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How Can You Learn the Business of Independent Comic Book Publishing?

Added on by Gamal Hennessy.

This is a modified introduction to the book I plan to release this summer called The Business of Independent Comic Book Publishing. It attempts to explain the problem in the comics industry I’m trying to solve, provides an overview of the contents of the book and, what it can and can’t do for you. 

If you have specific questions about this project, please feel free to let me know. 

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The business of comics is chaotic, complex, and on a certain level, crazy. Few other industries transform fantasies and nightmares into potentially profitable products. 

So having a career in comics isn’t like becoming a doctor or a lawyer. There is no license you can obtain or a standard path for you to take to superstardom. Everyone who works in comics has a unique story on how they got to their position. Everyone in the industry used some combination of talent, perseverance, connections, and luck in order to succeed. 

Some people find their way into comics through other forms of professional illustration or visual art. Some began their careers in theater. Some have been found through art portfolio reviews at conventions or through a formal story submission process.

There have been people who learned their craft in staff jobs at established publishers and some who broke into the business working at retail stores. There is no one door that you can open to get into comics. Everyone has to find their own key. 

But if there is one common thread I’ve heard from successful creators, established publishers, and industry watchers, it can be summed up by a statement Matt Hawkins, President of Top Cow: 

 “You need to self-publish and get work out into the public. Many good creators never get anywhere. You have to be good, but you also have to be persistent and lucky” 

The problem is that there are very few ways for an aspiring creator to learn the business and legal aspects of publishing comics. There are dozens of amazing books on the artistic craft of writing and drawing comics, but the nuts and bolts of the industry hasn't been explored in depth… until now. 

The Business of Independent Comic Book Publishing (ICP for short), is designed to help you understand both the comic book publishing industry in general and the needs of your comic book in particular. While ICP can’t guarantee your story will be good, it can facilitate your persistence and help you capitalize on your luck. It can’t teach you how to create comics, but it can teach you how to become an independent comic book publisher.  

How is the Book Structured?

I'm an attorney. A big part of that job is asking and answering questions (See What is Comic Book Law?), so I’m going to stick with what I know. In each chapter of the book, I’ll pose basic and important questions about various aspects of independent publishing. Then, I’ll attempt to provide information and ideas you can use to create your specific publishing program in order to help you get books out the door. 

The book is broken down into twelve sections: 

  1. The Foundation: Understanding your overall goals for making comics

  2. Intellectual Property Management: Turning your ideas into legal assets

  3. Investment: Finding the funds to pay for your book before it is published

  4. Business Management: Securing legal and financial protection for your idea and investment

  5. Talent Management: Finding the best team possible for your book

  6. Marketing: Finding the right readers for your book

  7. Distribution: Finding the best way to get your book to your readers

  8. Production: Making the best comic you can on time and under budget. 

  9. Advertising: Informing your readers about your book

  10. Sales: Generating revenue from your intellectual property

  11. Revenue: Managing the money your book makes

  12. Growth: Deciding how to use your book to create a life in comics

But ICP is not all questions and answers. Publishing comics is not a one size fits all process, so the book tries to explain the different options you have at each stage of your story’s development, as well as the positive and negative aspects of each choice so you can decide what is best for your unique situation. 

ICP also includes ideas, theories, aspirations, and possible outcomes in a multiverse of futures for you and the industry. You can use this book not just as a guide to what is, but also what might be possible. After all, comics are about exploring your imagination.

How Should I Read ICP?

ICP is one part instruction manual, one part reference guide, and one part inspirational program. I’ve combined practice and theory to create something you can use from the moment you decide to publish comics to the point your business is running like a well-oiled machine. Because of the range of topics it covers, this is a book that needs to be read, consulted and questioned. 

I wrote ICP under the presumption that the reader has no business or legal background, so MBA’s or a hedge fund investors reading it to understand the comic book industry will have to forgive the time I take explaining the fundamentals.

You might not agree with the ideas and concepts in this book and I'm not trying to claim any authority as the absolute truth when it comes to publishing independent comics. As long as you understand the options I offer in this book and why you might reject them for your own projects, ICP can still be helpful to you.

What Can This Book Do for Me? 

A book on independent comic publishing isn’t necessarily a book you’re going to read for fun (although I hope you’ll at least find it interesting). If you read this book and follow its process to a reasonable degree, here’s what you’ll get for your purchase price and time spent reading:

  • Intellectual property (in terms of characters and stories) that you own

  • A business plan for publishing comics

  • Experience in the comics publishing industry

  • Contacts within the industry

  • A market for your ideas

  • A process you can replicate with other books

  • A finished product

  • A little cash left over...maybe.

What Can’t This Book Do for Me?

This book is not the Infinity Gauntlet. It can’t do everything for your independent comic. As a general concept, this book does not guarantee:

  • That your book will be profitable

  • That your book will be popular

  • That your book will be successful (depending on your definition of success)

  • That the things you read in this book will be applicable outside the United States. 

Specifically, while I cover a lot of legal concepts in this book, this isn’t legal advice. If you have particular questions about your situation or a project you’re working on, you need to contact a legal professional. 

Finally, this book shouldn’t stifle your creative impulses. There is no contradiction between being creative and understanding the business of creativity. Some comic creators feel that they need to avoid business and legal issues to focus on their art. Others feel that treating comics as a business will suck the fun out of comics. But in reality, it is the creators who have the opportunity to turn their publishing into a viable full-time business that can have just as much fun as the part-time publisher. In fact, gaining a grasp of the business of comics can remove doubt and frustration from the process and make the experience of comics more enjoyable in the long run.

If you want to publish comics and possibly create the next generation of modern mythology, you need to learn the business as well as the art.

ICP is scheduled for release in the summer of 2020. If you’d like to keep up on developments, pre-orders or other news in the comic book industry, feel free to join my mailing list or Facebook group.

Have fun with your comic

Gamal

Comic Book Attorney and Author Gamal Hennessy to Speak At Four Upcoming Industry Events

Added on by Gamal Hennessy.
Author Photo 6.25.19.jpg

(Press Release) New York, NY July 2nd, 2019 - Creative Contract Consulting announced four upcoming comic book panels and speaking engagements for attorney and author Gamal Hennessy. The educational panels and seminars will be followed by the publication of his new book in 2020.

The first two of the panel discussions are designed to help attorneys represent comic book professionals.

●       On July 11th, he will participate in the Comic Book 101 webinar organized by the American Bar Association and Vanover Legal LLC.

●       On October 3rd, he joins Thomas Crowell at New York Comic Con for The Law and Practice of Representing Comic Book Creators.

The final two panels will focus on educating comic book creators on the business and legal aspects of their industry.

●       On October 25th, Mr. Hennessy moderates a panel on webcomics during the Diversity Comic Con at the Fashion Institute of Technology.

●       On October 30th, he will conduct a seminar on the business of the independent comics in partnership with Comic Arts Workshop.

Mr. Hennessy’s participation in these events occurred because of anticipation for his upcoming book The Business of Independent Comic Book Publishing. The book is the result of five years of research and twenty years of experience in the comic book industry, and it comes at a pivotal point for the business as a whole.

“Comic book properties are some of the most popular and profitable forms of entertainment now, so the need for artists and writers to understand the business of comics couldn’t be greater.” Mr. Hennessy said.

“Attorneys can also benefit from an understanding of the business of comic publishing, in addition to their current potential in other media. Comic book law has its foundations in entertainment, publishing, and intellectual property law, but it is a unique industry that requires a unique perspective.”

About Creative Contract Consulting

Creative Contract Consulting (C3) is a boutique law practice specializing in comic book law and entertainment licensing. Gamal Hennessy has twenty years of legal experience in the industry, working for major clients including Amazon Publishing and Marvel Comics, as well as independent publishers like AfterShock and Mad Cave Studios.

For additional information or to schedule an interview, contact Gamal Hennessy at 917-370-7514 or by email on the C3 website.

A Simple Guide to Work for Hire Agreements

Added on by Gamal Hennessy.

By Gamal Hennessy

This is a modified excerpt from a book I’m working on called Independent Comic Book Publishing. It’s designed to walk you through the basics of work for hire agreements. The post is geared towards comic book creators, but the information is also applicable to freelance creatives and independent entertainers of all types.  While this can’t be used as legal advice, I hope you’ll find it helpful.

Freelance comic book creators are the lifeblood of the industry. While publishers are celebrated for the intellectual property they own, it’s the work for hire creators developing many of the characters, stories and milestone moments in comics. Creator owned books are rising in prominence, but many of them rely heavily on work for hire talent to turn their dreams into reality. A few independent publishers try to handle all aspects of the business and creative process of comic book publishing, but most do not have the skill or the time to go it alone (See You Need Two Teams to Publish a Comic). But for all their importance to the craft of comics, work for hire agreements don’t get the attention that matches their impact. When comics are made without a detailed work for hire contract, the publisher risks losing ownership of their intellectual property and freelance artists risk losing the revenue they are entitled to.

What Is the Work for Hire Doctrine?

One of the basic concepts in copyright law is the relationship between creation and ownership. In most situations, whoever creates an original work owns that work. The work for hire doctrine is an exception to that rule. “If a work is made for hire, an employer is considered the author even if an employee actually created the work. The employer can be a firm, an organization, or an individual.”

Under copyright law, a work for hire is created if it is “prepared by an employee within the scope of their employment or a work is specially ordered or commissioned for use” in a variety of situations. One of those situations is “as a contribution to a collective work”. Since comics are by definition a collective work, publishers regularly commission work for hire artists using work for hire agreements.

What Is the Benefit of a Work for Hire Agreement?

While there is plenty of hostility against work for hire agreements, there are benefits to both the publisher and the work for hire artist in the context of comic books. For the work for hire artist, there is a short-term financial gain. Many comics do not generate a profit, so artists relying on comic book sales to make a living might not be able to sustain themselves. Even if comic sales across the board were healthy enough for artists to survive, the profits for comics don’t materialize for months, sometimes years after the work is done and the book is published. Under a standard work for hire agreement, the artist is paid up front, regardless of the sales or profits of the published book.

For publishers, there is long-term profit potential. Published books are a source of revenue, but in the modern entertainment landscape, the intellectual property based on comics drives film, merchandise, television and video games (See Positioning Your Book for the Coming Content War). As an extreme example, the comic book industry as a whole generated two billion dollars in 2017. In 2018, Avengers: Infinity War generated a worldwide box office of more than two billion dollars, not counting merchandise or associated advertising.

Of course, even in the current age of comic entertainment, only a select few properties crossover into mainstream media. And almost none of the books that do find their way to various screens and shelves reach the heights of the current MCU, but copyright ownership gives publishers the potential for success. It is an investment with substantial risk that the work for hire artists don’t lose or profit from either way, depending on the agreement.

What is a Work for Hire Agreement?

A work for hire agreement defines the rights and responsibilities between an owner who commissions a work and the artist who creates that work. A work for hire agreement is different from an artist collaboration agreement (where two or more parties share in the ownership of intellectual property See A Simple Guide to the Artist Collaboration Agreement), or a license agreement (where one party gives another party the right to use some aspect of the intellectual property in exchange for payment).

Keep in mind that anyone working on the comic book who will not share in ownership of the intellectual property should sign a work for hire agreement. This includes freelance professionals on the business side of publishing like marketers or web designers who are not directly creating the comic book.

While a work for hire agreement will share some of the same foundation and housekeeping terms found in other comic book contracts (See my post on A Simple Guide to Creative Contracts), there are several basic and business terms unique to this type of agreement.

What are the Main Elements of a Work for Hire Agreement?

A well-drafted work for hire agreement will address the following issues:

1)    The Owner of the Work

2)    The Work for Hire Artist for the Work: Each artist performing work for hire services needs to sign a separate agreement with the Owner.

3)    The Work explains what the Owner wants the Artist to do. This should be described in as much detail as possible, but at a minimum it should include.

a.    The working title

b.    A description of what the final product will be, whether it’s a web comic, single print issue, graphic novel or ongoing series

c.    The Services the Work for Hire Artist is providing.

4)    The Delivery Schedule: of when Artist will deliver the Services.

5)    The Compensation: including page rates, hourly rates, royalties or any combination of the three. Compensation terms should also include:

a.    The timing of payments

b.    Credit in the final product

c.    Ownership of the original artwork (if applicable)

d.    Use of the Services in their professional portfolio

6)    The Advance Recoupment: Any and all payments made to any party before revenue is generated and then deducted from the royalties when revenue is generated. For example, the artist might get a page rate for their work on the book before publication, but that money can get recouped by the Owner when the book goes on sale.

7)    Missed Deadlines: any penalties to the Artist for missing the Delivery Schedule.

8)    The Withdrawal: any penalties if the Artist is unwilling or unable to complete the Work

Drafting, negotiating, and signing the contracts for your creative project might take some time and cost you some money, but if you sign the right contracts up front, you'll save money in the long-term and put both you and your book in a better position to succeed.

If you’re a comic book creator or freelance artist who has had artist collaboration agreement issues in the past, feel free to share them in the comments below and tell us how you dealt with the problem.

Have fun with your comic.

Gamal

If you have questions about the business or legal aspects of your comic book publishing and you'd like a free consultation, please contact me and we can set something up that fits in with your schedule.

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PLEASE NOTE: THIS BLOG POST IS NOT A SUBSTITUTE FOR LEGAL ADVICE. IF YOU HAVE AN ISSUE WITH YOUR COMIC PROPERTY, DISCUSS IT WITH A QUALIFIED CONTRACT ATTORNEY OR CONTACT C3 FOR A FREE CONSULTATION.