Build a Transmedia Portfolio — Lessons from The Orangery and WME
Use The Orangery–WME deal as a template: a practical, step-by-step guide to turn your graphic novel into film, TV, or game-ready IP.
Hook: Turn your comic book into a career — a step-by-step template based on The Orangery’s WME deal
Struggling to turn a brilliant graphic-novel idea into paid work for film, TV, or games? You’re not alone. Many students and early-career creators face scattered feedback, unclear legal steps, and no clear path from page to screen. The Orangery’s January 2026 signing with WME shows a repeatable route: build IP thoughtfully, package it for multiple media, track traction, and approach the right partners with polished pitch materials. This article maps concrete, actionable steps you can follow to build a transmedia portfolio that attracts agents, studios, and publishers.
Why The Orangery + WME matters (and what it signals for creators in 2026)
The Orangery — the Turin-led transmedia IP studio behind graphic novels like Traveling to Mars and Sweet Paprika — signed with WME in early 2026. That deal is a practical template: a small, rights-focused studio created valuable IP, packaged it for adaptation, and secured global representation to access film, TV and games markets. For you, it means agencies and buyers are actively hunting packaged IP, not just single-format manuscripts.
Industry context in 2025–26 shows two clear trends that benefit creators: agencies are signing IP-first shops, and platforms (streamers and game publishers) continue to pay premiums for ready-to-adapt narratives. At the same time, early use of AI tools for concept art and animatics has lowered the cost of prototyping—if you use them ethically and protect your IP.
High-level roadmap — the six pillars to build a transmedia portfolio
- Create a flagship graphic novel: a polished, market-ready volume with clear thematic hooks and franchise potential.
- Build a transmedia bible: characters, arcs, tone, adaptation notes for screen and interactive formats.
- Produce proof-of-concept assets: sizzle reels, animatics, a playable game demo or vertical webcomic prototype.
- Protect and document IP: copyrights, registrations, and clear contributor agreements.
- Measure traction: audience metrics, sales, festival selections, and press coverage.
- Pitch with professional materials: one-pager, pitch deck, treatment, and legal-ready option/licensing language.
Step 1 — Make a flagship graphic novel that reads like an export-ready franchise
This is the seed of your transmedia project. Think: a story with strong characters, distinctive visual identity, and clear expansion points (prequels, spin-offs, a game adaptation mechanic). Examples: Traveling to Mars has sci-fi scale; Sweet Paprika offers tonal, adult hooks. Your graphic novel should accomplish three things:
- Complete narrative arc: a satisfying first volume that demonstrates stakes and payoff.
- Visual signature: consistent art direction, key character model sheets, and a color palette.
- Adaptable beats: scenes that map easily to screen or playable sequences (action set-pieces, cliffhanger episodes).
Practical checklist — what to include in Volume 1
- Full script for the volume (industry script format for screen treatment later).
- 20–30 sample pages (high-quality scans or CMYK/TIFF files for print).
- Character sheets: turnarounds, key expressions, and outfit variations.
- World map, timeline, and glossary — short, visual and scannable.
Step 2 — Build a transmedia bible (your adaptation playbook)
A transmedia bible translates your world into formats. Agencies like WME look for projects that can live across film, TV, streaming mini-series, and games. Your bible should be a concise, persuasive document that answers: Why will this work as a movie? As a show? As a game?
- Film/TV notes: tone (comparable titles), episode breakdown (6–10 eps for limited series), key set pieces that make strong visuals for screen.
- Game notes: core gameplay loop, monetization considerations, example levels, and how narrative integrates with mechanics.
- Spin-off potential: character-focused arcs, prequel hooks, and licensed universes (merch, AR/VR experiences).
Templates and tools
- Use a 10–15 page PDF bible. Keep it visual: moodboards, reference stills, and a 1-page logline for each media type.
- Tools: Adobe InDesign for layouts, Canva for fast moodboards, Figma for collaborative bibles.
Step 3 — Produce proof-of-concept assets (show, don’t just tell)
Proof-of-concept assets lower buyer risk. The Orangery’s model shows the power of packaged assets when agencies evaluate IP. Your deliverables should be affordable but high-impact:
- Sizzle reel / animatic: 60–120 seconds; voiceover, storyboard-to-motion, temp score.
- Short film or motion comic: a 3–8 minute scene that demonstrates tone and worldbuilding.
- Playable demo: a single level or vertical-scolling prototype for mobile/web using Unity, Godot, or Construct.
Production tips: keep files under industry specs—MP4/H.264 for reels, PNG/TIFF for art, and a small WebGL build for demos. Use AI tools to speed concept renders but always keep original source files and document prompts to preserve provenance.
Step 4 — Protect your IP and set contributor agreements
Before pitching, ensure ownership and rights are clear. WME and other agencies expect clean chain-of-title. Basic legal steps:
- Register your work with your national copyright office (digital timestamping also helps).
- Use written contracts for collaborators: authors, artists, colorists, and composers. Specify work-for-hire vs. joint ownership.
- Create a clear IP ledger: list rights held (print, adaptation, merchandising) and any third-party claims.
If budget allows, consult an entertainment lawyer or use low-cost legal clinics at universities. In 2026, many agencies expect transparent IP packaging as a precondition to representation. See How to Protect Your Screenplay for guidance on accessibility, compliance and distribution for adapted scripts.
Step 5 — Track traction: metrics that matter to agents and buyers
Quantify interest. Agencies like WME evaluate audience demand, critical reception, and business signals. Useful metrics include:
- Print and digital sales figures, pre-orders, and distribution territories.
- Engagement data: social followers, read-through rates on platforms like Webtoon or Tapas, and newsletter open rates.
- Festival selections, awards, and press mentions (local and international).
- Commercial interest: option inquiries, licensing deals, or paid commissions.
Make a one-sheet of traction: 1-page KPI summary with charts and notable quotes. Keep this current when you approach agents.
Step 6 — Create professional pitch materials
Your pitch package should be polished, concise, and tailored for the recipient. Build three layers:
- One-pager: logline, genre comps, one paragraph of hook, a single art image, and top traction highlights.
- Pitch deck (8–12 slides): story overview, character arcs, visual references, budget ranges for adaptation, and go-to-market plan. See brand design playbooks for simple deck structures that prioritise conversion and early audience-building.
- Treatment & script excerpt: 3–6 page film or pilot treatment and a 10–20 page pilot script excerpt if you have it.
Keep file sizes manageable (PDF under 10MB) and name files with clear conventions (Title_Type_Version.pdf). When emailing agents or festivals, use a concise subject line: Title — One-Pager — TV/Film/Game Opportunity.
Step 7 — Network strategically: festivals, markets and agents
The Orangery’s path included visibility in European markets; your route should prioritize the right events and gatekeepers. Key places to be seen in 2026:
- Comics festivals: Angouleme, Lucca, Comic-Con International—and regional university showcases.
- Screen markets and festivals: Berlinale Co-Production Market, Cannes Marché, MIPJunior/MIPTV for kids and family projects.
- Games showcases: indie showcases, Steam Next Fest, and publisher pitch days.
When you meet industry reps, have a business card (digital and printable), a single-sentence ask, and follow-up materials ready. Use LinkedIn to connect with development execs, agents, and producers; tailor messages with a short comment on their recent work.
Step 8 — Approach representation and negotiate smartly
Agencies like WME can open doors, but representation is not automatic. When you reach out, emphasize: packaged IP, traction metrics, and business-minded materials. Expect agents to request exclusivity windows to shop your project. Key negotiation points:
- Scope of representation: film/TV/gaming rights, sub-agenting in other territories.
- Commission structure: standard agency commission is typically 10–15% on negotiated deals.
- Control over creative direction: clarify when you remain attached as a writer/producer.
Get offers in writing and, if needed, consult your university’s legal clinic or an entertainment attorney before signing.
Step 9 — Financing and co-development models
There are several pathways to adapt your IP. In 2026, hybrid models are common: co-development deals with studios, pre-sales to streamers, or equity partnerships with production companies. For early-career creators, practical approaches include:
- Small development deals: scripts and pilots funded by production houses or grants.
- Crowdfunded creative sizzles: Kickstarter or Indiegogo to finance animatics and early talent attachments.
- Residencies and accelerator programs that offer development funding and mentoring.
Use your transmedia bible to show revenue streams: licensing, subscription distribution, in-game purchases, and merchandise. Be realistic about budget ranges for different media.
Step 10 — Level-up your portfolio continuously
A transmedia portfolio is a living document. As you gain traction, add new deliverables: attached talent (directors, showrunners), additional volumes or episodes, and new market deals. Keep an ongoing folder structure with dated version control so you can prove timeline and growth when negotiating with agents or investors. Governance and lightweight version discipline are small practices that scale — see governance playbooks for folder and versioning patterns that work for small teams.
Practical timeline — 12–18 month plan for students and early-career creators
- Months 1–3: Finish volume 1, complete character sheets, and write a 10-page transmedia bible outline.
- Months 4–6: Produce a 60–90s sizzle reel and one motion-comic scene. Register copyright. Create one-pager + pitch deck.
- Months 7–9: Test market: submit to two festivals, publish digital chapters, and run a small crowdfunding campaign for a demo.
- Months 10–12: Reach out to agents, schedule festival meetings, and refine materials based on feedback.
- Months 12–18: Negotiate representation, pursue co-development deals, and expand the portfolio with new media assets.
Tools, budgets and ethical AI use in 2026
Use pragmatic tools that match your budget. Free and low-cost production tools have improved significantly by 2026. Recommended stack:
- Art & comics: Clip Studio Paint, Procreate, Krita. For studio pipelines, color management and asset workflows see Studio Systems 2026.
- Motion & editing: Blender, DaVinci Resolve, After Effects (if available).
- Game prototyping: Unity (with URP), Godot, Construct — and consider small-scale playtest infrastructure for distributed builds.
- Collaboration & documents: Figma, Notion, Google Workspace.
AI can accelerate concept art and animatics. Use it to iterate, but keep records of prompts, and secure licenses for any generated elements. Never submit works containing third-party copyrighted material without clearance. For guidance on ethical image and retouch workflows, consult ethical retouching workflows.
Scholarships, internships and low-cost pathways
Leverage institutional support as you build: universities, cultural funds, and festival grants are vital. Actionable steps:
- Apply for graphic-novel scholarships and residency programs — many now favor transmedia projects.
- Pursue internships at boutique transmedia studios and production companies to learn packaging and rights management.
- Enter competitions and apply for market funding at festivals; even shortlist placement is traction.
Common pitfalls and how to avoid them
- Pitfall: pitching too early with unfinished IP. Fix: have at least one polished volume and a clear bible.
- Pitfall: unclear rights or split ownership. Fix: document chain-of-title and use contributor agreements.
- Pitfall: chasing representation without traction. Fix: build audience signals and proof-of-concept assets first.
"The Orangery shows that small, focused IP studios can reach global markets when they package rich, adaptable IP and secure the right representation." — industry synthesis, early 2026
Actionable takeaways — a one-page checklist to start today
- Finish a market-ready Volume 1 and register copyright.
- Create a 10–15 page transmedia bible and 1-page one-pager.
- Produce a 60–90s sizzle reel or motion-comic scene.
- Compile traction dashboard (sales, followers, festivals) into a 1-page KPI sheet.
- Prepare a 8–12 slide pitch deck and a 3–6 page film/TV treatment.
- Secure contributor agreements and IP ledger; consult a legal clinic if needed.
- Plan festival and market submissions; target 3 key events within 12 months.
Final notes: why this works for students and early-career creators
The Orangery + WME example is replicable because it rests on sound fundamentals: create great IP, demonstrate adaptability, and present measurable traction. Agencies and buyers in 2026 are actively pursuing packaged IP that minimizes development risk. If you systematically build your transmedia portfolio, you move from hopeful creator to bankable IP owner.
Call-to-action — start packaging your IP like a studio
If you’re ready to take the next step, start with the checklist above. Turn one chapter into a sizzle reel this month; register your copyright this week. Want templates? Visit testbook.top/transmedia-templates to download a free one-pager, pitch-deck template, and contributor agreement checklist tailored for graphic-novel creators. Join our next webinar where we break down a real Orangery-style submission and role-play an agent meeting. Build smart, protect your work, and treat your graphic novel as the starting point for a franchise — not just a book.
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