Pitching Your Graphic Novel to Transmedia Studios: Lessons From The Orangery-WME Deal
Use The Orangery–WME deal as a blueprint to package your graphic novel for transmedia, retain key rights, and pitch agents for adaptation.
Stop hoping a studio finds you — package your IP like The Orangery did for WME
Creators: your biggest bottleneck isn’t making an amazing graphic novel — it’s packaging that IP so a transmedia studio or agency can see, value, and sell the adaptation. The Orangery’s January 2026 signing with WME is a practical blueprint. It shows what transmedia-ready IP looks like, how rights were bundled to attract top-tier representation, and which rights smart creators keep or negotiate back.
Why this matters in 2026
Late 2025 and early 2026 saw agencies and streamers doubling down on transmedia IP, especially European graphic novels with built-in international audiences. As book discovery dynamics shift, the market now rewards packaged IP with clear cross-format potential. As Variety reported, The Orangery — a European transmedia IP studio behind graphic novel hits like Traveling to Mars and Sweet Paprika — signed with WME in January 2026. That deal signals a new market dynamic: agencies want packaged, multi-format IP, not single-format manuscripts.
Transmedia IP Studio the Orangery, Behind Hit Graphic Novel Series ‘Traveling to Mars’ and ‘Sweet Paprika,’ Signs With WME (EXCLUSIVE)
Quick takeaways — what The Orangery teaches every graphic novelist
- Package for adaptation: Present story arcs, character bibles, and franchise hooks — not just chapter PDFs.
- Show audience & proof of concept: Sales, social traction, and reader engagement accelerate agency interest.
- Clarify rights: Distinguish adaptation options, merchandising, game, and interactive rights up front.
- Retain leverage: Reversion clauses, approval on key hires, and profit participation keep long-term value.
- Pitch smart: Target agents who close transmedia deals and come with packaging/distribution relationships.
The anatomy of transmedia-ready graphic novel IP
Think of your IP as a product specification for cross-format reuse. A studio needs to answer: Can this become a TV series, film, game, podcast, or consumer brand? Give them the docs that answer yes quickly.
Essential materials to prepare
- One-sheet: 150 words max: logline, tone comps (other titles), audience, and standout metrics.
- Series bible / IP bible: Character bios, arcs for S1–S3, world rules, major set pieces, and franchise hooks.
- Pitch deck: Market position, readership data, international potential, monetization paths (merch, games, audiobooks), and comparables.
- Key art & moodboard: High-res covers, character turnaround sheets, and a 60–90 second sizzle reel if possible.
- Proof points: Sales numbers, Kickstarter traction, Patreon subscribers, newsletter open rates, or viral social posts.
- Legal snapshot: Clear chain of title, co-creator agreements, work-for-hire confirmations, and any third-party licenses.
What agencies like WME actually evaluate
From conversations across the industry in 2025–26, agents screen three core things:
- Adaptability: Are there multiple natural formats? (TV arcs, film beats, game loops)
- Scalability: Can this sustain multiple seasons or product lines?
- Commercial upside: Is there an existing audience or a clear path to one?
Rights management: what to keep, what to license
Rights are where deals are won or lost. The Orangery’s model — building an IP studio that bundles rights and then taps an agency — shows the power of consolidating adaptation, merchandising, and interactive rights under one umbrella. As a creator, you must decide what to keep for leverage versus what to license to accelerate production.
Rights taxonomy (practical list for negotiations)
- Underlying literary rights — the graphic novel text and artwork. Keep as the foundation unless you sell outright.
- Adaptation rights — film, TV, and audio drama. These are the primary commodities for agencies and studios.
- Merchandising & consumer products — toys, apparel, licensed products. Often the biggest long-term earners. Consider token-gated or collector-first strategies if you plan drops.
- Interactive & games — video games, mobile apps, AR/VR experiences, web-based interactive series.
- Sequels & spin-offs — rights to create continuations or universe expansions.
- Territorial & language rights — global vs. country-by-country licensing affects downstream value; localization and territory playbooks are worth referencing when valuing foreign deals.
- Audio & performance — audiobook, radio, podcasts, and live stage adaptations.
- AI & training data — new in 2026: explicit clauses about using art/text to train models or generate derivative AI art; creators should consider technical AI training constraints and policy language.
What smart creators usually retain
Default advice for creators who want sustained value and creative control:
- Print/publishing rights — keep publication rights to preserve backlist revenue and direct-to-reader income.
- Merchandising share or approval — license merchandising but keep approval or a participation percentage; consider micro-fulfillment or micro-bundles for early collector runs.
- Sequel & spinoff approval — negotiate shared control or first negotiation rights.
- Reversion clauses — time-limited options (12–24 months) and reversion if no production starts.
- AI protections — explicit ban or compensation for training on your art, or well-defined license terms; pair legal language with technical policy like a secure AI agent policy.
When to consider granting broader rights
Sometimes giving up more rights makes commercial sense: if the buyer will finance production, guarantee a distribution deal, or bring significant brand partners. In those cases, secure higher guarantees, backend participation, and strong credit/approval language.
Step-by-step: how The Orangery-style packaging attracts agencies
Here’s a playbook you can follow — distilled from The Orangery’s approach and industry best practices in 2026.
1. Consolidate your IP and proof points
- Ensure a clean chain of title: signed artist contracts, writer agreements, and any work-for-hire documentation.
- Aggregate audience data: unit sales, streaming readership (if digital), newsletter and social metrics, and foreign licensing.
2. Build a transmedia bible
Don’t just show a comic — present a 10–15 page bible that outlines how the story maps to TV episodes, film beats, or game mechanics. Agencies want to see S1 arc summaries and at least 3 high-level season ideas. If you expect to license regionally, include notes informed by localization realities for game or interactive adaptations.
3. Create a compact pitch package
- One-sheet + 12-slide pitch deck + 5 key art pieces + sample issue
- Attach talent where possible — known directors, showrunners, or actors increase agency interest.
4. Target the right agent
Research which agencies and agents closed recent transmedia deals (WME is a major example in 2026). Prioritize agents with a track record in both publishing and audiovisual packaging. Warm intros through producers, festival contacts, or other creators work best.
5. Pitch sequence and timing
- Send a one-sheet + link to pitch deck in a concise email; no attachments larger than 5 MB.
- Follow up with a restatement of proof points and ask for a 20–30 minute call.
- If interest is high, provide a non-confidential sample and request a meeting to discuss representation and strategy.
Sample 3-line email pitch: "Hi [Agent], I'm Davide, creator of the sci-fi graphic series 'Traveling to Mars' (50k copies EU). It's a character-driven sci-fi with built-in season arcs. One-sheet + deck here — 20 mins to discuss options?"
Deal terms to insist on (and red flags)
When an agent or studio says they want your IP, focus on these negotiable terms:
- Option period length — keep it short (12–18 months) with defined renewal fees.
- Purchase price vs. option payment — get meaningful option fees and clear purchase milestones.
- Reversion triggers — production start, financing failure, or time elapsed.
- Backend participation — percentage points on net profits or gross receipts; specify accounting methods.
- Credit and approval — name on main title and approval for major creative hires where possible.
- Merchandising share — minimum royalty or revenue split and approval rights on product categories; consider pairing merchandising launches with safe live-drop and redirect practices if you plan tokenized drops.
- AI and training rights — explicit permission required for model training, and compensation terms.
Common red flags
- Open-ended options without reversion
- Undefined scope for subsidiary rights
- Creative vetos that make the project un-producible without your input (or conversely, no credit at all)
- Claims to underlying art ownership without clear compensation
Preparing for negotiations: checklist for creators
- Get a lawyer who knows entertainment and transmedia deals.
- Document all contributors and transfer-of-rights agreements.
- Build your financial ask with a Minimum Viable Deal — bottom-line cash you need to proceed.
- Map non-monetary asks: credit, approval, creative participation, and merchandising terms.
- Prepare a reversion schedule and termination triggers to add to contracts.
Advanced strategies for higher offers (2026 trends)
Market shifts in late 2025 and 2026 open tactical pathways:
- Bundle multiple titles: Studios pay more for IP slates. If you have a universe or related series, package them as a slate like The Orangery did — think of this as micro-drops and membership for IP, not just single sales.
- Pre-assign merchandising or game partners: Bringing a known partner (toy co, game studio) increases valuation; consider localization readiness for game partners.
- Leverage subscription platforms: Offer simultaneous serialized digital releases to demonstrate reader retention metrics.
- Negotiate AI royalties: With AI use exploding in content creation, a small royalty or opt-in fee for training rights is now standard; pair legal clauses with technical controls like secure AI policies.
- Retain direct-to-consumer channels: Keep the ability to sell special editions, NFTs, or collector merchandise directly.
When to bring in an agent versus going direct
If your project is single-format and you want straightforward publishing deals, you can go direct to publishers. For transmedia (TV/film/games) you typically need an agent or manager who can package and open studio doors. Agencies like WME provide not just introductions but packaging, financing know-how, and distribution relationships — the exact reasons The Orangery partnered with them in 2026.
Case study recap: The Orangery–WME move
The Orangery built a transmedia studio model: consolidate high-quality graphic novel IP, build a clear adaptation strategy for each title, and then sign with WME to scale production and distribution. That move demonstrates the exit path many creators should plan for — evolve from creator-led publishing to studio-level IP management, then partner with an agent that brings cross-market reach.
Actionable next steps (30/60/90 day plan)
Days 0–30
- Create a tight one-sheet and 8–12 slide pitch deck.
- Audit your contracts and get outstanding rights paperwork in order.
- Collect proof points: sales, newsletter metrics, and social engagement stats.
Days 31–60
- Build a 10–15 page transmedia bible mapping key arcs to film/TV/game forms.
- Identify 5 agents/agencies with transmedia track records and collect warm introductions.
- Create a moodboard and 60–90 second sizzle (even a rough animatic helps).
Days 61–90
- Begin outreach with your one-sheet and a short personalized email.
- Prepare negotiation goals and hire counsel for term-sheet review.
- If conversations progress, be ready to present a monetization model and reversion clauses.
Final thoughts: think like an IP studio, act like the creator
Between 2025 and 2026 the market matured: agencies want packaged, multi-format IP and studios want clear paths to audiences. The Orangery’s WME signing is a roadmap — consolidate rights, prove your audience, and present a franchise-ready vision. But remember: the smartest creators keep levers that ensure long-term upside — reversion rights, merchandising participation, and control over sequels.
If you prepare your materials, understand rights, and target the right agents, you can move from indie creator to transmedia partner without sacrificing your future earnings or creative voice.
Call to action
Ready to prepare your graphic novel for transmedia deals? Download our free Transmedia Pitch Checklist and Rights Audit template at myposts.net/tools, or join our next live workshop where we break down pitch decks and negotiate term sheets with entertainment lawyers. Sign up today — the next Orangery-startup could be yours.
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