing were also actively conducted everywhere.
These dialogues were encouraged by meticulous devices prepared by the organizers.
- All visitors wore pass holders with 'industry cards' inserted to clearly indicate their profession and purpose, such as 'Illustrator/Animator/Graphic Designer', 'Publisher/Distributor/Editor', 'VTuber Agency/Metaverse/XR/AR'.
- In addition, numerous 'appeal stickers' were provided, such as 'I want to hear about your service!', 'I want to take on work!', and 'Feel free to talk to me!', making their current situation clear at a glance.
This made it easy to naturally check the attributes of others they passed, creating an environment where it was easier for first-time acquaintances and companies/individuals to initiate conversations.
## High-Density Interaction Between Companies and Creators Through Touch & Try
In the corporate exhibition area on the 2nd floor, touch & try sessions for creator tools and services were actively held. Each booth was constantly visited by creators trying out equipment throughout the day, with many seen seriously engaging with LCD pen tablets and other devices. Questions to company representatives were often specific, focusing on fine details of functions and potential introduction into practical work, indicating the high level of visitor interest.
The representative from exhibiting company Medibang Inc. reflected on visitor reactions as follows:
"The presence of each visitor was outstanding, and we had very high-density interactions. Rather than passively passing by, many visitors came directly to our booth with a clear purpose, allowing us to feel tangible results from exhibiting. In terms of the quality of creators, I have the impression that this event stands head and shoulders above others."
For visitors, the exhibition area was also a valuable opportunity to actually try out equipment they were interested in. A manga artist who experienced the latest equipment at the booth of a major pen tablet manufacturer happily commented:
"The feel of actually touching it was truly 'divine'. I usually work at home, so it's hard to find opportunities to visit electronics stores to try out the latest equipment. Coming to this event and being able to personally confirm the performance of a product I'd been curious about was a huge gain."
Thus, the exhibition area provided an opportunity to directly appeal products to home-based creators who are usually difficult to reach, and by letting them experience the products firsthand, to increase their understanding and favorability towards the products.
## New Partners Born from Direct Dialogue
On the 4th floor, the 'Business Trip Editorial Department' sessions, featuring portfolio reviews and business meetings, were lively and generated great excitement. At each company's booth, creators with their works deeply engaged with company representatives. The sight of creators exchanging opinions over thick materials and tablets strongly conveyed that this was a serious setting directly connected to practical work.
An editor from Shufu to Seikatsu-sha Co., Ltd.'s 'PASH! BOOKS' provided the following feedback on their experience exhibiting:
"As an editorial department that handles both novels and manga, it's very grateful to have direct contact with a wide range of creators. I was able to talk not only with authors but also with VTubers, composers, and sound engineers, directly discussing works."