From Story to Franchise: A Transmedia Course on Adapting Graphic Novels for Screen and Games
A practical 12‑week course plan for adapting graphic novels into TV, film, and games — inspired by The Orangery’s 2026 WME deal.
Hook: Turn your comic into a screenable, playable franchise — without getting lost in legal, creative, or technical noise
Students and creative instructors often face the same barriers: strong graphic novel ideas that never make it beyond the page, confusion about who owns what, and no clear path from panel to pilot to playable vertical slice. This course blueprint walks you step‑by‑step through adapting comic IP into TV, film, and interactive formats, using recent industry moves — like European transmedia studio The Orangery signing with WME in early 2026 — as real-world inspiration for what works today.
Why teach a transmedia adaptation course in 2026?
Streaming consolidation, rising demand for franchise-ready IP, and advances in real-time engines and AI have created an unprecedented opening for comics to become multi-format brands. In late 2025 and early 2026, high-profile studio signings and agency partnerships (for example, The Orangery’s deal with WME) signalled buyers are actively hunting graphic novel IP that is already built for transmedia. That makes this an ideal moment to teach students how to design comic properties with screens and games in mind — and how to package them for agents, producers, and publishers.
What this course delivers
- Practical, portfolio-ready outcomes: a story bible, a TV pilot script, a feature film treatment, and an interactive vertical slice/game prototype.
- Industry‑grade pitching materials: one‑page loglines, pitch decks, lookbooks, and agent outreach templates (including how to approach agencies like WME).
- Legal literacy: option agreements, chain‑of‑title checks, and rights management tailored to transmedia expansion.
- Franchise strategy: roadmap for sequels, spin-offs, merchandising, and licensing deals.
Course structure: A 12-week, project‑based syllabus
The course is built to be modular and instructor-friendly. Each week includes lectures (or curated readings), studio workshops, and deliverables. Use a cohort model with peer review and a final public pitch day.
Weeks 1–3: From page to core IP
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Week 1 — IP Diagnosis & Transmedia Fit
Activity: Analyze three graphic novels (one student project, two assigned case studies — include The Orangery’s Traveling to Mars and Sweet Paprika as optional inspiration). Deliverable: a 1‑page Transmedia Fit Report identifying core assets (characters, hook, visual motifs, world rules) and which platforms are best for each asset.
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Week 2 — Visual Grammar & Scene Translation
Activity: Convert three key comic pages into scene beats for film and a branching beat map for games. Deliverable: 2‑page scene conversion for both film and interactive format.
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Week 3 — Character & Arc Mapping
Activity: Build character dossiers and arc graphs. Deliverable: main cast dossiers + a 6‑episode series arc outline and a feature arc outline.
Weeks 4–6: Building a professional story bible and scripts
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Week 4 — The Story Bible
Lecture: Anatomy of a story bible for transmedia: concept summary, visual references, tone, episode guide, IP rules, music cues, and merchandising hooks. Deliverable: 12‑page story bible draft.
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Week 5 — TV Pilot Screenwriting
Workshop: Pilot structure for streaming and linear TV. Tools: scene cards, three‑act vs. turning point models. Deliverable: Pilot outline + 15 pages of the pilot script.
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Week 6 — Feature Treatment & Film Pitch
Deliverable: 3‑page feature treatment and a 1‑slide “why now” market hook aimed at studios and indies.
Weeks 7–9: Interactive adaptation & prototyping
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Week 7 — Game & Interactive Design Fundamentals
Topics: ludic translation of thematic stakes, player agency, choice architecture, and scoring systems for narrative games. Deliverable: Game Design Document (GDD) 3–5 pages.
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Week 8 — Tech & Vertical Slice
Hands‑on: Create a playable vertical slice using Twine, Ink, or a Unity/Unreal prototype. Deliverable: 3–5 minute playable build or interactive prototype with scripted beats.
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Week 9 — User Testing & Iteration
Activity: Run three user tests, collect qualitative feedback, iterate on the prototype. Deliverable: User test report + iteration plan.
Weeks 10–12: Pitching, rights, and franchise roadmap
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Week 10 — Rights Management & Legal Basics
Lecture: option contracts, chain of title, moral rights, co‑creator agreements, and modern clauses for digital and interactive adaptations. Deliverable: A rights checklist tailored to your project.
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Week 11 — Pitch Prep & Agent Outreach
Workshop: Build a pitch deck, lookbook, and sizzle reel. Roleplay: pitching to producers and agents (sample outreach templates for WME or boutique agencies). Deliverable: Final pitch pack (deck + 90‑second sizzle) and outreach email template.
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Week 12 — Final Pitch Day & Next Steps
Public event: cohort pitches to a panel of guest industry judges (producers, a WME agent, a rights manager, and a game director). Deliverable: Polished pitch and a 6‑month action plan to take the IP to market.
Practical, actionable instructor resources
Below are ready‑to‑use materials instructors can drop into any program, from semester classes to intensive workshops.
- Templates: Transmedia Fit Report, Story Bible template (12 pages), Pitch Deck template (12 slides), GDD starter, user test script, rights checklist.
- Assignment rubrics: Clear criteria for creativity, fidelity to source, transmedia imagination, technical execution, and legal preparedness.
- Grading matrix example: 40% project deliverables, 30% pitch performance, 20% user testing & iteration, 10% peer review.
- Guest speaker kit: outreach scripts, suggested questions for agents, producers, and IP managers (including how to approach agencies like WME). See our guest speaker kit and session playbook for templates and outreach language.
- Workshop scripts: lesson plans for beat mapping, adapting panels into scene descriptions, and cross‑format continuity exercises.
Rights management: What every student must know
Adaptation succeeds or fails on both creative and legal foundations. Include a mandatory module on rights that covers:
- Chain of title: Who created the comic? Are there work‑for‑hire clauses? Get signed assignments of copyright if the IP is to be adapted.
- Option agreements: How to structure a time‑limited option, basic compensation tiers, reversion clauses, and interactive rights carveouts.
- Co‑creator splits: Clear credit and backend terms for writers, artists, and colorists to avoid disputes in later franchising stages.
- Agent & manager roles: How agencies like WME function as gatekeepers and connectors — and how to prepare materials that an agent can sell.
"Treat legal clarity as a creative tool: it makes your IP easier to sell, scales with the project, and protects future revenue streams."
Pitching: What agents and buyers want in 2026
Buyers are now looking for IP packages that are franchise‑ready. Here’s what to include in any pitch:
- High‑concept logline (one sentence that sells the hook and stakes).
- Transmedia map (how the property expands to TV, film, interactive, and merchandising — 1 page).
- Proof of audience (social metrics, comic sales, community engagement, or positive user testing results from your prototype).
- Monetization roadmap (licensing, subscription revenue, in‑game purchases, and partnership opportunities).
- One‑page rights & availability (who owns what, what’s optioned, and what approvals are required).
Tools & tech: Build modern prototypes quickly
Prioritize tools that reduce friction between writers, artists, and technologists. Recommended toolstack for 2026:
- Writing: Final Draft, Fountain + Git for version control, AI‑assisted outline tools for rapid iteration.
- Story bibles & lookbooks: Google Workspace, Notion templates, Figma for visual layout.
- Prototyping: Twine or Ink for interactive fiction; Unity or Unreal for real‑time demos; Phaser for 2D web prototypes.
- Visuals: Midjourney/AI image generators (for moodboards), ClipStudio/Procreate for comics, Blender for quick 3D assets.
- Collaboration: Git LFS for large assets, Perforce for game teams, and cloud CI pipelines for builds.
Case study: What The Orangery teaches us
The Orangery’s early 2026 partnership with WME underlines two lessons for students and instructors:
- Curate IP with immediate cross‑format hooks. Traveling to Mars (a sci‑fi world) and Sweet Paprika (adult romance) show you can package different genres for the same transmedia approach: both require clear character cores and world rules that translate to episodic beats and gameplay mechanics.
- Work with agencies early. Agencies add distribution muscle and rights expertise — but they want tidy, sellable packages. Teaching students how to produce agency‑ready bibles and sizzle reels raises their market value.
Advanced strategies and 2026–2030 predictions
Teach students to prepare for the next five years:
- Interactive streaming will grow: Platforms will increasingly favor titles with optional interactivity. Prepare branching scripts and modular production plans.
- AI co‑creation becomes standard: Use AI to accelerate treatments, generate storyboards, and create first‑pass assets — but teach ethical crediting and guardrails to protect original creators.
- Rights get fractionalized: Expect more nuanced deals splitting film/TV/interactive/merch rights. Train students on negotiating carveouts and reversion triggers.
- Emerging revenue streams: Direct‑to‑fan experiences, AR activations, and limited physical drops (collectibles) will supplement licensing revenue.
Assessment & learning outcomes
By course end, students should be able to:
- Produce a professional story bible and a marketable pitch packet.
- Write a pilot and convert comic scenes into film and game beats.
- Create a playable vertical slice and perform user testing-driven iteration.
- Navigate basic rights and option agreements and prepare materials for agents like WME.
Instructor tips for maximum impact
- Bring practitioners — schedule at least three guest sessions with an agent, a rights manager, and a game director.
- Use cohort showcases — public pitch days attract real industry attention and give students actionable feedback.
- Emphasize portfolio outcomes — ensure each student leaves with a hub page linking to scripts, a story bible, and a playable demo.
- Build ethical AI modules — teach how to use generative tools while respecting creator rights and transparency in credits.
Actionable takeaways
- Start all adaptations with a Transmedia Fit Report that isolates transferable assets.
- Build a 12‑page story bible first — it’s the single best tool to engage agents and buyers.
- Prototype early: a short playable vertical slice proves interactivity faster than a long design doc.
- Lock down rights before pitching: chain of title issues block deals more often than creative problems.
- Pitch the franchise, not just the pilot — buyers in 2026 pay more for scalable IP roadmaps.
Final note & call to action
If you teach or study adaptation, this course blueprint is engineered to produce market‑ready work and professional confidence. Use The Orangery’s WME signing as validation: agencies and studios are actively buying translatable IP in 2026. Start by running a mini‑module on Transmedia Fit in your next term, and build to the full 12‑week syllabus. Need a starter pack (templates, rubrics, and pitch deck)? Download our instructor kit, or contact our curriculum team to customize this course for your program.
Ready to turn a comic into a franchise? Download the course starter kit or book a curriculum consultation to get a tailored scope, guest speaker line‑up, and assessment rubric.
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