Transmedia 101: How Graphic Novel IPs Like 'Traveling to Mars' Become Multi-Platform Hits
Learn how The Orangery–WME deal shows creators to turn graphic novels like Traveling to Mars into TV, games, and merch-ready IP.
Hook: Why your graphic novel isn't getting optioned — yet
Creators: you publish a packed graphic novel, get great reviews, maybe a viral panel or two, and still nothing from Hollywood, games, or retail. The pain point is simple — you built a thrilling story, but you didn't build an IP package that buyers can deploy across TV, film, games and merch. The January 2026 signing of European transmedia studio The Orangery with talent-and-rights giant WME (reported by Variety) is a modern blueprint for how small studios and individual creators can level up a graphic novel into multi-platform revenue.
Quick take: What the Orangery–WME deal means for creators
In mid-January 2026 The Orangery — founded by Italy’s Davide G.G. Caci and home to graphic novels like Traveling to Mars and Sweet Paprika — signed with WME. This isn’t just a representation deal; it signals growing buyer appetite for curated, ready-to-adapt IP that comes with transmedia design, rights clarity, and built-in audience signals. In plain terms: buyers now prefer IP that's already thought-through for screen, play, and shelf.
The Variety report (Jan 16, 2026) framed the deal as an example of how European transmedia shops can package graphic novels for global markets.
Why 2025–26 is the moment for transmedia-first graphic novels
- Platform consolidation: Streaming services and publishers consolidated in late 2024–2025 and now prioritize IP with proven engagement or plug-and-play adaptability.
- Short-form virality matters: Algorithms reward short, iconic assets — motion comics, clips, and character reels that tease bigger narratives.
- Games & interactive demand: Narrative-driven titles seek strong IP for live-service updates, character cosmetics, and story expansions.
- Licensing sophistication: Agencies like WME are packaging rights across media, not just selling a script option — they want multi-rights deals.
- Creator-economy monetization: Crowdfunded launches, limited merch drops, and community-first experiences prove commercial intent to buyers.
Case study snapshot: How Traveling to Mars and Sweet Paprika are positioned
While The Orangery's exact internal playbook is private, you can see public signals in how those IPs are marketed: bold visual identity, modular story arcs, and adult/young-adult splits that make them adaptable for different screens and audiences. That combination makes them attractive to an agency like WME that packages talent, financing and global distribution pathways.
Key lessons from these IPs
- Distinct visual DNA that reads in thumbnail — essential for social and streaming catalogs.
- Modular plotlines that allow episodic adaptation or single-feature condensation.
- Multiple audience anchors (sci-fi worldbuilding + character romance) for cross-demographic licensing.
Actionable playbook: 12 steps to position your graphic novel for cross-platform deals
Below is a step-by-step blueprint any creator or small studio can execute to make their graphic novel attractive to agents, producers, publishers and game studios.
1. Make a Transmedia Bible (not just a pitch deck)
- Include series arcs, character dossiers, world rules, and adaptation notes (what should remain, what can change).
- Add visual keys: color palettes, character turnarounds, and a few motion-ready assets (short animated loops).
- Prepare platform-specific hooks: a 30-second streaming teaser concept, a 15-second TikTok cut, a 60-second gameplay loop idea.
2. Build proof-of-audience early
- Measure not only sales but deep signals: read-through rate, retention per issue, time-on-page, repeat visitors.
- Use limited merch drops or crowdfunding to show convertible demand. A sold-out print run is stronger than a vague “fanbase.”
3. Create short, re-shareable assets
- Motion comics, actor-read scenes, and iconized character clips for Shorts/Reels/TikTok build discoverability.
- Design assets to be platform-native: vertical for short-form, 16:9 for trailers, square for social cards.
4. Clear chain-of-title and rights from day one
- Get written agreements with co-creators, lettered artists, and contributors. Buyers will walk away from murky ownership.
- Decide which rights you keep and which you license (film, TV, interactive, merchandising, audio). Consider offering a multi-rights option as an upsell to buyers.
5. Package “adaptability” in your pitch
- Demonstrate how scenes translate to episodic beats or game missions. Map 6–8 graphic novel scenes to 6–8 TV episodes to show feasibility.
- Highlight characters with clear game roles (tank, support, rogue) to interest game designers.
6. Create a licensing roadmap — not an afterthought
- Draft a tiered licensing plan: apparel, collectibles, tabletop, mobile skins, and premium NFTs or digital collectibles with cautious legal framing.
- Estimate unit economics: typical margin on apparel, average price points for collectibles, royalty expectations for digital goods.
7. Use strategic attachments
- Bring in showrunners, game designers, or directors as advisors when possible. An early attachment simplifies buyer risk.
- Even micro-influencers who can drive preorders are valuable — attach measurable audience lift.
8. Prototype interactive hooks
- Build a small demo: a playable vertical micro-game, a narrative prototype (Twine/Ink), or AR filters for characters.
- Prototypes prove that the world’s mechanics and characters can behave in a game environment.
9. Localize early for global buyers
- Translate key synopses and character pages. Buyers in Europe and Asia want quick-access localization to assess global potential.
- Consider cultural notes — what will adapt or need change in other markets.
10. Track and present data buyers care about
- KPIs: lifetime sales, issue-level retention, social engagement rate, conversion from teaser to preorder, cart abandonment.
- Package these metrics into one-page dashboards for meetings; WME-like agencies move fastest when data is clean and compelling.
11. Negotiate smart: options, windows, and escalators
- Offer structured options: an initial 12–18 month option for screen rights, with defined milestones to trigger extensions.
- Price the multi-rights package with escalators: larger fee if they want games or global merch, because those are distinct exploitation paths.
12. Know when to pitch an agency vs. direct to studio
- Agencies like WME broker multi-rights deals, attach talent, and access global partners — good for complex, multi-platform visions.
- Direct to indie studios or developers can be faster for singular adaptations (a single film or game) if you already have clear rights and legal clarity.
How transmedia-first studios like The Orangery win attention
Transmedia studios are not just IP holders; they are product managers for stories. They prepare assets, roadmaps, and legal packaging so agencies can sell across multiple buyers simultaneously. The Orangery’s sign with WME shows the payoff: agencies want partners who reduce friction and risk. If you can hand an agent a clean, cross-platform-ready package, you cut negotiating cycles and increase your odds of larger deals.
Mapping your graphic novel to specific platforms
TV & Streaming
- Pitch as serialized arcs. Show episode breakdowns, season beats and character arcs to make the leap from comic to script obvious.
- Prepare a showrunner synopsis and a visual tone reel — streamers buy tone as much as plot.
Film
- Identify a single, high-stakes arc that encapsulates the book’s emotional spine.
- Pitch cinematic sequences with storyboard frames to show translation to screen language.
Games
- Map characters to playstyles and worlds to mechanics. Offer mission templates and monetization hooks (skins, seasonal events).
- For mobile and live-service, show how the IP can support a steady cadence of updates and cosmetics.
Merch & Licensing
- Design an initial 10-piece licensing catalogue: apparel, enamel pins, editions, posters, and a deluxe artbook.
- Use limited drops to prove scarcity value and collector interest.
Common mistakes that tank adaptation potential
- Unclear ownership or split rights that create legal friction.
- Over-specified worlds that cannot be pared down for other media.
- No market signals — no audience metrics, no preorders, no social proof.
- Missing cross-platform assets — buyers want motion, not just static pages.
Red flags to watch in deals
- Low option fees with high backend contingencies — negotiate meaningful minimums.
- Vague IP reversion clauses. Insist on clear reversion triggers if a buyer stalls development.
- Uncapped cross-media sublicensing without fair royalties. Protect downstream revenue streams.
Next-gen considerations (2026 and beyond)
As of 2026, new factors matter when packaging transmedia IP:
- AI-assisted production: Use AI for quick animatics, but keep human-authored story bibles and rights documentation. Buyers are comfortable with AI tools as long as ownership is clean.
- Interactive-first deals: Some buyers now make hybrid TV-game commitments; prepare your IP to support branching narratives.
- Creator co-ownership models: Expect more deals where creators keep a stake in long-term merch and game revenues — negotiate these from the start.
Practical checklist to execute this week
- Draft a one-page transmedia summary for your title (audience, tone, 3 adaptation hooks).
- Assemble a simple rights spreadsheet (who owns what and chain-of-title docs).
- Create 3 vertical shorts from existing art — motion or animated panels for social testing.
- Run a mini drop (10 merch items) or a small Kickstarter to prove market demand.
- Set meetings with an entertainment attorney and a licensing strategist.
Final notes: The Orangery model is replicable
The Orangery–WME tie-up proves a practical truth: organizations that treat graphic novels as layered product opportunities — not just books — get representation and deals faster. You don't need a major studio behind you to start this process. What you do need is a clear transmedia plan, measurable audience signals, and clean legal foundations.
Call to action
Ready to level up your graphic novel into cross-platform IP? Start with the one-page transmedia summary and rights spreadsheet. Join our free creators' workshop this month for a walkthrough of the Transmedia Bible template used by studios like The Orangery. Submit your title for a tailored feedback session — click to register and get our downloadable checklist for adapting graphic novels into TV, film, games and merch.
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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.
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