Assignment: Design a Transmedia Pitch Deck Based on an Existing Graphic Novel
assignmenttransmediaproject-based learning

Assignment: Design a Transmedia Pitch Deck Based on an Existing Graphic Novel

UUnknown
2026-02-14
9 min read
Advertisement

Class template: design a pro transmedia pitch deck to adapt a graphic novel into TV, film and games—modeled on The Orangery/WME deal.

Hook: Stop guessing—build a professional transmedia pitch deck that sells

Students and educators: you’re juggling story craft, visual design, rights law, and market strategy—often with no single template that ties them together. This class assignment blueprint shows you exactly how to design a pitch deck that adapts a graphic novel into TV, film, and games, modeled on recent professional plays like The Orangery’s 2026 WME agreement. Use it to learn industry standards, practice IP development, and walk out with a deliverable that could plausibly be packaged and shopped.

Quick brief — what you’ll hand in

Deliverable: A 12–18 slide transmedia pitch deck + 2-page one-sheet + a 5–7 minute demo reel or prototype (video or playable scene). Optional: a short IP bible (3–6 pages).

Learning outcomes:

  • Translate graphic-novel assets into multi-platform story and gameplay concepts.
  • Design a market-ready pitch modeled on agency/studio packaging (e.g., the WME–Orangery model). See how to build a transmedia portfolio modeled on these lessons.
  • Demonstrate rights awareness, monetization routes, and a go-to-market plan.

Why this assignment matters in 2026

Late 2025 and early 2026 saw agencies and transmedia IP studios double down on graphic-novel properties. High-profile signings—such as The Orangery’s deal with WME in January 2026—show buyers want IP that’s ready to expand across screens and platforms. Streaming consolidation and an explosion in interactive formats (console, cloud gaming, episodic interactive TV) mean producers seek packaged IP with clear cross-platform strategies. This assignment trains you to speak the language that gets projects optioned and accelerated.

"Transmedia IP Studio the Orangery … signs with WME" — Variety, Jan 16, 2026 (summary)

Project brief — choose your graphic novel

Pick an existing graphic novel (class can provide a shortlist or students can request permissions). For teaching purposes, use a short public-domain or class-licensed title to avoid rights issues. Your task: create a pitch deck proposing a three-pronged adaptation strategy—one TV show (or streaming series), one feature film concept, and one game (mobile, console, or narrative PC/console). You must show how the IP’s core elements translate across platforms while protecting the property’s identity.

Slide-by-slide pitch deck template (12–18 slides)

Below is a practical slide order with what to include. In class, students should pair visuals from the source graphic novel with original artwork or AI-assisted moodboards to show tone.

  1. Title / Cover

    Project title, student/team name, course, contact. Include a high-impact key art image and a one-sentence hook (logline).

  2. Logline + One-Line Sell

    Two lines max: the story hook and the transmedia proposition. Example: "A noir space odyssey where a bounty hunter’s lost memories power a planetary rebellion — designed as a serialized sci-fi drama, a cinematic origin film, and a narrative-driven AAA-lite game."

  3. Why Now? (Market Rationale)

    Use 2026 trend data: demand for IP-driven franchises, growth in interactive streaming formats, regional market opportunities, and comparable recent hits. Tie to why the graphic novel’s themes resonate today.

  4. The Universe & Tone

    High-level worldbuilding: setting, rules, tone, key visual motifs. Include a 1-page moodboard or 3-5 images. Keep copy punchy—this is the sensory sell.

  5. Core Characters & Arcs

    Three to five main characters with one-line descriptions and arcs across formats (TV arc, film arc, game player arc). Show how characters drive cross-platform engagement.

  6. Anchor Narrative: TV Series

    Pitch the series: series format, season arc (s1), episode count and structure, sample episode loglines, showrunner vision. For serialized streaming, show pacing and cliffhanger structure.

  7. Feature Film Concept

    Outline a 2-hour film approach: which part of the graphic novel it covers, why a film vs series, director/director notes (optional), and festival or market positioning.

  8. Game Concept & Gameplay Hook

    Define game genre, platform, core loop, player role, monetization (premium, free-to-play, episodic DLC), and how narrative beats translate to mechanics. Include a simple flow diagram (levels, hubs, quests). For browser or episodic releases consider the advanced strategies for launching micro‑brand browser games and how Unity/Unreal or simpler tools map to prototype scope.

  9. Transmedia Story Map

    Show what content is canonical vs. platform-exclusive. Use a simple timeline: events in the graphic novel, TV timeline, film timeline, and game timeline. Clarify continuity rules.

  10. Audience & Branding

    Target demographics and psychographics, brand pillars, tone-of-voice, and merchandising potential. Include a one-paragraph marketing hook for each platform.

  11. Comparables & Value Proposition

    Three comparables for each format (TV, film, game) and the unique selling points that differentiate your IP.

  12. Business Model & Rights Slate

    Explain rights you plan to exploit: TV windowing, film distribution, interactive rights, merchandising, licensing, and international deals. Include rough revenue streams and initial costs. Use sample rights templates and legal checklists with legal oversight when possible.

  13. Go-to-Market Plan & Attachments

    Distribution strategy, festival/talent attachments, and potential partners (studios, publishers, platforms). Highlight any real attachments or class-solicited talent. For pitching channels and platform-first distribution reads, review how to pitch your channel to YouTube and platform-specific strategies.

  14. State who owns adaptation rights, option status (simulated for class), and any permissions needed. For real-world projects, show a one-line chain-of-title summary.

  15. Next Steps & Ask

    What you want from the audience: development funding, a co-production partner, a publisher, or talent introductions. Be specific with numbers or non-binding asks.

  16. Appendix / Visuals

    Maps, sample pages, concept art, a 1–2 page mini-bible, and links to the demo reel or playable build.

Branding & IP development: practical checklist

  • Brand Pillars: 3–5 adjectives that define the IP (e.g., gritty, intimate, witty).
  • Visual Identity: primary palette, logo concept, typography, and sample key art.
  • Canon Rules: what is fixed vs. what adaptations can change (character fates, core themes).
  • Merch & Extensions: collectibles, soundtrack, AR filters, tabletop tie-ins.

How to model your deck on professional deals (the WME–Orangery lesson)

In January 2026, The Orangery—a European transmedia IP studio—signed with WME to package and sell its graphic-novel properties across screens and platforms. For students, the key takeaways are practical:

  • Bundle value: Agencies value properties that come with an ecosystem: visual assets, a showrunner or director interest, playable concepts, and merchandising plans. Read more about building that ecosystem in Build a Transmedia Portfolio.
  • Clear rights packaging: Option clarity and a rights slate that separates film, TV, and interactive rights makes a project more salable.
  • International readiness: Present localization strategies and regional revenue opportunities—agencies sell globally.

Advanced strategies for higher grades (and industry-ready decks)

  • Narrative-first packaging: Start with an episodic bible and show how each platform explores different facets of the world rather than repeating the same story.
  • Ludonarrative mapping: For the game, produce a 1-page mapping of narrative beats to gameplay beats—what the player experiences vs. what is shown in TV/film.
  • Talent-led pitch: Attach a showrunner or known director as a class exercise—record a short endorsement video to simulate real-world attachments.
  • Prototype proof: A 60–90 second playable demo or animated scene dramatically increases credibility (use Unity/Unreal for basic prototypes or Twine/Ink for narrative prototypes). For practical demo production tips and budget gear, see this budget vlogging kit field review.

Use this to evaluate deliverables—total 100 points:

  • Concept & Originality — 20 pts
  • Transmedia Strategy & Consistency — 20 pts
  • Market Analysis & Comparables — 10 pts
  • Visuals & Design Quality — 15 pts
  • Legal & Rights Clarity — 10 pts
  • Feasibility & Financial Realism — 10 pts
  • Presentation Skills & Pitch Delivery — 15 pts

Class timeline — a 6-week module (sample)

  1. Week 1: Choose graphic novel + research, assemble teams.
  2. Week 2: Universe & character development; first draft loglines.
  3. Week 3: Format breakdowns (TV/film/game) + market comps.
  4. Week 4: Visual assets, prototype work, legal check-in (chain of title exercise).
  5. Week 5: Deck assembly + peer reviews + refine one-sheet.
  6. Week 6: Pitch day and Q&A; submit final deck + reel/prototype.

Pitch day — execution tips

  • Keep the live pitch to 10–12 minutes; reserve 8–10 minutes for Q&A or feedback.
  • Start with the logline and the one-line transmedia sell—make it impossible to misunderstand.
  • Use your demo reel early (first 60 seconds) to set tone; show tables turned—visual beats before dense slides.
  • Leave behind a 2-page one-sheet summarizing ask, comparables, and rights status.
  • Never claim rights you don’t have—if you don’t hold adaptation rights, state the hypothetical status or use class-licensed work.
  • Understand an option agreement: term, payment, and reversion clauses (teach this in class or invite a rights attorney for a guest lecture).
  • Respect creator moral rights and properly credit the original author and artist.
  • When using AI-created art, document prompts and ensure no copyrighted training material was infringed; check school policy and review resources on guided AI tools and AI summarization workflows.

Tools and resources (2026 edition)

  • Visual prototyping: Unity/Unreal for playable demos; Twine/Ink for narrative prototypes.
  • Concept art: safe, vetted generative tools (document provenance) + Adobe Suite for layouts.
  • Pitch decks: Google Slides, Figma, PowerPoint + Lighthouse templates optimized for pitch readability.
  • Rights templates: sample option agreements, chain-of-title checklists (use with legal oversight).
  • Research: Variety, The Hollywood Reporter, regional box-office/streaming analytics, and the 2025–26 industry whitepapers.

Common pitfalls (and how to avoid them)

  • Too much plot detail—use clear arcs and leave room for producers' collaboration.
  • Overpromising on scope—match ambition to a realistic budget and timeline.
  • Ignoring the game’s design—don’t treat the game as an afterthought; it must have a playable hook.
  • Vague rights language—students should practice writing a one-line rights summary for their deck.

Actionable takeaways — what to do this week

  • Choose a graphic novel and confirm adaptation permissions for class use.
  • Create a one-line transmedia sell and a 100-word series logline.
  • Draft the 12-slide deck skeleton and assemble one piece of visual key art.
  • Schedule a legal check-in with course staff or review a sample option agreement.

Wrap-up & call to action

This template gives students the structure and industry language to build a pitch deck that does more than summarize a comic—it packages an IP for cross-platform exploitation in 2026’s market. For educators: adopt this as a module to teach narrative adaptation, IP strategy, and pitching skills. For students: follow the slide-by-slide guide, make a prototype, document your rights assumptions, and rehearse your pitch until you can sell the idea in two sentences.

Ready to build your deck? Start by drafting your one-line transmedia sell and the 100-word series logline today. Use the rubric above to self-evaluate and prepare your demo reel. When your class is ready, run a mock investor day—invite peers, instructors, and a guest from the industry to give feedback based on real-world expectations.

Advertisement

Related Topics

#assignment#transmedia#project-based learning
U

Unknown

Contributor

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.

Advertisement
2026-02-22T01:18:16.480Z