Pitching Your First IP: A Checklist and Pitch Deck Template Inspired by The Orangery–WME Deal
A practical pitch-deck template and negotiation checklist to help creators convert traction into representation or licensing deals—learn from The Orangery–WME example.
Pitching Your First IP: A Checklist and Pitch Deck Template Inspired by The Orangery–WME Deal
Hook: You have a great comic, novel, podcast or game idea—but landing representation or licensing deals feels like shouting into the void. You’re not alone: emerging creators often fail to translate audience traction into meaningful commercial opportunities because their pitch isn’t clear about what rights they’re selling, who benefits, and what the business model looks like. The Orangery’s 2026 signing with WME shows how transmedia IP with clear packaging gets agency interest fast—this guide gives you a pragmatic playbook to craft that same clarity.
The big idea up front
In January 2026, Variety reported that European transmedia studio The Orangery signed with WME after packaging strong IP and a clear roadmap for multiplatform exploitation. That transaction is a useful template: agencies and licensors buy clarity of concept, proof of audience, and a realistic exploitation plan—especially now, when streaming platforms, gaming publishers, and brands hunt for ready-made IP to convert rapidly.
This guide gives a compact, actionable pitch-deck template plus a negotiation checklist tailored to emerging creators who want representation or licensing across formats. Use it to prepare a first outreach, structure meetings, and protect your rights during negotiations.
Why 2026 is an opportunity for creators
Recent industry shifts are tilting power toward IP owners who show traction and packaging:
- Platform demand is high: Streaming platforms and game publishers continue to invest in pre-packaged IP that reduces development risk.
- Agencies package transmedia deals: Agencies like WME are actively signing studios and creators who can present cross-format roadmaps.
- Generative AI accelerates proof-of-concept: Generative AI helps create treatments, animatics, and mock trailers faster—useful for pitching (but be transparent about AI usage).
- Globalization of IP: European publishers and studios are increasingly selling rights globally; distinct regional success can be a powerful bargaining chip.
Who this is for
This checklist and template are built for:
- Comic or graphic-novel creators seeking representation or adaptation deals
- Authors and podcasters pitching a licensing partner or agent
- Small transmedia studios packaging IP across books, games, and screen
Before you pitch: Prep checklist (non-negotiables)
Do these five items before you contact an agent, publisher or studio. They form the baseline of professionalism—and they mirror what WME and similar agencies look for.
- One-sheeter: A one-page summary with logline, genre, target audience, current traction (sales, readership, streams, social metrics), and your ask (representation, licensing, development).
- Proven traction: At least one data point—sales numbers, downloads, engagement, a festival selection, or a notable review. If you have no sales, show consistent audience growth or paid pilot tests.
- Rights map: A simple table that answers: what you own, what’s co-owned, what’s licensed out, and what you want to license/sell. Agencies will ask this first.
- Team and deliverables: Who will execute (writer, artist, composer) and initial deliverables (pilot script, animatic, demo chapter, playable vertical episode).
- Legal basics: Registered copyright, contracts with collaborators (work-for-hire or clear IP assignment), and consent for any third-party contributors. If you don’t have contracts, be honest but show intent to clean them up before a deal.
Pitch-deck template: Slide-by-slide (fill-in and use)
Below is a streamlined deck designed to fit a 10–12 slide pitch meeting. Keep it to 8–12 minutes for first meetings—agents and execs expect brevity and clear asks.
Slide 1 — Cover
Title, subtitle (one quick hook), your name and role, contact info, and a single arresting image or still from your IP.
Slide 2 — Logline (one sentence)
One compelling line that encapsulates premise, stakes, and genre. Example: "A vanished colony radio returns with a single message: ‘We never left’—a claustrophobic sci-fi mystery for fans of Annihilation and Station Eleven."
Slide 3 — The Elevator Pitch / Why Now
2–3 quick bullets explaining market timing (e.g., trending genres, platform demand, audience gaps). Mention relevant 2025–2026 trends: demand for short serialized IP, cross-platform micro-franchises, or AI-driven production efficiencies.
Slide 4 — Traction & Proof
Key metrics and social proof. Use visuals: chart of monthly downloads, cover sales, festival laurels, or influencer endorsements. If you pre-sold anything or licensed music/art, list it.
Slide 5 — Audience & Comps
Define the core audience (age, interests, platforms). Provide 2–3 comps (e.g., “Compares to X meets Y; audience overlap with Z”). Explain why your IP is complementary or competitive in the landscape.
Slide 6 — Transmedia Roadmap
Show 12–36 month roadmap: graphic novel issues, pilot script, game prototype, limited series, merch line. Clarify what you’re pitching for now (representation, a license, or co-development) and what you’ll do post-deal.
Slide 7 — Business Model & Revenue Streams
List revenue lines: direct sales, subscription, licensing, TV/film adaptation fees, merchandising, games revenue, IP share. Be realistic—present conservative estimates and one upside scenario.
Slide 8 — Team & Tracks
Short bios with relevant credits. For transmedia, include specialist partners (game dev, composer). If you’re solo, emphasize collaborators and an execution plan.
Slide 9 — Sample Pages / Proof of Concept
Two or three visual samples (comic pages, storyboard frames, demo screenshots, sample audio clip). If you used AI, note which assets were AI-assisted and confirm you hold rights. For quick animatics and mock trailers, creators increasingly use AI-assisted toolchains and lightweight production kits.
Slide 10 — The Ask & Deal Structure
Be explicit: "Seeking representation to secure TV film/streaming deals and licensing partners for gaming and merch; open to co-development with shared IP revenue; commission structure X% for agent." If you want a licensing advance, state a range.
Slide 11 — Timeline & Next Steps
Concrete next steps: NDA, 30-day exclusivity for proposal, sample delivery dates. Keep timelines short and actionable.
Slide 12 — Contact & Legal Snapshot
Contact info and a final rights summary: what you own and what you’re offering. Offer to send a basic term sheet or rights list post-meeting.
Sample one-paragraph pitch (email opener)
Use this as a template when you email an agent or executive. Keep it 3–4 short sentences.
Hi [Name]—I’m [Your Name], creator of [Title], a [genre] graphic novel with [X] downloads and a 4.7-star reader rating. It’s a [one-line logline]. I’m seeking representation to pursue TV/streaming development and gaming licensing; I’ve attached a 1-page summary and a short deck. Could we set a 20-minute call next week?
Negotiation checklist: What to prepare and protect
When conversations move from coffee to contract, track these items. This list separates what to expect in representation deals vs licensing/development deals.
Representation deals (agents/managers)
- Scope of representation: Which territories and formats? U.S. only? Global? TV, film, games, merch?
- Term length: Typical agent terms run 2–3 years with renewal provisions. Avoid automatic long lock-ins without performance milestones.
- Commission: Standard agency commission is 10–15% for deals they procure. Confirm commission on recoupable advances and backend.
- Exclusivity: Limited exclusivity for a pitch window (30–90 days) is normal. Permanent exclusivity is a red flag.
- Termination: Conditions for termination, cure periods, and return of rights if inactive for X months.
Licensing & development deals (studios, publishers)
- Rights granted: Define exactly what’s granted (e.g., exclusive audiovisual rights worldwide, merchandising, sequels). Prefer limited-term or project-limited grants.
- Term and reversion: Set a maximum initial term (e.g., 3–5 years) with reversion to owner if not in active development or if milestone not met.
- Compensation: Advance vs option vs flat fee. For options, typical is 6–18 months with an extension fee. Clarify backend: gross receipts, net profits, or percentage of revenue—avoid ambiguous "net" accounting.
- Credit & creative approval: Credit wording ("based on the graphic novel by…") and approval rights for scripts, casting, and key directors—be specific about what approvals are required.
- Derivative works & merchandising: Who controls merchandising and secondary rights? If licensee gets sub-licensing rights, ensure you receive a percentage of sub-license income.
- Audit & accounting: Right to audit financials; frequency and scope of reporting.
- Indemnity & warranties: Keep warranties narrow (you own the underlying rights). Avoid broad indemnities that expose you to third-party claims.
Red flags to watch for
- Requests to sign away all future rights without clear compensation or timelines.
- Excessive exclusivity with no performance milestones or reclaim provisions.
- Undefined revenue splits and opaque accounting methods.
- Pressure to avoid legal review—always hire an entertainment lawyer before signing.
Negotiation tactics for creators
- Lead with clarity: Present a rights map and realistic ask. Agents and studios want to know precisely what they’re buying.
- Use milestones: Tie exclusivity and payments to development milestones (script, casting, greenlight) to reduce long-term risk.
- Keep reversion clauses: Force reversion if no greenlight within X years or no active development within Y months.
- Ask for producer credit and participation: If you want to stay creatively involved, negotiate title, approval rights, and a fair share of backend revenue.
- Bring data: Use analytics, sales charts, and engagement to justify valuation and terms. Agencies now respond to quantifiable traction more than aspirational statements.
Example negotiation timeline (first 90 days)
- Week 0: Pitch meeting (10–12 slide deck, one-sheeter delivered)
- Week 1: Follow-up with sample term sheet and rights list
- Weeks 2–3: High-level commercial terms discussed; NDAs signed if requested
- Weeks 4–6: Draft term sheet circulated; counsel retained; redlines begin
- Weeks 7–12: Negotiation of definitive agreements; milestone and reversion clauses finalized
Tools & templates to speed the process (2026 picks)
Use modern tools to create high-quality deliverables fast:
- Pitch decks: Canva, Google Slides, or Pitch.com for collaborative decks.
- Mock trailers & animatics: Use AI-assisted video editors (Runway, Descript) but label AI contributions.
- Data dashboards: Use Google Analytics, ChartMogul, or backend platform exports to create traction charts — watch infrastructure costs and per-query pricing when you scale dashboards (see cost trends).
- Legal templates: Look for entertainment-specific term-sheet templates and hire an entertainment attorney for final drafts.
Case study: What The Orangery did right (and what to copy)
Variety’s Jan 16, 2026 report highlights key lessons: The Orangery packaged multiple IP properties with clear transmedia plans and a European-to-global strategy. They showed a track record in graphic novels and paired it with realistic plans for adaptation and merchandising. For emerging creators, the takeaway is simple:
- Package multiple related IPs if possible—agencies value a slate, not a single title.
- Show an execution roadmap across formats (book > game > screen).
- Prove consistency and quality: strong creative samples and measurable audience engagement.
Real-world example: Quick mock pitch for a graphic novel
Use this as a one-paragraph pitch in an email or pitch meeting:
"Jade Harbor" is a 5-issue cyber-noir graphic novel (completed, 3 issues published, 20k+ reads online) about a memory-hacker who trades recollections on the black market. It’s a serialized IP primed for a 6-episode streaming limited series and a companion narrative mobile game. I’m seeking representation to secure development partners and licensing deals; attached is a 10-slide deck and a rights map.
Final checklist to hit before you click send
- One-sheeter attached and deck under 12 slides
- Rights map and basic legal cleanup notes included
- Clear ask (representation, license, development) and a suggested timeline
- Contact availability for a 20–30 minute call
- Entertainment lawyer on standby for term-sheet review
Parting advice: Negotiation is a process, not a one-off
Agencies and studios buy confidence as much as IP. Be prepared with data, a clear roadmap, and non-negotiables. Use milestones and reversion rights to protect long-term ownership while offering partners the runway they need. The Orangery–WME deal is a timely example—pack your IP, quantify traction, and present a credible transmedia plan.
Actionable takeaway: Finish a one-sheeter and the 10-slide deck this week. Send to three agents or development execs with a tailored 3-line email and schedule 20-minute calls. Track responses, and be ready to push for a short exclusivity window and a written term sheet.
Next steps & call-to-action
If you want a ready-to-edit version of the pitch deck and negotiation checklist, download the editable templates at hardwork.live/pitch-templates. Use them to structure your first outreach and bring clean, professional terms to the table. When you’re ready, book a 30-minute review session to get feedback on your deck and term sheet.
Make the pitch that turns traction into a real opportunity—pack your IP, know your rights, and negotiate with a plan.
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