How Graphic Novel IP Gets Turned Into Screen: Lessons From The Orangery’s WME Deal
How The Orangery turned graphic-novel IP into a WME-represented slate—and what creators must do to pitch adaptation-ready packages in 2026.
How graphic novel IP actually reaches screen—fast answers for creators
Struggling to get your graphic novel noticed by studios, agents, or streamers? You’re not alone. The path from page to screen is a maze of rights, packaging, and relationships. In 2026, the fastest route is increasingly transmedia-ready IP that can be packaged, represented, and scaled. The Orangery’s recent signing with WME (Variety, Jan 16, 2026) is a practical blueprint for how creators and small studios can convert comic IP into high-value screen projects.
Top takeaways up front
- Packaging matters more than ever: agencies and buyers prefer IP that arrives as a slate with proven audience signals and transmedia plans.
- Retain the right building blocks: creators should keep underlying rights, sequel/derivative triggers, and clear reversion points when possible.
- Option, don’t assign—unless you get big guarantees: short, paid options with clear reversion are safer for long-term upside.
- Data beats promise: pre-orders, Kickstarter traction, social engagement and readership metrics substantially raise value in 2026.
The Orangery + WME: Why this deal matters to creators
When Variety reported The Orangery—an Italy-based transmedia IP studio—signed with WME in January 2026, it signaled a structural shift. Agencies that once focused on individual talent are now signing IP-first companies that can deliver packaged, multi-format opportunities to buyers. For creators, the implication is clear: you can be more attractive if your property is developed with adaptation in mind.
What The Orangery likely did right
- Consolidated rights: It appears The Orangery aggregated multiple properties (e.g., Traveling to Mars, Sweet Paprika) into a portfolio that’s attractive for slate deals and international sales.
- Built transmedia bibles: They prepared clear adaptation bibles—character sheets, show bibles, worldbuilding assets and IP expansion maps for film, series, games and merchandising. See our transmedia pitch deck templates to get started.
- Demonstrated marketability: The titles had demonstrable audience engagement, making it easier for an agency to pitch to streamers and studios.
- Aligned distribution-ready partners: Being Europe-based, they likely positioned properties for international co-production and tax-incentive deals—appealing to WME’s global buyers.
“Agencies today buy access to stories that are ready to be sold across media—packages, data, and clear rights.”
The transmedia path: step-by-step from page to screen
The conversion of graphic novel IP into screen projects follows a predictable set of stages. Knowing each stage lets creators decide where to retain value and where to delegate.
1. IP creation and documentation
- Publish or self-publish the work; register copyright and ISBNs where applicable.
- Document authorship, contributions, and any work-for-hire agreements.
- Create a digital asset package: final artwork, character designs, issue and story synopses.
2. Build a transmedia bible
Turn your graphic novel into an adaptation-ready package.
- One-sheet and mood board: single-page pitch with one-line hook, tone comparison titles, and audience.
- Show/film bible: 8–20 pages outlining arcs, episode maps, visual language, and key scenes. See the templates for examples.
- Expansion map: merchandising, game concepts, live events, and international adaptations.
3. Audience and traction metrics (2026 expectation)
Buyers want measurable signals. In 2026 the most prized metrics include:
- Pre-order numbers and unit sales over time
- Monthly active readers across platforms (Webtoon, Substack, Tapas)
- Social engagement rate, not just follower count
- Demo-aligned studio research: age, region, and behavior segments
4. Packaging and talent attachments
Attach writers, showrunners, directors, or recognizable talent. An attachment—even a credible showrunner with a first-look conversation—changes your negotiation leverage dramatically.
5. Representation (agents, managers, or agencies)
Signing with an agency like WME can amplify reach, but representation isn’t always necessary. Small creators can still find buyers through producers and boutique IP reps.
6. Optioning, negotiation, and closing the adaptation deal
- Option vs Assignment: Most adaptations start with an option agreement (short-term paid right to develop). Assignment (sale of rights) is rarer unless the price reflects permanent value transfer.
- Deal points: term length, payment schedule, development obligations, approval rights, credit, backend participation, reversion triggers.
7. Development, greenlight and production
Development cycles vary. With transmedia slates, studios may fast-track projects that show cross-platform monetization.
8. Distribution and continued licensing
Keep a clear map of which rights are licensed to whom (territory, format, language) so you can unlock secondary revenue.
Practical, actionable advice for creators pitching IP
Here’s a step-by-step checklist you can use today to ready your graphic novel for adaptation conversations.
Pre-pitch checklist (download-ready)
- Legal housekeeping: Copyright registration, chain-of-title documents, contributor agreements, and publisher contracts.
- Asset kit: One-sheet, show/film bible, 3–5 sample script pages (if possible), and high-resolution art assets.
- Traction proof: Sales data, pageviews, social metrics, and press clippings.
- Budget thinking: A high-level production estimate and ideas for low-cost proof-of-concept (short film, animatic).
- Attachment strategy: Targeted list of showrunners, directors, and producers to approach with tailored asks.
- Rights map: What you will keep, what you will license, and desired reversion events.
Pitch structure that gets read
- Start with the one-line hook + comparable titles.
- Next 90 seconds: stakes, protagonist, and emotional core.
- Then: show bible highlights and audience evidence.
- Finish with your ask: attachment, option fee range, or meeting request.
Rights management: what to keep, what to license
Rights are the currency of adaptation deals. Many creators undersell their leverage by signing away more than necessary. Below are common rights and smart retention strategies.
Essential rights table (conceptual)
- Underlying rights: The core copyright in the graphic novel—retain where you can.
- Adaptation rights: License for a defined period (option) with reversion clauses.
- Sequel/derivative rights: Retain or demand premium—these are long-term value drivers.
- Merchandising, gaming, and experiential: Often sold separately—retain if you plan to exploit directly; consider separate deals for game concepts and merchandising partners.
- Territory and language: Narrow by territory if possible to sell different rights regionally for higher aggregate value.
Deal mechanics to negotiate hard
- Option price and term: Aim for 12–18 months with one renewable extension; require payment on extension.
- Reversion triggers: Failure-to-develop, failure-to-commence-production, or long dormancy should revert rights automatically.
- Approval rights: Seek consultative approval for major creative moves (casting, title) without blocking necessary production steps.
- Credit and compensation: Defined screen credit, participation in backend and merchandising where possible.
- Audit rights: Ensure you can audit royalties and get clear accounting terms.
Agent and agency strategy: choosing representation
Not every project needs a major agency, but representation can change outcomes.
When to seek an agent or agency
- Your property has measurable traction or international appeal.
- You need packaging or talent attachments an agency can source.
- You want access to studio buyers and pre-emptive deals.
Questions to ask a potential agent
- Have you packaged comics or IP-first studios before? Examples?
- Which buyers do you have active relationships with in my genre and territory?
- How will you monetize sub-rights (games, merchandising)?
- What are your commission rates and contract length?
2026 trends every creator must factor into pitches
The landscape has changed fast. Here are the 2026 dynamics that will affect negotiation and packaging.
1. Agencies buying IP-first studios
Large agencies like WME are signing transmedia companies that arrive with packaged slates. That increases competition but also creates clearer seller channels.
2. Streaming consolidation and global slates
Streamers are making fewer, bigger bets. They prefer projects that promise multi-territory and multi-platform returns. Prepare global rights plans and localization strategies.
3. AI-assisted development (but legal unknowns)
Studios use AI for concept art, story beats, and localization, but copyright and moral-rights questions remain unsettled in many markets. Keep clauses that protect the integrity of your visual character designs; see also explainability and legal tooling to understand studio workflows.
4. Interactive and game tie-ins are worth negotiating separately
Buyers will ask to include gaming rights. If you want to keep a future game revenue stream, explicitly reserve or price those rights accordingly; local gaming hubs and tie-ins are increasingly valuable (gaming tie-ins).
5. Creator-brand partnerships and experiential IP
Live experiences, immersive exhibits, and NFTs are possible extensions—but they need separate, well-defined contracts to avoid value leakage. Check examples from museum and pop-up playbooks (live experiences & pop-ups).
Negotiation red flags
- Unpaid long-term options longer than 24 months without development milestones.
- Vague scope on “all media now known or hereafter devised” without territory or term limits.
- Demands for perpetual assignment with only token compensation.
- No reversion triggers or audit and transparency clauses.
Case example: Hypothetical contract breakdown (illustrative)
This is a simplified illustration of what a fair option agreement might look like for a mid-tier graphic novel property in 2026:
- Option term: 12 months, paid $25,000, with one 12-month extension at $35,000.
- Assignment: If project moves to greenlight within option, assignment fee: $350,000 plus 3% net profits and 5% merchandising revenue share.
- Reversion: If no production start within 48 months post-assignment, rights revert to creator automatically.
- Credits: Creator screen credit and producer consultation fee during development.
Note: numbers vary widely by market—use these as governance examples, not benchmarks.
Final lessons from The Orangery’s WME signing
The Orangery’s deal with WME is a modern playbook: build transmedia-ready IP, aggregate titles into a marketable slate, collect audience evidence, and pursue agency representation to access studio slates and international buyers. For creators, the path forward is to think like a studio—even if you’re a solo author.
Actionable next steps for creators
- Create a 1–2 page one-sheet and a 10–15 page adaptation bible for each property. (See transmedia pitch deck templates.)
- Get your copyright registered and chain-of-title documents in order today.
- Start measuring audience signals that matter to buyers—sales, active readers, and engagement rate; invest in digital PR and discoverability.
- Consider forming a small transmedia slate with other creators to attract agency attention—microbrand playbooks can help with packaging (microbrand playbook).
- Work with an entertainment attorney for any option or assignment—don’t sign blind.
Closing—your call to action
If you’re ready to turn your graphic novel into a screen property, start with the essentials: package your IP, document rights, and build traction. Want a practical toolkit? Join our creator workshop or download the Adaptation Prep Checklist tailored for graphic novels and comic creators. Take control of your rights and turn your story into screenable, sellable IP.
Ready to prepare your IP like a studio? Download the checklist, or book a creator strategy session to get tailored packaging and rights advice for pitching to agencies like WME.
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