Transcripts
1. Introduction: Have you always imagined walking down the aisle of
a bookstore and finding your own artwork
staring back at you? If you're a creative who thinks
books are just the best, and dreams of one day seeing
your stories in print, this class is for you. My name is Ira Marcks, I'm a top teacher
here on Skillshare. I'm also an
illustrator and author and a graphic novelist. It was six years ago when I
decided to set my sights on signing a book deal with one
of the big five publishers. There were lots of trials and tribulations along the way, but when all was said and done, I'd published my first book with a major publishing house. Not only that, but I had told a story that was connecting
with young readers, through recommendations
by the New York Times, American Library Association and the Junior Library Guild. The graphic novel
market is booming, parents, teachers, librarians, book sellers all
over the world are looking to this unique form of comic storytelling to inspire the next generation of readers, so this struck me as the perfect time to share the lessons I've
learned through a comprehensive all in one course on how to sell your
first graphic novel. This class is a mix of
art and business based on my own publishing experience and a lifelong passion
for graphic novels. But I really couldn't
call it an all in one course without
being able to shine a light on the secrets behind the big old corporate
world of publishing, so I reached out to agents and editors with decades of
experience in the book business. With their honesty and insight, I can confidently say this
is exactly the type of course I needed when I was starting out all
those years ago. The truth is, the big
five publishing houses are able to offer the best advances and the best creative resources and insight that
you could ask for, and the opportunities
are open to creatives in all stages
of their careers. All you need are the
pitching strategies I share in this class and
an unquenchable, burning desire to fulfill a lifelong ambition
to see your story bound in the pages of mankind's greatest
technology, the book. Or maybe it's just your day
off from work and you think, graphic novels are cool. Whatever brought
you to the class , I'm glad you're here, because talking books is
my favorite thing to do, and I think it's time we
get down to business. [MUSIC]
2. Class Overview: Hey. Welcome to class. Thanks again for joining me. Now, if you've taken
courses of mine before, you know I like to dabble in the conceptual and
creative side of things. Actually, this is going to be my most business-focused class. That's because that's what the
graphic novel industry is. It's a business, a business
where a company licenses the right to publish
your art and story. Now, to get a publisher interested in doing
business with you, you need to craft a pitch, refine that pitch with
an agent and an editor, and then convince the publisher that your story is going
to make them money. That's just the cold
hard truth of it, which we'll break down in
more detail throughout the other lessons
of this course. That's the business in short
really, but of course, to pursue the goal of a creative career
making graphic novels, you have to truly love and
appreciate the art form. The first few chapters of this course are really
designed to get you familiar with the marketplaces of graphic novels
for young readers. That's the market my work is in, so that's the point of view I'm going to be speaking from. We're going to talk
about the medium itself, what makes a great
graphic novel, some of the market details, and who are the best
sellers that are convincing kids that graphic novels
are cool to read. My overall goal here is to help you get familiar with
the realities of the graphic novel market and to help you find
your place in it. Now, beyond this introduction to the world of graphic novels, and getting to know a
bunch of great artists and authors who are already
established and out there, we'll be learning the
elements of a pitch and how to put together a successful
one to hopefully, someday get you a book deal. You can be as casual or ambitious as you
want with this class project. I want to be able to appeal
to all kinds of students. That said, we're
going to start by becoming familiar with
the essential elements of an effective pitch, including designing a story, developing characters,
creating a plot outline, creating some sample pages. Your class project
could be as simple as sharing a little bit of a story and a little
bit of sample art, or it could be as in-depth as a full outline of your story, character designs,
and sample art. I will take your work as seriously as you'd
like me to and offer whatever feedback you want to help you move
closer to your goal, whether that be just creating a fun project for an afternoon
and getting a thumbs up, or really developing
a pitch that's going to catch the eye of
an agent and hopefully, someday an editor at one of
the big five publishers. Now, before we get any further, I want to make sure you
understand that this is a course about pitching a book, getting to know a story, creating a little
bit of sample art, and wrapping our head around
what we want to do if we get the opportunity to
create a graphic novel. Making graphic novels, that's a different course that I
am getting to soon enough. Got a lot of notes on that
right now, but for today, this is all about getting a
book deal and understanding what the market is
and what we need to create to find a
place in that market. That said, let's start
to take a deeper and closer look at what
a pitch actually is.
3. The Pitch: The big question of the day is, what exactly is a
graphic novel pitch? Now here's my definition
from my own experience, the research I've done, and the people I've talked to. A graphic novel pitch
is a collection of materials generated by you, the creator, that are passed to an editor at a traditional
publishing house. They use these materials
to present your book during an acquisition
meeting and hopefully secure
you a book deal. A pitch opens a
lot of doors and I don't need to
convince you of that if you've watched this far, it's a very important part of the creative process and there's a lot of
business involved in it. The good news is that in the realm of
traditional publishing, there's actually a pretty clear to list of things you need to include with your pitch that are going to
be universal across the Big Five
publishing houses that we'll dig into a little
more in the next chapter. Each thing on this list needs to answer a very specific question. The editor and the
publisher need to know if they're going to consider
acquiring your book. Now my current editor at
Little Brown Publishing, Andrea Colvin, is going to come up a lot throughout this course. I wanted to really pull
back the curtain on the business of pitching
a graphic novel. Of course, I only
know my side of it, Andrea knows the business side of it and she was nice
enough to give me over three hours of her time to shed some light
on these topics. I'm going to be quoting
her here and there. I just would like
to say thank you to her and a lot
of the content I have in this course
has come from the time we spent talking
and working together. Here's the big
takeaway I got from her and all our conversation. Andrea says when she
acquires a pitch, what she's really doing is "Buying the feeling of the creator's vision
for their book." Buying a feeling is not
buying a finished product. An editor wants to see the potential for
a great book they can help you craft into
hopefully a best-seller. Now let's look at all
the things an editor expects to see in a
professional pitch. First, they're going to
look at the pitch itself. This answers the question, what is the story about? It's just a short
paragraph that sums up your story in four
or five sentences. Next on the list is the product. This is the research
part of the pitch, it answers the question, where does your story fit on the shelf in a
library or a bookstore? The research you're
going to do here will be to speculate on the audience and genre
that suits your book. Are you making a
middle-grade graphic novel about magic and friendship? Are you making a young
adult graphic novel about a supernatural
summer romance? The editor needs to sell
their publisher on where your book could fit along a
pre-existing marketplace. That's the business side of things that you need to
become familiar with. Back to story, the next part on this list is the outline. This answers the question, what is the plot of this
book you want to make? The outline in a very clear, concise way will identify major characters,
their story arcs, and will assure the editor
that you, the creator, have a clear sense
of a beginning, a middle, and end of your story. Remember this is
just an outline, it's like the silhouette
of your story. It will change and grow as you develop the project
along with your editor. Next on the list, we show the editor a look
at our characters. This answers the question, what do the characters
of the story look like and what
do they represent? These is basically concept art designs that show
the main characters in your story and maybe
insight into some of the highlighted moments
from your outline. Last but certainly not least is the sample art for your pitch. Andrea says this
can be defined as a two-page spread of a sample scene from the
story you want to tell. The sample artwork really
shows off your aesthetic. It's going to highlight your sequential art storytelling
by revealing the layout, the line art, the language, color, and lettering of
your potential book. No matter how successful
you've been in your career, every time you want
to create a new book, you have to generate
a pitch that's just part of the system. There is no shortcut here. I think that's a great
thing because the pitch that you create really helps you get to the core of your story. When you go to finally
make your book, which can be a long endeavor, you're already super focused on what you're trying to say and how you're trying to say it. Now, this class is going to be jam-packed with a
lot of information. What I recommend
doing is to take notes and do sketches as I'm talking to help you build momentum on what your
pitch is going to be.
4. The Big Five: The graphic novel is a medium of art that has been
rapidly establishing a place in the traditional
publishing market since the late '80s, early '90s. Now, I think the best thing
about this business is that it's always
looking for new voices. That said, your story is the most important
aspect of your pitch. But also knowing what the big five publishing houses are putting out into the market can really help you
craft that story in a way that answers one
of the big questions, where does your product
sit on the shelf? Remember, this is a business
and to sell a book, you need to be
creating something that fits amidst other titles. Now, the big five publishing
houses are Hachette, HarperCollins, Simon & Schuster, Macmillan, and
Penguin Random House. Why am I putting so much focus on these giant corporations? Well, to be honest, it's because they're the most influential and working with them could be extremely
beneficial to you, the creator. These publishers can offer
the highest advances, be exceptional creative
resources in terms of providing you with great
editors and art directors, they offer the best marketing and the widest distribution. That's not to put down
indie publishers. I love plenty of
independent publishers and you can have a great
career in those spaces and, of course, you're not
necessarily going to get rich and famous just because you work with one of the big five. I'm just saying
they offer a lot of support for you to
build a career on. Now you may not be
seeing these logos on all the graphic novels in
the library or bookstore. That's because each of
these big five have their own graphic novel
imprints that they publish comics through for middle grade and
young adult readers. Some of the big imprints
include Scholastic's Graphix, First Second, HarperAlley, and Little, Brown Young Readers. Now the big five publish all kinds of genres
including fantasy, historical fiction,
memoir, and romance. But from my research and
my talks with Andrea, the young reader
graphic novel market with the biggest
growth is described as contemporary stories
for young readers or tails of modern
young friendships, also known in the biz
as school stories. Stories that appeal to a
wide range of young readers. These are books that kids and young adults can see
their selves in. Contemporary stories
can include elements of genre such as memoir, magical realism,
fantasy adventure, horror, science fiction,
and again, romance. It can all be part of this
style of storytelling. For example, the books
I'm currently creating with Little Brown are
contemporary middle grade, but they also have flavors of historical fiction,
horror, and mystery. Now your book is likely to be a very different story
than the books I make. But I'm going to
talk from a point of a common ground here
so we can focus on stories designed
to inspire and be representative of the
modern young reader. Now let's look at some
of the actual books these young readers are
pulling off the shelves.
5. The Market / Early Readers: Now to help you in your own
research of the market, I'm in a touch on some
of the big players in the current space of contemporary graphic
novels for young readers. Books that I really admire that have inspired
me and also have a big impact on what the future of this
marketplace is going to be. We're going to go
chronologically from the youngest readers to
young adult because I think it's going to give
you a great sense of how storytelling style evolves
with readers literacy. In the Western world, that is the United
States where I draw most of my life
experience from, graphic novels are a
new space for teachers, parents, and young
readers to engage in. In the '80s when I was a kid, this market didn't really exist. Yes, there were collections
of superhero comics, and there was Will Eisner and there was Alan
Moore and some of these big figures of comic art entering into the
graphic novel space, but the market didn't really have an entry point for
kids and young readers. In fact I really think
it is the work of Dav Pilkey's series
Captain Underpants that has excited young readers
about the form of comic art. I think his books in
classroom activities and all the media
surrounding the novels he writes his really
raised a generation of kids to become
comics literate and see it as an art form
that is uniquely suited for them to read
and interact with. Now let's look at how the
market defines a graphic novel. It's combining the term graphic with the well-established
marketplace of the novel. Graphic novel is defined as a long form narrative that
deals often imaginatively with the human experience by way of a continuous chain of events concerning various characters
in a particular setting. In this case, it's using
sequential art to tell that story and it's showing it in the aesthetic of
hand-drawn panels, illustrated elements in text. A graphic novel can
feel very personal. It's almost it's been
extracted from a journal. The artists are
usually working at about 60 percent
of their ability because of the amount of work that needs to go into
drawing a graphic novel, you can't render every panel
with high levels of detail. I think that really goes a
long way to helping the reader feel they connect
with the art and they could almost
accomplish it themselves. As graphic novels grow in popularity new corners
of the market open up. At this time in the
spring of 2022, when I'm recording this, a young readers first
introduction to graphic novels can happen as soon as they're ready to set aside
a picture book. In this space in the market
really took off around 2020, and it's referred to as the
early graphic novel market. My Editor Andrea, says these are books for
kids age 6-8 who've just graduated from
reading stuff like Mo Willems, Elephant in Piggy. Now currently the big seller in this marketplace
is Ben Clanton's, Narwhal and Jelly book series. These are animals
centric stories with appealing geometric forms and their character
design and textures that recall children's books. Now Ben Clanton's books use the aesthetic of children's
picture books, but formatted in sequential art. That is panels and
speech bubbles, usually the frame and it's
quite straightforward. The character's face
outward at the audience, we see one to three to
four panels per page. The text is quite large
and clear to read and facial expressions are very
simple and straightforward. Characters they're
usually happy, sad, confused without a whole lot of variation and
subtle expressions. Everything is pretty
much on the surface. Books top out at
around 60-80 pages. That's really why this
market is exploding, because while they require
a lot of craft in terms of simplifying a story to appeal
to these young audiences, they can be created a lot faster than a middle grade or a
young adult graphic novel. Owly fits right in the marketplace with
Captain Underpants and Dog Man as what's called
early middle grade books. By eight-years-old
readers looking to be challenged by
longer stories from a broader range of genre with more subtlety and complexity
to their narratives. The Owly series by Andy Warhol appeals to a
slightly more literate reader. Owly is a character with
a deeper sense of self and more complicated
illustrative style. Owly is a protagonist, is able to run a wider
range of emotions, thanks to the line art
style of cartooning. Environments are a lot richer
in how they're rendered. We have light and shadow, which can go a long way to adding emotional
complexity to a story. Secondary characters are a
lot more interesting as well. The Pea, Bee, and Jay series by Brian Smitty Smith are short graphic novels
for kids ages 6-10. Unlike Owly, they have a broad
cartoonish style to them. Their stories of
identity fitting in the ugly duckling
storytelling trope. With these early
middle grade books, the artists are able to
introduce framing and point of view in a way that the Narwhal
and Jelly books are not. We can have moments of silence
where a reader is asked to interpret part of the
narrative through the facial expressions
of the characters. There's a lot more engagement required of the reader
with these books.
6. The Market / Middle Grade: Now on the other side
of early middle grade, we have upper middle grade. These books target
readers ages 8-12, and page count jumps up to about 250-314 pages on average. It's a significant jump in the potential
for storytelling, the amount of investment from the creator and the amount
investment from the reader. You'll notice that aesthetic
really shifts once you get into upper middle
grade overall. Now characters have more humanistic
proportions and they're much more representative of real world people than the cartoon is style
of early middle grade. This is where we get
into books where we want kids to see
themselves in the story. Now with that bigger page count, we can tell stories that
are similar to something you would see in an
animated film as in three act plotting
structure and really satisfying
dynamic character arcs. Now of course, there's still space for heightened reality and extremely silly and
cartoonish action in upper middle grade. But at its core, we're looking at these books as realistic portrayals of
contemporary young life, even if they're set in a far distant galaxy or in
an ancient civilization. For now just to
ground ourselves, let's look at two popular
contemporary books that feature modern relatable school kids and what's known
as a school story. New Kid by Jerry Craft
was published in 2021. It's the first graphic novel to win the awesome
Newbury Award which is a really big deal and it's
going to really change what the market for middle grade
graphic novels going forward. Actually my editor
Andrea worked on an early draft of this
book with Jerry Craft, and even though she
didn't get to publish, she has some really kind words
to say about this project. Editors are supportive of
the industry as a whole, even if they don't get to
have their name on the book, that's encouraging to hear. Now New Kid is a coming of
age story about a boy named Jordan who lives with his family in the neighborhood of
Washington Heights. This is a real New
York City neighborhood in Northern Manhattan. The book follows
Jordan as he starts at a new school and he
learns to deal with the changing dynamics of
his old friendships and these new kids that
he's meeting at this private privileged school. The book has a diverse
cast of characters and really complicated
young relationships that are dealt within a subtle way that you might not necessarily pick up
on first reading. Each relationship
he encounters shows another side of Jordan's
life and how he tries to fit in while also struggling to be himself and
other story of identity. This is not an uncommon
premise of course, you've probably read
many books like this. But what makes it unique is Jerry Craft style
of storytelling. He's got a bold aesthetic
that to me recalls newspaper comic strips like Curtis and even the family circuits
to some degree. New Kid is certainly
a personal story, but you can't exactly
call it a memoir. Let's look at an example of
that in this marketplace. Just Pretend by Tori Sharp has a 12 year old protagonist
just like New Kid, but you'll notice that
the author's name in the main character's
name match up. We can call this a memoir, and it's a story taken
directly from her young life. How do I know that? Well, I'm actually friends
with this author and I hosted her release party. I got a lot of insight into
how she told this story, which was super cool
because I actually think Just Pretend speaks to a real leveling up of young reader literacy in the
realm of graphic novels. Tori splits her
narrative through two aspects of cartoon
Tori's point of view. Sometimes we're seeing
Tori work through the effects of her parents
messy divorce in real life. But to escape that drama, we also jump to her imagination where we
see the story she's telling and we have a character
who's seeking to stabilize her life by
using her imagination. It's this approach to
cartoon narrative that rewards the young reader for going back and reading
the book a second time, which is something
that's pretty easy to do with graphic novels because they're not as text-heavy
as a traditional novel. Now it's not always the
case that the artist and writer of a graphic novel
or the same person. Let's look at a pretty
popular collaboration. This book is called When
Stars Are Scattered, pretty great title, it's by Victoria Jamieson
and Omar Mohamed. The book is a National
Book Award finalist and it's a memoir about Omar's life with
his younger brother Hassan as they grow
up in a refugee camp. The story is told through
the point of view of Omar and his life as a
former Somali refugee. During that time,
Omar's father was killed and he was
separated from his mother. This is a very personal, inspiring, and important story. I've listened to
Victoria Jamieson talk about working
on this book and the challenges of trying to tell somebody else's story
through your own artwork. I think she did a great job
and readers seem to agree. Now this is in her first book, she's built a great
reputation for herself and telling her
own more personal stories who's the best-selling
author of Roller Girl and All's Faire
In Middle School. I think this book is a
great example of how kids can have a chance to engage
with very important stories, either pulled from the
news or recent history and empathize with these
people who tell them. Graphic novels is a
creative space that's perfect for communicating
with young readers. Now let's look at some of
the overall characteristics of middle grade graphic novels. There's this rule of
thumb in publishing that a young reader wants to read about kids who were
older than them. That's why one of the
more rigid guidelines of the middle grade
market is that the main characters
in the stories be aged around 10-13 year-olds. That way, readers aged
8-11 or 12 can look up to these characters
and be a little more focused on their story arcs, and these story arcs are usually framed through conflicts based around the characters
immediate world and their relationship to it. These stories are usually centered in the
character's point of view with lots of external action and
minimal self reflection. characters are always
moving forward and thinking and acting
in quick succession. Personally I find middle
grade aesthetic to have an overall sweetness to its visual and
storytelling style, a bit of innocence that
lightens the mood just a bit. But of course we
shouldn't judge books by their covers or a quick
look at their artwork. Middle grade books are at their best and are rewarded for being honest and inspirational
stories in equal measure.
7. The Market / Young Adult: Where does upper
middle grade end, and young adult begin? The answer is, it's a gray area. Maybe a good way to understand the difference between
these two markets, is to look at a
middle grade book and a YA book by
the same author. The Witch Boy by Molly Ostertag, has a protagonist
who is 13 years old. Already we're pushing
the middle grade market, and it's a story that is set
in a high-end fantasy world. To me, the
world-building aspect, the way she uses it to
talk about character, gives the book a deeper
reading experience than the usual middle
grade fantasy book. While the three
books in Molly's, Witch Boy series,
are middle grade, her book that comes after, the Girl in the Sea, is
definitely categorized as YA. This is a story about
romance, and young love, and romance is definitely
a no-no in middle grade. Yes, you can have a
crush and you can have an innocent kiss
in a middle grade book, but you can't explore romance, and themes of love, and sexuality, and passion in the way you can
in young adult. From a marketing perspective, that's where the line is drawn. Have I met kids who are eight years old
reading young adult? Yes. Have I met young
adults who read kids books? Yes. People can read
whatever they want. But what we're
talking about here is the way the people in the meetings that need to decide on marketing techniques, and how much money
to give an author, decide where the
categories break down. It's important to
know that because they are the gatekeepers
at the end of the day. But always keep in mind that once you get through
those gates, you can do your thing to
put your book in the hands of the readers who
will appreciate the stories you want to tell. Now let's take a
closer look at what it means to be a YA graphic novel. YA has a really broad ranges
of tone available to it. We talked about how middle
grade has a sweetness, and innocence to it. YA gets to dig deeper
into darker themes like; full-on addressing depression,
full-on addressing love, and full-on
addressing sexuality. YA can also have a more complicated approach
to narrative. Characters can be more
internal, and ambiguous. Heightened emotions can really rattle the cages of the
readers if you want them to. YA books can be politically challenging in ways
that middle grade, really as a market in
today's system, just can't. I remember when I discovered Gene Luen Yang's
American born Chinese around 2007 when the
book was first released. It's a pretty
unforgettable story about searching for identity, but it tricked me at first
because it really looks like it's an art
style fits for kids. But Yang's story is
quite complicated, and he has a really unique
approach to narrative, which settles it in the
modern young adult category. The story is told through
three different characters, the Monkey King, Gene
Yang, and Danny, Gene's alter ego
and the book cycles through these three
narrative points of view. American born Chinese, I often see paired
with books like Persepolis and Fun Home, memoirs that have a really confident
and unique approach to their storytelling. I consider this stuff all YA. A more recent book, The Magic Fish is a semi-
autographical story written and illustrated by Trung Le
Nguyen, published in 2020. The novel begins with the story of 12-year-old [FOREIGN], a second-generation
American Vietnamese teenager who helps his mother learn English
through fairy tales. I'm highlighting
this book because, as we learn more about
the main character, we see this blending of the
fantasy in real-world and how these fairy tales empower our protagonist
to be themselves. It's a great example
of how shifting aesthetic can create an even
more engaging narrative, something that can only really be done with the graphic novel. This One Summer by Mariko
Tamaki and illustrated by Jillian Tamaki was published
by 1st, 2nd in 2014. Another book I remember discovering and just
being blown away by. This is maybe one of my
favorite books of all time. It's set during the
hot summer days in a small beach town named Awacko, and the story follows
two teens and lifelong friends,
Rose and Wendy, as they find themselves
in the midst of other people's
stories, really. They're dealing with
challenging family dynamics; mental disability, sexuality, teen drama,
all kinds of drama. Rose is 18 months
older than Wendy. When they were younger, it
didn't seem to matter as much. But this story does a great job of putting in perspective, that coming of age moment, where the age gap
really starts to matter as you
reconnect with people who you haven't seen
over the course of a whole school year
coming back together and seeing each other developing
distinct personalities that might almost be clashing. This is a story really about Rose feeling like she's
outgrowing Wendy, but also unsure of where
her life is going next. You can tell this is a
story for older readers. It's got more adult
themes to it, or at least teenage themes. The artwork also gives
that impression. The cartoonish character design is reminiscent of
younger graphic novels, but the aesthetic Jillian
uses is really influenced by impressionism and has just a more mature
relationship with visual art, especially in the framing
and the quiet moments. Here's one of my
favorite pages really. You can see the world is a lot more grounded, more somber. This book is special to me, and it's really special to the culture of graphic
novels as well. It's known for making the American Library
Association's Top 10 most challenged books list twice. That's pretty impressive
to be banned twice. Now this book also won, The Caldecott medal
and was recognized as the most distinguished
American picture book for children the
year it came out. There will always be people who want to censor and
ban books that challenge their
worldview or don't align perfectly
with their values, but luckily, there are many more people in the world who want to
champion these books. Last time I checked, This One Summer, is
still a bestseller. Being brave with your
stories will pay off. Keep that in mind.
8. The Market / New Voices: The graphic novel market
has always been about discovering new voices and
sharing untold stories. Last but not least in this
part of our conversation, I want to share a
single book with you, the book where it all began. Flashback to 1986
when Pantheon Books, an imprint belonging to
Penguin Random House, published the 296
page collection of Art Spiegelman serialized
comic strip, Maus. This book is the
illustrated true story of Vladek Spiegelman's
experience during World War II as told
by his son, Artie. It's a historical
document told through the framing of a memoir
about a father and his son. The way Spiegelman
uses comic art to tell a novelistic story
turned a lot of heads. People in the mainstream had
never really read a comic. This was published in
an underground zine, and Pantheon was
bringing it into the light of
mainstream bookstores. People started buying it and teachers started sharing
it with their students, and conversations were had about it and thesis papers
were written about it. In 1992, Maus won
the Pulitzer Prize, and that's where we
get the beginning of our story because with
the success of Maus, other big publishing houses got into the graphic
novel business. It had been proven
that it could be done. Maus continued to grow in popularity and
continued to be banned. [LAUGHTER] in some communities. This is an endless
cycle apparently for stories that
aren't for everybody. But Spiegelman's stylistic
approach to narrative has had a major impact on the storytellers that
have come after him. Also what publishers
expect to see and the bar at which we can
aspire to as storytellers. From Spiegelman's
anthropomorphic characters, his cartoonish visual metaphors, his layered narratives of
stories within stories, his meta reflection through comic art on historical events, the blood of Maus is flowing through every graphic
novel we see today. In conclusion, an understanding of the market is
going to help you aspire to be a great
storyteller and also find a place where
your pitch can fit. Do your best to answer one of the pitch's biggest questions. Where does this story
fit on the shelf? What is your product? Believe me when I say, the market is still
exploding with diversity and the
big five publishers are working extremely hard to pick up all the great
stories of our time. While your first pitch may not be the one that gets
you that book deal, to go on this journey, you really have to
believe that there's a place for you in the world of publishing and let the success of books like This
One Summer and New Kid and Maus inspire you to follow your own story
wherever it leads you. I'm sure there's going to be readers waiting to
meet you there.
9. Blue Sky Process: Now we've talked about
a whole bunch of other creators stories and
you're probably wondering, what story do I want to pitch? Well, hold your answer
on that for a second. Let's just appreciate
this moment here. Right now, we're at what? Creatives call the blue
sky stage of the process. It's a time when literally
anything is possible. It should feel
exactly like this. Imagine yourself
lying on the grass on a warm summer day
staring up into the sky. The sky is many things but
it is not a blank page. There's sounds all around you. Insects chirping, branches
rubbing against each other, winds moving through the grass, and clouds are constantly
accumulating over your head. Ideas floating across that
blue sky is every good idea you've had that's
taken just a bit of shape and left some
impression on you. Some of these clouds have a form that are more clear than others, but all of them by simply being
there have something that have sparked your imagination
in one way or another. Now starting off a book pitch is not about staring down at a blank page and stressing yourself out about what to draw, it's not about generating
something out of nothing, it's about you
learning to see and understand everything that
has made you who you are. If you're open to these ideas that pass
through your mind, stories will inevitably begin
to form in your mind's eye. You'll see the shape
of a character, a setting, a special
moment, a special object. To be a good storyteller, you need to learn to be quiet, to listen to the memories, and to hear your imagination
because it is all constantly whispering
ideas to you. Ideas that could
form the beginning of your first graphic novel. Now that your head is
full of clouds hopefully, let's start to take some notes. We're looking for
something that might make a good pitch for a book, a story that can expand and
grow as you explore it, and let it begin with
something simple. An all time favorite photo in which you appear with your
friends and your family, a historic piece of artwork
that won't leave your mind. Maybe a news article you read that you keep
in a scrapbook, a moment from a fairy
tale that pops into your head whenever you're
about to fall asleep, a song that takes you
back to a time and place, a friendship that needs
to be celebrated, a loss that needs
to be processed, or a message that needs to
be shared with the world. As a storyteller, how do I keep open to the
blue sky process? Well, I use my phone, of course. I email myself notes constantly. We might be driving
to a restaurant, I might be walking my dog, I might be sitting and watching a movie and say to myself, hey, I'd love to know
more about that. For me, that's when I know an idea is
worth putting down, when I'm curious
about knowing more. My inbox is full of these
little rambling thoughts, links to weird
news articles from obscure local newspapers
around the world. Copy and pasted quotes
from academic essays on topics I thought
were interesting for a moment but are now
confusing to me. Not all these ideas are going
to become a book obviously, but it's part of the process. It's not just about words, it's about collecting
images as well. These can be photographs from your life as I
mentioned before, but they could also be
Pinterest boards of concept art from your favorite
science fiction movies. A collection of old postcards, your favorite book covers, vintage graphic design
or fashion photography. There is no common
trait to where ideas can come from in
the blue sky stage. Other than that they are ideas that have
briefly passed you by and had a form that made
you a little bit curious. No matter how much
research I do into creating the perfect
graphic novel pitch, I can really only speak from my experience at
the end of the day. Throughout the rest
of this course, I'm going to be using my
upper middle grade book, Shark Summer as an example. I'm picking this book because
I think the pitch for Shark Summer is the most
successful pitch I'll ever make because it
was the one that got me my first book deal with
a big five publisher. Which looking back now is really surprising because this wasn't
a story I planned to tell. I always wanted to tell up high concept fantasy
or Sci-fi story. I wanted to do something
really rooted in genre. But when Andrea was
looking at my work, she was rejecting
all these ideas. She said, I want you to try to pitch me on
something contemporary, the stories of young
friendship that are doing so well in the
middle grade market. I was like, that sounds boring. My blue sky just really
doesn't have things like that. I want to draw dragons in spaceships, not
friendship stories. Then I laid back down and
I thought for a moment, the thing I enjoy so much about the blue sky process is that
it's rooted in imagination. I thought back to my friendships and how they were all rooted in our connections through
art we created together, making comics as kids, reading books of each
other's shoulder, going to the movies together, making scenes and short
films, and writing plays. I thought creative process is really how I connect
with people. In fact, if I'm
doing it right now, that's why I love teaching. Suddenly I had this idea to tell a story set behind the
scenes of a movie. I pictured it being
about a group of unlikely friends
who were drawn together by the need to win prize money at a
local film festival. As this blue sky idea
started to take its form, I thought about these kids on this adventure
and how through them I could share
my passion for creative process
and storytelling. I'd never pitched a story
like this before because I just couldn't see that it
had been there all along. But now, since
making Shark Summer, I can't even imagine a
different path for my work. I can't tell you where your story idea is
going to come from. I'm just saying don't
expect it to be obvious. Let it surprise you. Now that you've
got a sky full of ideas and you've pulled
a couple down and taken a good hard look at
some of them and you've asked yourself a whole
bunch of questions, find the idea that's got the
most yeses attached to it. Let's start zooming in on it and finding a story
for our pitch.
10. Story Summary: All book pitches begin with a very short paragraph that summarizes the story
you want to tell. A few sentences at most, averaging around 50-100 words. This paragraph includes
some combination of the following elements:
A description of your main character,
your story's setting, the hook of your story, the central conflict
of your story, and a bit of extra
flavor to make your imaginary audience
want to keep reading. Now, you may wonder, hey, but we're pitching
graphic novels here. If you have sample
art in your pitch, why would anyone want to read
the summary of your book? Well, sample art is
definitely going to reveal the aesthetics
of your craft, and of course, it's
important what your book is going to look like. But this little paragraph tells an agent or an editor
something very important. Is this story worth
stretching into a long form narrative that they can sell at an
acquisition meeting? You can have a great story
with lackluster art, but you can't have great art
with a lackluster story. Story is key. Even if you're not anxious
to get this pitch project in front of an
editor or an agent, I think it's super useful to
learn to tell your story in a few sentences because
it requires you to be brutally honest about what you're trying to
say with your work. This paragraph is the
first step in teaching yourself to share a
story with an audience. How do you know if your
paragraph is worthy? Well, the elements of
your story need to align themselves to a layered
novelistic narrative. We need to feel these characters connect with the
human experience. They have to feel believable
and have to feel relatable. We have to imagine that
they're going to go through a series
of events that we, the reader, want to follow. The story can be simple, but the ideas and themes have
to feel big and important. Do your best to work out these bigger elements
of your storytelling now before you spend hours teaching yourself to
draw for this book. Don't mistake this paragraph
of text for a plot synopsis. The wording of this
paragraph needs to create a balance of conventional
elements of plotting. Is this story a quest? Is it a revenge story? Is it a love story? Is it an underdog story? But more importantly,
it has to feature the characters, their
unique setting, and the elements of you that make you an
interesting storyteller. It's not enough to want to
tell us a detective story. Tell us what's unique about
your detective story. Let's look at some simple
pitches that have turned into very successful middle
grade graphic novels. Seventh-grader, Jordan Banks, loves nothing more than drawing
cartoons about his life. But instead of sending him to the art school of his dreams, his parents enrolled him in a prestigious private school
known for its academics, where Jordan is one
of the few kids of color in his entire grade. Let's examine the effectiveness
of this simple paragraph. The first sentence,
seventh-grader, Jordan Banks, loves nothing more than drawing
cartoons about his life. A story that must naturally
come from a cartoonist. It's going to
relate to kids that also love to draw and
kids that are just, in general, are passionate
about their hobbies. So we've got a familiar setup
to a middle grade story. Nothing's super remarkable about that first sentence other than it's established
a clear character that we can relate with, which is perfect because
the next sentence adds a whole lot of
layers to this story. Through that sentence, we have a great sense of the themes of the book and where the
plot is going to take us. This paragraph offers us a
potentially inspiring tale. It's a classic torn between two worlds story and it's from a point of view
that historically, we have not seen enough in
contemporary storytelling. Let's look at another
pitch paragraph. Raina just wants to be
a normal sixth grader. But one night after Girl Scouts, she trips and falls, severely injuring
her two front teeth. What follows is a long
and frustrating journey with on-again, off-again braces, surgery, embarrassing
headgear, and even a retainer with
fake teeth attached. On top of that, there's still more to deal with:
A major earthquake, boy confusion, and friends who turn out to be not so friendly. In case you're
wondering, this is the summary of the book, Smile, Raina Telgemeier's Number 1, New York Times bestselling book. It's an Eisenhower
Award-winning graphic memoir based on her childhood. The strength of the story
really lies in its specificity. The details of her
dental problems are what makes it stand out. Stories based on
personal experiences are very popular in middle grade
and they're very important, but they're not the only
kinds of stories being told. There are ways to
express yourself in your own passions and interests and drama from your life that don't center you as
the main protagonist. Let me break down my pitch
for the book, Shark Summer. It's got a pretty straightforward
hook for the story, but see how it comes
to life once I start revealing
the story itself. Three kids team up to win first prize in a
local film festival on the island of Martha's Vineyard during
the summer of 1974, as a Hollywood studio
takes over the island with their own production starring a giant blood thirsty shark. The specificity of the setting
and the potential for it to unleash this unique adventure
is what makes it strong. When I was putting
this pitch together, I really thought the strength of it was that it was set in the world of the making of Jaws, which here in America is
a really famous movie. I thought it was a thing
that parents would connect with and want to buy this book and share
it with their kids. But my editor didn't love
it for those reasons. In fact, she hadn't even seen
Jaws all the way through. She doesn't like scary movies. She saw the potential in this setting that I was
really passionate about, and the characters really
caught her attention, and what they offer
to the reader. Of course, I think the title, Shark Summer, caught
her attention too. There's three examples to
help you get started crafting this simple paragraph
of your story. I'm going to encourage you to do a little further research. The good news is every
graphic novel that's ever been released with
a Big Five publisher has a dedicated page on the
publisher's website that gives you this one
paragraph summary of the book. I cannot emphasize enough
how this paragraph really is the beating heart of
the project overall, not because it's the most
artistic thing in the world, because it's the most businessy [LAUGHTER]
thing in the world. This paragraph is used by a literary agent to pitch
your book to editors. This paragraph is how an editor discusses the project with
their editorial team. This paragraph influences how a sales team pitches the
book to it's retailers. This paragraph is how
publicists pitch to reviewers. This paragraph is how you're going to talk
about your book on social media when
it finally releases. This paragraph is going
to change in many ways as you start to work
with your editor to craft the book itself. But the book's success
will always remain connected to your choice of
words in this early stage. It's your first impression of your story and
it's just going to resonate in the way
a first impression of a person resonates. In conclusion here, this
little paragraph is the first element of
your class project. But maybe you're still indulging that blue sky
phase, that's okay. If you're trying to follow
along with the class but don't have your
own original tale yet, what you could do is write a quick little summary of a
fairy tale you know well, or a fable, something,
maybe traditional, that you can mold with a bit of more contemporary
context and turn it into something unique
and a little more personal. That's all you really need to participate in the next lesson, which is to turn the
story into an outline.
11. The Outline pt. 1: Once you've hooked your
agent or an editor with that opening paragraph
and they've looked at your sample art and they
love what you're doing, they're going to want to read a complete outline
of your story. The outline should be no
more than a few pages long. You could call this a
summary of the story, but I'm choosing the word
outline because I consider this the part where your story
takes its overall form, but what's deep within it, all the details, have yet
to really be defined. At this point, we need to expand on the
distinction between story and plot if we're going
to write a great outline. During the telling
of your story, the plot will reveal itself. Maybe your story ends up
being a hero's quest, maybe it ends up being
a revenge story, maybe it's a tale of discovery, a tale of forbidden love, or an underdog story, all of these tropes
of plot that cycle through contemporary
narrative every generation. There are very few
plots actually available to us as storytellers. Some say there's actually
about 20 of them. While there are a few plots, there are infinite
stories for us to tell. A plot supports a story and
makes it more coherent. But as the storyteller following too closely to the right plot also restricts the potential of where your story
can take you. We'll move into how to
structure a story with this quote from a favorite
author and teacher of mine, Ursula K. Le Guin. In her book, Steering the Craft, a 21st Century Guide to
Sailing the Sea of Story, she describes a story
as a narrative of events that move through
time and involve change. She describes plot as the form of the story that uses
action as its mode, usually some form of conflict, and closely and intricately
connects one act of the story to the other through a chain which ends in a climax, very technical and formal. Now to quote her book, "Most serious modern fictions
can't be reduced to a plot retold without fatal loss
except in their own words. The story is not in the
plot, but in the telling. It is the telling that moves." That's our goal
with this outline, to create a story that moves the reader through
your telling of it. Now content-wise,
the outline defines all the major story beats
as clearly as possible. But the outline itself is not
a story meant to entertain. It's basically an
internal document that reveals your master plan
to an agent or an editor, which means don't
bother trying to impress someone with
your $0.50 words, save that fancy language
for a poetry class. The outline should be more like cliff notes or a shopping list. Well, maybe not as boring as a shopping list,
but you get the point. An outline is best used
as a record of events in order for someone to know
what is going to happen. As you compose your outline, take on the role of a writer preparing a story
for an illustrator, describe a scene clearly, offer insight into a
character if necessary. For me, the most concise way to structure an
outline is through a third-person telling of the main protagonists
character arc. Here's the opening paragraph for the outline to Shark Summer. It's pretty long, I'm
not going to read it out loud so if you'd
like to take it in, why don't you pause this
class for a moment. Now here's the art that
came from that outline. You can see the
outline is really just serving up story beats that can later be embellished and directed through
the visuals. But right now the artistry of your storytelling is
not super important. The outline must simply prove
that your story has the right beats to get your
character from beginning, to middle, to end
of your narrative. Of course, an agent and
an editor are going to want to see surprises
throughout this, and those become the
scenes of your story. These scenes need to challenge
and entertain a reader. Now I find the biggest challenge when developing the scenes for my outline is how do I
paste these story beats? Well, this is where plot
structure comes in super handy. An overview of plot
structure shows us basically a checklist of events in all levels of the
story structure. At the uppermost level, we can divide a story into, three distinct acts, a set-up, a confrontation,
and a resolution. Then we can create scenes that fulfill the promise of
each of these acts. For example, a setup
needs an introduction to the main character and
their wants and needs, then it needs a call to
action for the character. Within this setup,
it's good to show maybe a weakness
of this character, so we can empathize with them. Then we need an
inciting incident that leaves your character no choice but to go on the course of the next
stage of this story. Once we move into the
middle part of the story, we need some confrontation. We need a rise in the
action from Act 1, we need mental and physical
tests for the character, we need failures and insights, we need things to
motivate their actions. Around the end of Act 2, we can see a rise in confidence. Then to build some tension, a surprising setback that
makes it seem suddenly impossible that they're going to reach the end of this adventure. In the third act, the
character is usually face some inescapable
final confrontation, either internally or externally. We hope that they
are able to overcome their weakness or
they're defining flaw. Once they met that conflict, they're transformed
by the confrontation. In conclusion, the character
returns to something familiar that contrasts with
their new sense of self.
12. The Outline pt. 2: There's a clarity and
satisfaction that comes from using traditional three-act
structure for a story. I really appreciate a
process that offers clarity because my brain is usually a giant tangle of ideas, but I'm also really
interested in breaking rules. I think many creators
feel that way because I'm happy to
report that trends in middle grade and why A
graphic novels are actively pushing against this kind of trope of storytelling structure. Many publishers are
looking for stories with more of a sense of
realistic plotting. Shark Summer and
my books that are part of that series are
very grounded in reality. There are beats that do
echo a three-act structure, but there are no
clear heroes and villains that that
structure often evokes. They're only characters
driven by their own personal wants and needs. I Consider the plot of
my books, mysteries, not mysteries that are solved externally like a
Scooby Doo story, but to really be
resolved internally. They're adventurous
stories, but the characters aren't on some kind of
epic hero's journey. But I did realize for
myself there's a way to tell a story where the
character's feelings and the spirit of
their actions can feel heroic while also grounded. Here's my variation on the three-act structure
we looked at earlier. It's a template I
use for my books. You're welcome to use
it if you'd like. If you have problems with it, please make your own. If you want to share that in the discussion
for this class, I'd love to see it. This template I find is really well-suited to a middle
grade mystery star in a small cast of young
characters brought together by the want
to solve a mystery. The story is resolved by the transformation
of the characters in the pursuit of this solution. Now the trick with using this
template is that I think of the action of the story
as a little more interior. To keep me on that track, I call the story beats the
mission of the protagonist. Let's see how Shark Summer follows this plotting structure. Act 1, after literally clashing
with her team mate Lex, Gail chooses not to apologize
and isolates herself. Gail maintains the
illusion that she is still a superior athlete and
a lifelong champion. It is her new team here on Martha's Vineyard that
is holding her back. To distract from this problem, Gail finds a new way to be a champion by winning
the prize money in a local Film Festival
and using that money to help her struggling mother
open her ice cream shop. Act 2, after teaming
up with Elijah, a boy with a camera and
a love for film-making, Gail pushes forward their
production even without a clear idea as to what
their movie is about. Lots of action in this act
with no real regard for where Gail's project is leading her as long as it's not towards Lex. Act three, enter Maddy, the girl with the
prize-winning story and her own secret
motivations for telling it, Gail and her team
of three are now on a path to winning
that prize money. The story they are
telling has taken the form of Gail's
internal conflict. As a constant reminder to the reader that Gail's
need to resolve her relationship with Lex is going completely unaddressed. Act four when Maddy
reveals her intent to use their film to disgrace
Gail's former teammate, Gail sees that their resentment
for Lex has empowered the darkness that makes their movie worthy
of the prize money. To escape this evil, Gail must step up and resolve the tension
with Lex and begin the long path to rebuilding the broken trust in
their relationship. Now, hopefully
through my breakdown, you can see how this approach to constructing an
outline puts me inside the head of Gail in a way that working in a three-act
structure does not. Also, you can see that I personally need a lot of
structure to build my stories. Some people simply start
at point A and work through to the end on their own and that
becomes their first draft. There's no real right
or wrong way to do it. Hopefully you find
your own place of comfort somewhere
in the middle. Whatever style of building
an outline works for you, make sure that it's putting you through interesting
story beats that are going to entertain and surprise your editor
and your agent. In short, creating an
outline can get messy. Here are some pro tips on how to stay organized and on track. Always refer back to
that short paragraph you wrote to establish
what your story is about. All elements of
your outline should point back to that paragraph. While an outline is
all about writing, it is totally okay to
get out some paper and draw maybe a mind map
of all your scenes. Do more character designs,
get out some books, do some research, create bullet points of
your story beats. Eventually you can take
all that content and craft it into this two to
three-page outline. Personally, I use a
Google Spreadsheet to track my scenes. No one sees it but me. Still, it's an essential part
of my outlining process. Outlining is about writing, but it's much more
about revision, edit out anything
that isn't necessary, be clear and concise, vague language risks being misinterpreted by your
agent or your editor, and therefore your
pitch gets set aside in favor of a more
confidently told story. Sketching and doodling is okay, but refrain from drawing any bigger scenes
for your story. At this point, words are better reference
points and they're much easier to adapt
as your story evolves. As you write your script, keep a keen eye out
for the ending. Sometimes the perfect
ending appears right away. Sometimes it doesn't come to you until your characters
actually get there. When you're looking for
the ending, ask yourself, based on what I've said already, where should my
character's be at the end? Do they deserve what they get? Hopefully the answer is yes. To resolve my stories
and make them feel like cohesive in
that last final scene, I like to imagine all the
action has been resolved of the adventure and
step back and take a look at the main characters
in a quiet moment. Put them in a place
that's familiar but looks different after the
experience of this story. I've heard this kind
of ending described as establishing a
character's new normal, which is to say
their experiences brought them back
somewhere familiar, but they are
significantly different. In conclusion,
writing an outline can take a good amount of time. Every time you set out to
write an outline for a book, it's like becoming a
writer all over again, the story needs to
resonate and take form. That's why I'm not requiring an outline for the submission
of this class project, though it is essential
to your final pitch. Now that we've got a
form for our story, let's take a look at the
characters within it.
13. Characters Sheets: Agents and editors want to see what the characters
in your book will look like so part of
your pitch needs to include what's called
character sheets. As the creator, your characters are the vessel for your story. But for your publisher
there more than that, they're also the
mascots for your book. Your character designs need to draw the reader into your world. Designing them is
this fine balance of your own personal inspiration
and aesthetic and also knowing what styles
appeal to the market. Character sheets need to show a full body look
at your main cast. For Shark Summer, I
created character sheets for the four main
kids in the story. When it comes to designing my characters for
the first time, I like to put them in
motion right away. Keep in mind drawing well isn't as important as
drawing emotionally. Your art style reveals
character through pose and body language,
and facial expression. It's not always
essential to have proportions of figure correct. Design your characters in a way that highlights
your drawing style, but also makes them clear and easy to read for the
sake of your story. When you're designing
your character sheets, find different and creative ways to put your characters
into action. Give them an aspect of a
setting from your story, or maybe hand them some
prompts to work with. As you build out your cast, think about the
chemistry they have and what they say about the
story you want to tell. In my experience
pitching graphic novels, it's okay to only include
character design artwork, but for me as a storyteller, I want to show something that
stands out and I like to add a bit of character backstory
to the character sheet. I do this by writing a short synopsis of who these
characters are offering, my agent, my editor, or even the publisher, a sense of who my
characters are, where they're from, they want, what they need, what are their strengths,
their weaknesses, any little bits of
flavor I can think of. As I work on this synopsis, I add other little
conceptual details that describe their
personal interests, maybe some important
life events, and what makes them
unique among this group. My first version of
the characters from Shark Summer is maybe
a little surprising to see because it doesn't
really resemble [LAUGHTER] the final versions that
you see in the book. This early draft of the
character designs was heavily inspired by the
aesthetic of this one summer. I thought I was telling a young adult story
and I wanted to capture the slightly
more mature world of this one summer
in my own book. Right away, editors
specifically Andrea noted that the story I
wanted to tell and the rest of the pitch were
really middle grade and my art wasn't quite
matching up with the story. She felt that a reader is young as eight wasn't going
to connect with these character designs and the color choices I was making, so I went back to
the drawing board. This is the magic of finding an editor who wants
to work with you. They want to help you get on the right track to
connecting with readers. Maybe if I'm being
honest with myself, I was taken a little
too much from this one summer is
inspiration and I wasn't being true to my own style which is quite a bit
more cartoonish, my editor helped me discover
my own self-doubt so, let that be a lesson
to you as you develop the aesthetic
for your own story. It's easy to get self-conscious with your art especially
when it comes to character designs
because they can be so personal so stay
true to yourself, but also listen to advice from the people that want to
help you craft your story. As you design your character
sheets for your pitch, get to know them and find the best way to introduce
them to the world.
14. Sample Art: Once we know our story, we have our outline and have
developed our characters, it's time to create
some sample pages. This begins by choosing a
scene from your outline. The scene you pick should be
for the following reasons. One, it seems really fun
to draw, that is crucial. Two, the scene features
your main characters doing something interesting
related to your story. Three, the scene gives us a
taste of where your story is heading and what conflicts are emerging for
your characters. Four, the scene shows off different aspects
of your aesthetic. What do I mean by aesthetic? Basically, it's the
way you make choices with your art in terms
of the elements of art, such as color, line art, use of speech bubble,
your panel style, the way you frame a shot, the way you use sound effects, and other cartoon flourishes. I can't really tell you
what sample art was created for any best
selling graphic novels, but I can show you some of the sample art I created
for Shark Summer. I wanted to introduce
Gayle and Elijah in the early stages of their
film making endeavor. Plot wise, this is the
moment when they're about to cross from
the normal world, a place that is familiar
into this magical world of film-making that's going to fill out the story
going forward. It's the scene where the kids pass through the
Wardrobe into Narnia, only not so magical. Of course the book is
called Shark Summer. We should meet a
shark in this scene. You want your sample
art to reinforce some of the story
choices you've made. Given that this story was set in a historical moment
in pop culture, I wanted to show off my
commitment to that concept and let the editor who is reading this know that there
will be plenty of Jaws, Easter eggs, and
Martha's Vineyard references throughout the book. If you're pitching
your first book, I think it can be a very
good idea to maybe be overambitious with
your sample art. Maybe once you've
worked with an editor for a time or you
have a reputation, you can simplify a
pitch in a lot of ways. But if you're a beginner looking for someone to connect with
your work for the first time, you're competing for the
attention of editors who already have established relationships
with other authors. It's smart to go
that extra mile. That said, I actually
went that extra mile with this pitch and created two scenes from my sample art. The second scene was from the
climactic end of the book, a dramatic moment taking
place amidst a big storm. This scene also shows off
the image that I add from a really early stage of the
conception of this book. This idea of a phantom
shark made out of waves. My hope was that this
image is so cool, a publisher would have no choice [LAUGHTER] but to want
to put out the book. Conceptually, I think
this page is really important because it
shows I'm able to use a bit of magical realism, have a bit of
fantasy in horror in a story that is otherwise
set in the real world. This is also a good
reminder to not be mysterious with
your sample pages. This isn't about hooking
a reader at this point. Everyone's already
read your outlines so they know the spoilers
for your story. Jump to a moment that's
invaluable to your storytelling. I pick these two scenes
because I wanted to give them the big payoff. I also wanted to show off my dramatic range
of storytelling, as well as my use
of color and what this full cast of kids
were going to be like. Now if you're not well-versed
with graphic novels and you don't have an initial idea
of how to design your pages, you can ask yourself, how did the big five publishers show off sample pages
of their books? Well, if you go to Amazon
or any online bookseller, you can browse the
graphic novel section. More often than not, you can look at pages
from within the book. Odds are they picked
this scene from the book because they thought it was
representative of the story. Again, research is
key to helping you understand the context of
these the pitch elements. Creating art for a
graphic novel requires a different approach than
other fields of illustration, like children's books
or commercial art, or even short form
comics or comic strips. A graphic novel is a marathon. It's not a sprint. Every panel in your book can't be this
amazing work of art. I find that a good rule
of thumb for drawing in a graphic novelist is to work is 60 percent of your ability. That means simplify. Do not show backgrounds
in every panel. Use an establishing
shot to set up a scene and then zoom
in on characters and use color washes and
backgrounds to evoke emotion without having to do a lot of scene setting over
and over again. Design your characters in a way that are fun and easy to draw, keep details to a minimum. Page count is also a factor in developing
the aesthetic of a book. If we compare Night Lights by Lorena Alvarez to some of the books we've
looked at already, we can see the artwork
is much more detailed. Well, you know why? Because
that's 56 page book, while something like Just
Pretend is 304 page book. The 304 page version of
Night Lights would probably look very different than
the 56 page version. That's going to end
our conversation on creating sequential art. But if you'd like a deeper dive into the art of making comics, currently on my
Skillshare channel, I have a class called Making
Comics, a beginner's guide, which would give you
some insight into the key elements of comic art, as well as a further study into other young reader
graphic novels and genre. Now at this point I've shared
everything you need to know to create the parts
of the class project. You are theoretically ready
to design and make a pitch. We've talked about the
business of the artwork, now let's talk about the
business of publishing.
15. The Agent: Let's say you've collected your story paragraph,
your outline, your character sheets and your sample pages into one nice, neat little PDF file. If you want to be published
by a traditional publisher, the first thing you need
to do is find an agent, and to get an agent, you need a little
bit of luck and a really good query letter. A query letter is a compelling
formal pitch to an agent that represents your work and you in that order specifically. The most important thing to remember is that literary agents receive hundreds and hundreds of query letters every month, and a letter is at its
best when it's easy to read and answers two questions, why is this story important? Why are you the creator, the one to tell it? Here's an example of a
pretty good query letter. I'm not going to read
it out loud to you, but you can pause this and
review it all you want. This is the stuff a
query letter needs. Now let me go over the
stuff it doesn't need. It doesn't need ruminations
on the theme of your book. Describe your story through character action and conflict, limit the proper nouns and
the summary of your story, three characters at most
in one central location. If an agent is trying to process hundreds and hundreds
of stories every month, that's a lot of world
building to keep track of, especially if you're
pitching something set in a fantasy world, be descriptive. Description is going to
be more memorable than the name you came up
for a magical city. If you're representing
real-world settings, make sure you point
them out and be clear about time and place. If your book is a memoir or
if you're framing devices, an essential part of your storytelling
as it is with Maus. Be clear about this upfront. The fact that Maus is
the story of a father told through a conversation
with his cartoonist son, this style of framing makes the story about a
father and son, not just a historical account, and that creates a much
richer reading experience. How do you find the right
agent for your project? Well, you do some research, look for graphic novelists who have successfully published work that might fit on the same
shelf as your potential book, then try and figure out
who their agent is. Sometimes they list
their representation on their social media profile. You also might find it on
their website or if you look in the back of the book
and acknowledgments, creators usually thank their
agents in that section, make a list of all
your dream agents who you think might
enjoy your project. Then once you have that list, check the agent's social media and website to see if
they're open to submissions. Once you know they're open, find an email address that
they want their query sent to. Some even have a form that you have to
fill out beforehand. Be empathetic, be
polite and be focused. Agents are people
just like you and me, and when you make a connection, you want to come off
in the best light. Now you're not going
to find an agent instantly unless
you're super lucky, you'll hear plenty of stories or maybe just get
some radio silence. It's okay to follow
up if you're really serious about working
with this person, but don't get pushy. If they still say no, don't plead for feedback or how you can make your pitch
more effective for them. If they don't ask
to see more from you or offer any advice, it's not because
your pitch is bad, it's more likely because
it just doesn't fit their wish-list or their
market experience. There's literary agents
for every market, and they have to
narrow the type of work they represent
to be successful. Don't reformat
everything just because you got a couple of
nos from a few agents, the best thing to do is
just repeat, repeat, repeat, keep making the
rounds, digging deeper. There's lots of agents out
there, and eventually, you're going to find
the right one to introduce your
book to an editor. If you're looking for a way to start your search
for the right agent, you can check out
manuscriptwishlist.com. This is an online space
designed to help people like you pitch to the
right agents and editors. Now, I bet you're asking, can I survive and do well in this business
without an agent? Sure, it's possible to
catch the attention of an editor without an agent, but odds are you're
going to need to have a couple of things
in place already. For example, a big one would be an exceptional presence
on social media. Maybe you already have
editors following your work. Usually if someone's signs a deal without having
an agent first, it's because an editor might
have reached out to them. But in terms of building a career an agent
is super important. In general, editors
working with the big five don't accept pitches unless they're coming through an agent. When it comes to being introduced to a new
creative talent, editors would prefer
to deal with agents. Agents can make their
job easier, for one, because agents have sorted through a lot of pitches
already on their own time so odds are the work that's coming through an agent
is already strong. A good agent understands the
business much better than you and has a million more
contacts than you have. They're able to focus and target the right
editors for your work. My agent, Adrian at
the Folio Group, described the teamwork needed
to get a book published as a triangle with you the
creative is one vertex, your agent at another, and the editor at the third. I like that idea because being an author in traditional
publishing is truly not a solo adventure to fulfill your potential and
build a career, you'll need the right
folks on your team to create a strong
working relationship. We've talked about you, we've
talked about your agent. Now let's talk about that third part of this
creative triangle.
16. The Editor: Your new agent may have
some notes on your pitch. Things that will
refine your content to help it appeal to the market
they envisioned it for. When they're ready, they'll
start making connections with the well suited graphic novel
editors in their network. A graphic novel editor is an expert in the business
of sequential art. They understand some parts
of the conceptual process, but really their focus
is in production, and getting a book to market. They know all the ins and
outs of the business, and can be an amazing resource
for an aspiring creator. A graphic novel editor will have their personal
interests and strengths in particular
corners of genre in market. When searching for an editor you and your agent want to make sure your work appeals to the
taste of the right people, and present your pitches, the type of book they
want to acquire. Unlike with searching
for an agent. You're allowed to
do a little bit of your own research into what
editors are right for you. To go about this research, what you are going do is find graphic novels in
your target market. Talk to your agent about
what this might be exactly. Open up their covers
to the copyright page, and there you'll see the name of an editor who
worked on the book. From what I know from
talking to Andrea, having passion for
a project is really only a part of the editor's job. The rest is all business. Don't take it personally when
you get a rejection letter. We'll talk a little
bit more about how to use rejection letters in a bit. Andrea shared this
little quote from a long time literary agent
that she's known for years. They say that a book is brought
to life by three factors. From the right editor, the right house as in publisher, and the right time. When you finally luck
into that formula, and find an editor who's
ready to work with you, they're going to have some
notes on your pitch to prepare it for the
acquisition meeting. If you've been following
along with this course, and have done your research, you should have all
the right skills to get them what they need. But also keep in
mind this editor has a whole different perspective
on publishing than you do. I think understanding the job of this person is key to finding
success in the industry. I've been working with Andrea at Little Brown for
about four years now. We send emails about projects to each
other all the time, and she was super kind
and let me interview her for about four
hours about her job, and what it entails. A lot of the following
information here is based on what she's
shared with me. Because of the
nature of the job, an editor really has
to wear two faces. There's the side, that's
the warm hearted book lover who wants to nurture
their creators, and help bring these
projects to life. Then there's the
other side of them that has to sit in
business meetings all day discussing
the market value of creators like you and me. You can see how these
two sides could be at conflict with each other
on a regular basis. At a Big Five publishing house, acquisition meetings happen
a few times a month. This is where the
publisher designs, and builds their
release calendar. In the room with these
acquisition meetings or the zoom calls, you'll find senior, and junior editors
who have books that they want to acquire
and bring to life. You'll also have members
of the sales team looking to help them acquire
books that they can sell. You'll have people from the marketing team looking
for marketable books. You'll have a creative director who weighs in on creative stuff, members of the public
relations team, and a publisher who
has the final word on whether the book gets
acquired or not. During these meetings,
each editor gets a little window of time to pitch the books that they
want to acquire. This window of time
is quite short. These meetings are not all about just you and your project. You're but one of a
whole string of pitches, everybody in this
room is going to be hearing on that given day. This is why the pitch
needs to be so refined. Now when it's your editors turn, they will make a case for why this is a good
business idea for us. That's a direct
quote from Andrea. That's really the goal
of these conversations. Beforehand, everybody
in the meeting has received a copy of your
editors pitch summary. The pitch summary is the what
and why of your project. As in what is your
graphic novel about, and a case for why it will sell. The pitch summary includes materials from the
pitch you created, that answers the what, plus a whole bunch of marketing research
that proposes the why, and that stuff is generated by the editor after
reviewing your pitch. This market research includes stuff like marketing
selling points, sales handle, details on your author platform
as in social media. How you might potentially
promote the book and then the big picture stuff of P&L which is profit and loss. Profit and loss is a projection of the sales of your book
over x amount of time, taking into account
the advance you get paid plus royalties
in the future, and also it bakes in
costs like a colorist for your book or a letterer
or other added expenses. P&L rules the conversation
in an acquisition meeting. After the presentation
of your pitch, your editor and the sales
team will debate the numbers, other creatives will
share their thoughts on shaping the story to
help the books appeal. This conversation will
go on for awhile, and cover all aspects of
your potential book deal. For example, the
sales team may not feel comfortable giving
you such a large advance, and your editor will
debate with them. Creative directors
might have input on aspects of the art or story. Andrea was telling me about a book she was pitching
recently that had a scene that took place in a live action role playing event that was made up
like a Western town. The sales team didn't
feel like [LAUGHTER] a Western setting would
appeal to contemporary kids. They debated
changing that scene. That could be a deciding
factor in whether that creator gets to
tell their story. But however the
meeting resolves, it's all under the
purview of the publisher. That single person
in the room who's listening to all
sides of the story. At the end of the
meeting, if your editor has made a convincing case for why this is a good
business idea for us, and why your book fits nicely into their
publishing schedule. That publisher will agree to offer you a deal and
acquire your book. If they say no, it doesn't
mean your story isn't good. It just means some aspect
of the right editor, right house, right time formula
was missing in this case. Again, it is my
understanding that everything really comes
down to the profit, and loss formula in terms
of you getting a book deal. Is this the best
way to buy books? Who knows? That's a conversation for other people to have. It's simply the way it is. Now let's talk
about what it means to get your book acquired.
17. The Contract: Even though it's called
an acquisition meeting and they say that your
book has been acquired, it really means that the publisher is acquiring the rights to publish your work. You retain the
copyright on your art. Now they're going to come
up with a contract for you. Your contract will specify
a few specific things. First, the big one here
is your advanced amount, the amount of money
they're going to forward you to create the book itself. You'll also see the payment
triggers for this advance, how the money is divvied
up and the dates or mayo markers for the project
when you get the money. You'll also see an outline
of the income you'll get from royalties after your
advance is paid off. You'll also see things like percentages on
sales of sub rights like translations of your book and film rights
and other factors. Luckily, you have an agent
on your team and you're going to go over this
whole contract with them. Reviewing the contract
is going to put in perspective a lot of aspects of the upcoming year or
so of your life as you create this graphic novel. Like I said, advances with
the big five publishers are generally more significant
than with indie publishers. How did they figure out what
your advance is going to be? It's pretty much based
on what the publisher believes your book has
the potential to earn. Advances have a vast range of numbers associated with them
depending on a few factors. Things that level
up in advance are, does the creator have
a strong readership already built-in
whether there's been an auction for your book where multiple editors are competing to acquire the rights to it? The amount of the
advance is pretty important because this is money that's going to afford
you the time to make your book and honestly, it's not going to cover
that whole amount of time. Luckily, I have my
teaching that helps me supplement the money
needed to make my books, and I would say most authors have income coming
from different places. Rarely does an author get to exclusively create
and publish books. Now even if you're
advance seems small, it's good to have
a bigger context of what's going on here. The advance is just an
estimate of how much money this supposed book
is going to make but if you do a really good job
and you hit the market, just write, your book could be a massive bestseller and once you've paid back your
advance through sales, you start to collect royalties. Think of it more like
you're investing in the stock of yourself
and if it pays off big, you're going to earn big. Managing your time
and your budget for these projects takes some getting used to and
some experience. It's good to know
when money will be coming your way as
soon as possible. With the big five
publishing houses and depending on the
complexity of the deal, a significant amount of time may pass between when you accept an offer from a
publisher and when the contract is actually
ready for signing. It could take months, sometimes up to a year to
get that paperwork done. Along the way your
agent is helping you refine the wording
of that contract, so just in case your
book hits big and picks up a film option or foreign
rights or any of that thing, you're getting a fair percentage of all that money going forward. Another thing you can
request with your agent is the way the payments
trigger on your advance. Now, depending on your
lifestyle and the advance and how it's paid out can make a big difference in
your productivity. Signing that contract is the first payment trigger
for all advances and you definitely get paid the remainder when the book
goes into publication. But you could divide
that money up at different stages of
your production, so you could get paid when
you sign the contract, then you get paid when you finish the sketches
for your book, and then maybe get another
check when you turn in the color work and then one more at the time of publication. An agent can help you negotiate
when you get that money. Now some creators confuse an advance for a book
deal with a page rate. If your name is on the
cover of your book, you get paid through
advances in royalties. If you're the colorist or a contributor to the
book's production, you're getting a page rate. To shed light on
advances and page rates, you can check out litebox.info, where creatives can anonymously submit rates on their projects. Another thing you need to
consider when planning out your contract are
what your deadlines are. Publishers are juggling a lot of books and get
pretty insistent that deadlines be met so they can keep their
release schedule. Of course it's impossible to
really know how long it will take you to create your graphic novel
once you get started, Shark Summer took me 12 months. The following book, Spirit
Week took 18 months. Every creator works differently. Some can put out a book
every seven months. Some take years to
develop one project. As a rule of thumb, Andrea says, "A book usually takes about twice as long as
you think it will." Now, don't forget to
keep your agent in the loop through all
of this conversation. Remember it's a
little team triangle. We've got going here. If you're really
invested in all of this, you're going to meet a lot
of editors along the way and you're going to get a lot
of rejection letters. That's just part of the process. Let's talk about how we
can put those to use.
18. Rejection Letters: Rejection letters are a big
part of the pitching process. Andrea says this and
I quote, "Remember, this is a business
just because I'm not publishing your book doesn't
mean it's not great." Editors want to
encourage creators even when they're turning
down their pitches. If an editor has taken
the time to review your work and offers an
encouraging rejection letter, ask them for advice
on where to go next. These people are part
of a big network and it can often point you in
the right direction. Here we're taking a look at
some of my rejection letters. You see they're not
as simple as just a sorry or we don't want it, usually they explain
why and sometimes they even offer a bit of
encouragement and imply that, "Hey, I'd love to see
more if you've got it." You can take that as truth. They actually think what
you're doing is awesome, they just aren't connecting
with that specific story. Long before I got to make Shark Summer I was pitching science fiction
and fantasy books for years and getting
nowhere with it. On one of those rejection
letters I noticed that Andrea had liked what I was doing but didn't
like that book, and that was a door that
was open just enough where helped me get connected to her and eventually worked
my way to creating a pitch that she thought was awesome and I also
thought was awesome. Rejection letters
are not dead ends, they are building blocks to help you refine your
creative process. They are doors that
are left open to help you make connections
with the right editors. Every stage of a creative career is going to have setbacks, it's really a matter of
how you learn to use them that decides the
fate of your career. Anyway [NOISE] that's
a whole lot of advice. I think now it's time to
make some work of your own. Let's talk about
the class project.
19. Class Project: The goal of the class project
is to prime you to create a full pitch through this simplified version
of the process. Your task is to query me, is if I was an agent or an editor at one of the
big five publishers. My submission requirements are a title for your proposed book, a one-paragraph
pitch of your story, and a single page of
finished comic book art. It can be in full color
or in black and white. I'd like to see
dialogue, action, and a sense of the
themes of your book present in this
single-page of comic art. As we've discussed, the market with the biggest growth is in young reader graphic novels in the category of
contemporary stories. Stories of young
friendships, school stories. If you do not have a story
of your own to pitch, you're welcome to draw from tradition, fables, fairy tales. You could even pitch an
adaptation of one of the kids classics like
The Secret Garden, or Are You There God It's Me, Margaret, or Matilda. Once you've submitted
the class project, I will read it and give you feedback onto the
effectiveness of your pitch. The work that students
share is what gives this class an
ongoing life and builds it beyond the lessons I've simply shared
with you here today. My hope is that we can create this awesome little classroom where students are
coming and going, finding inspiration from
me and from each other, and beginning an
exciting journey into the world of publishing
graphic novels. I'd like to wish you some luck out there and I really look forward to seeing your
stories come together.
20. Wrap it Up!: [NOISE] That was quite a course. Thank you for joining me. I hope you learned a lot. If you want to continue
the discussion through a class project or ask me questions in the discussion part
of this course, you'll find a discussion tab somewhere underneath
this video right now. You're welcome to, and please share your work in
the class projects section. What you've seen
right now is really just the beginning
of the conversation. A class isn't really effective unless it has students
engaging with it in challenging me to
dig a little deeper into some of the themes and ideas I've already
addressed in this course. If you've got some
business questions, feel free to ask me. I'm here all the time talking
to students on Skillshare. Now if you've
enjoyed this course, I have all other
content that might help you develop your creative
side in cartooning, concept art, and
comic storytelling. I've got courses on
designing cartoon faces, some of the fundamentals
of drawings, short form comics, classes on science
fiction and fantasy, comic art and all
other cool stuff. You'll find those
things on my channel. If you enjoyed this course, please share a good review with me and the other students, help people discover it
and thanks for being here. I love talking books, like I said at the beginning. Good luck with your pitch and I look forward to seeing you in the class projects section. Goodbye.