From Graphic Novel to Multi-Format Franchise: A Checklist for Creators Inspired by The Orangery
A step-by-step checklist to prep your graphic novel for transmedia deals: pitch deck, rights matrix, POC assets, and creator-friendly contract points.
Beat the overwhelm: a creator's checklist to turn a graphic novel into a multi-format franchise
Feeling swamped by contract terms, pitch decks, and endless "what-ifs" when trying to turn your graphic novel into a TV show, game, or merch line? Youre not alone. In 2026, studios and agents want proven IP packaged for speed. This guide gives a step-by-step, practical checklist to prepare your graphic novel for transmedia dealsfrom the one-sheet to creator-friendly contract pointsso you can stay in control and get paid fairly.
Why now matters: 2025-26 market signals
Two recent trends make this playbook essential:
- Agency & studio consolidation around transmedia studios and IP houses. Major agencies and management firms are signing transmedia studios and IP houses to represent cross-platform rights. For example, in January 2026
Variety reported that WME signed The Orangery, a European transmedia studio holding graphic-novel IP such as "Traveling to Mars" and "Sweet Paprika"
—a clear sign agents are prioritizing packaged IP with multi-format potential. - Streamers and publishers want ready-to-adapt IP. After late-2024/2025 slate cutbacks, platforms now favor projects that reduce development risk: a cohesive world, a playable IP roadmap, and proof-of-concept assets that demonstrate tone, audience, and audience engagement potential.
How to use this checklist
Start with the top-level items first: legal chain-of-title and a one-sheet. Then build the proof-of-concept assets and the rights matrix. Use the 90-day sprint plan near the end if youre prepping for an immediate pitch or RFP. Throughout, prioritize clarity of ownership, simple rights language, and assets that prove audience and tone.
Transmedia prep checklist (step-by-step)
Step 1 Secure your foundation: chain-of-title & corporate housekeeping
- Confirm chain-of-title: Have dated drafts, contributor agreements, and assignment documents for all creators (writers, artists, letterers, colorists). If you worked with contractors, collect written work-for-hire or IP assignment documents.
- Copyright registrations: Register the graphic novel (U.S. Copyright Office or local equivalent) and, if feasible, key characters and logos as visual trademarks.
- Entity & tax check: If you plan to license or sell rights, operate through a company (LLC or equivalent) to simplify payments, tax withholding, and liability. Confirm bank and payment setup for foreign sales.
Step 2 Define your IP spine: the modular rights map
Prepare a rights packaging matrix that spells out which rights you will offer, what you will retain, and desired deal forms. Use a simple grid with columns: Right, Territory, Media, Term, Exclusive/Non-exclusive, Note.
- Core rights to list: film, TV/streaming, animation, audio drama, video games, live action adaptations, stage, merchandising, publishing (novels), interactive/AR/VR, collectible/licensing, NFTs/web3 (if applicable).
- Territory breakdown: global, specific territories (U.S., EU, APAC), or language-based rights.
- Term options: short option (12-24 months) with re-option terms; long-form license length for production & distribution.
Step 3 Create the core pitch package
Every potential partner wants to see a clean, fast representation of the IP. Your core package should include:
- One-sheet (1 page): 3-sentence logline, 2-sentence hook about audience, 1 sentence about author/creator, 1 high-res key image, and 1 line of ask (option, co-pro, full adaptation).
- Pitch deck (10-12 slides): Slide-by-slide outline below.
- Sales proof (if available): sales numbers, crowdfunding results, newsletter subs, Patreon metrics, social engagement, foreign rights sold.
- Lookbook / sample pages: 10-20 high-quality pages or a 3-5 minute sizzle reel for animation/live-action tone.
Pitch deck slide-by-slide (practical template)
- Title slide: title, subtitle (tone), logo, creator & contact.
- Logline + one-sentence hook: crisp and repeatable.
- Why now: trend hooks (e.g., sci-fi resurgence, audience behavior, streaming app need for IP).
- World & premise: 3-4 bullet points that define the universe.
- Key characters: 3-5 characters, their arcs, and visual reference.
- Story map & season plan: for TV/streaming, outline S1 arc and S2 seeds.
- Audience & comps: target demo + 2-3 comparative titles (why this is different).
- Proof-of-concept: links to pages, trailer, awards, sales.
- Rights & deal ask: what youre offering and what you want in return (option fee, creative participation, backend).
- Creator bio & team: highlight any production-ready partners (showrunner, director attachments, game studio interest).
- Next steps & contact: clear CTA, timeline for option/licensing, attachments.
Step 4 Proof-of-concept assets: what to build and specs
Assets sell tone and reduce developer risk. Prioritize assets you can produce to a high level quickly.
- High-impact pages: 10-20 finished pages at print/web resolution (300 DPI for print, 150-200 DPI for web previews) in PDF and flattened PNGs.
- Sizzle reel: 90-180 seconds. Use voiceover + key art panels + temp music to communicate tone. Render in 16:9 H.264 MP4, 1080p minimum. If you plan to show at festivals or live pitch events, consider platforms and render workflows like those in reviews of modern live-stream tooling such as ShadowCloud Pro.
- Digital lookbook: 8-12 page PDF with moodboards, color palettes, and visual references for animation/live-action. Organize your files with an asset pipeline approach (color management, versioning, and delivery specs) informed by studio systems and asset pipelines.
- Playable demo / game vertical (if pursuing games): a 2-3 minute vertical trailer or playable prototype (Unity/WebGL) showcasing core mechanics and IP hooks. Test with guidance from practical advice on reducing latency for cloud gaming if you plan to demo over remote playtest infrastructure.
- Audio proof: a narrated scene or audio drama pilot (3-8 minutes) for pitch meetings with audio-first producers or podcast networks.
Step 5 Commercial proof & audience signals
Even indie IP benefits from real-world traction:
- Sales: print/digital units, bestseller lists, preorders, foreign rights deals.
- Audience engagement: newsletter open rates, Discord/Patreon community size and retention, social video view rates.
- Crowdfunding metrics: % funded, backer demographics, stretch goals met.
Step 6 Creator-friendly contract points to protect and empower
When youre offered an option agreement or license, push for these creator-first clauses. Always consult an entertainment attorney, but use these bullets to guide negotiations:
- Option term & re-option: Aim for a 12-18 month initial option with a single re-option (6-12 months) tied to milestones (attaching talent, greenlight or financing). Avoid automatic extensions without creator consent.
- Reversion on no-production: If no principal photography/broadcast/documented development by agreed date, rights revert automatically unless a reasonable cure is met.
- Approval points: Secure approval for major changes to character fundamentals and title use (narrowly defined to avoid veto over production choices).
- Credit language: "Based on the graphic novel by [Creator]" and positioning (main titles or opening credits, as negotiable).
- Compensation & backend: Option fee, purchase price, and a meaningful backend (net profit participation or a defined bonus structure tied to distribution revenue thresholds).
- Merch & ancillary rights: License merchandising separately or retain merchandising rights and license back on a revenue-share basis. Set minimum guarantees for merchandising if you license it away. See advanced creator playbooks on merch, micro-drops, and logos.
- Sequels & prequels: Limit grants for sequels/prequels unless paid separately or included in a clearly defined bundle with additional compensation.
- Audit & accounting: Right to audit financials for merchandising/licenses with published reporting cadence.
- Creative participation: Pay or credit for creator consultancy or an executive producer role if you're contributing to adaptation.
- Clear warranty scope: Narrow warranties about originality and chain-of-title; limit indemnity to willful breaches by the creator, not minor errors.
Sample negotiation posture (starter language)
Use this as a negotiating posture, not legal advice. Example:
"Option term: 12 months with one 6-month re-option upon mutual agreement and achievement of a defined milestone (attachment of lead director or lead financer). If production has not commenced within 30 months of initial option, rights automatically revert to Licensor."
Step 7 Deal structures: options, assignments, and co-development
Know the common deal shapes and the trade-offs:
- Option + purchase: Standard for film/TV. You receive an option fee, then a purchase price if the project proceeds. Negotiate reversion and backend participation.
- Co-development: You retain greater control; joint development with a producer/production company often requires shared development costs and clearer IP use rules.
- Assignment: Complete sale of rights. Typically higher upfront but you lose all control. Only consider if price fully compensates all future upside.
- Licenses by medium: Sell specific rights (audio drama, limited series) separately to optimize value and retain other windows like games or merchandising.
Step 8 Who to pitch and how to target partners in 2026
Prioritize partners that can monetize across formats:
- Full-service agencies & management: WME, CAA, UTA, etc., are increasingly packaging IP with transmedia ambitions. They can open doors to studios, publishers, and brand partners.
- Transmedia boutiques & IP studios: Studios like The Orangery are active buyers and developers of graphic-novel IP. They value clean packages and creator-friendly terms that keep creators attached.
- Streamers & platform development executives: Target those with active genre slates; tailor the deck to their audience tastes and content needs.
- Game studios & publishers: If your IP has gameplay potential, show prototypes and level designs early. If you're planning playtests or remote demos, read practical work on advanced devops for competitive cloud playtests.
Step 9 Negotiation checklist & redlines to expect
- Ask for a short option with clear milestones instead of an open-ended option.
- Limit exclusivity to production-exclusive windows but avoid global exclusivity on non-core rights (keep merchandising, comic sequels).
- Push for reversion language and retention of sequel/derivative negotiation rights.
- Include performance-based reversion triggers: inactivity, failure to secure financing, or failure to commence production.
Step 10 Delivery & closing: packaging your handoff
Before signing, prepare a delivery folder (digital and physical) with:
- Signed contributor agreements and chain-of-title docs.
- Final art files and fonts (licensed), with file naming conventions and master files (PSD, AI, high-res TIFF).
- All digital assets (sizzle reel .mp4, lookbook .pdf, sample pages .png), plus a simple README with asset list, usage rights, and contact people. Follow studio-oriented asset delivery patterns from studio systems when possible.
90-day sprint plan: turn this checklist into action
- Days 1-7: Confirm chain-of-title, register copyrights, form/update entity.
- Days 8-21: Create one-sheet + 10-slide draft pitch deck + select 10 best pages.
- Days 22-45: Produce lookbook and a 90-180s sizzle reel (outsource video editor if needed).
- Days 46-60: Build rights matrix & finalize commercial ask (option fee, backend, term asks).
- Days 61-75: Target list of 20 partners (agents, transmedia studios, producers) and begin outreach with tailored decks.
- Days 76-90: Host pitch calls, follow up, and begin term negotiations with your top 3 partners. Engage entertainment counsel for redlines.
Actionable takeaways (quick checklist)
- Do: Secure chain-of-title first, then build a compact one-sheet and deck.
- Do: Produce a short sizzle reel and 10-20 finished pages to sell tone.
- Do: Package rights modularly so you can sell piecemeal or bundle for higher value.
- Dont: Sign away all ancillary rights without minimum guarantees and reversion language.
- Do: Always get a lawyer experienced in entertainment/licensing to review deals.
Final notes: learning from The Orangery deal signal
The Orangerys alignment with WME in early 2026 signals a marketplace that values well-packaged IP. Agents and studios now prefer to work with creators who can show both creative vision and commercial discipline. That means your graphic novel should not only be great storytellingit must be prepared like a product: clear ownership, modular rights, and assets that prove an audience.
Call to action
Ready to package your graphic novel for transmedia? Download the free 90-day sprint checklist and pitch-deck template at lifehackers.live/templates (or email us at hello@lifehackers.live for creator review). If youre nearing term sheets, schedule a contract clinic with an entertainment attorney before you signand bring this checklist to the meeting.
Start today: secure your chain-of-title, create a one-sheet, and put a 90-day sprint on your calendar. The market for packaged, creator-friendly transmedia IP is active in 2026and being prepared makes you a sought-after partner, not a vulnerable seller.
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lifehackers
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Senior editor and content strategist. Writing about technology, design, and the future of digital media. Follow along for deep dives into the industry's moving parts.
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