Tuesday, August 5, 2014
Treat Your Art Like An Investment
Monday, August 4, 2014
What Message Should You Take from the GoG Success?
- Yes you might be working on your first self-published book.
- Yes, you might still be looking for a creator owned deal.
- Yes, the vast majority of comics will not become movies or TV series or anything else.
- Yes, it might take decades before Hollywood (or in the future Amazon, Netflix or its successors) stumbled upon your little book.
Tuesday, October 22, 2013
Why Comic Creators Need Lawyers
You’ve probably already came to the conclusion that I'm only writing this post to get more work. After all, I am an attorney who represents comic creators. (See An Introduction to Creative Contract Consulting). If I scare you into thinking that you'll be cast off into the Negative Zone if you don't get a lawyer, then there's a good chance you'll hire me. To a certain extent, that's true. But there are three points to keep in mind before you dismiss me out of hand:
- The history of comics is filled with creators who lost all the rights to their characters and spent years in court trying to get those rights back. (See Newsarama: The Ten Major Creator Disputes in Comic Book History)
- Based on the survey I did over the summer (See Results of the Great Independent Comic Survey) 25% of current comic creators do not own (or they don’t know who owns) substantial rights to their books.
- Even if you decided to hire a lawyer, you may decide to not hire me
The reason you need a lawyer to help protect your rights is because legal contracts and legal principles are designed to be confusing. The language used in contracts is circular, opaque and dense. What the words mean and what you think they mean are often two different things. The implications of certain words are often unclear even to the person who wrote the contract. Without someone there to explain things to you, it is easy to sign something that will hurt you down the line.
Lawyers are not cheap. We have to pay off exorbitant loans and many of us have expensive tastes. We normally charge by the hour, so the best way to use a lawyer is to hire one for as short a period of time as possible. If you hire them before a deal gets signed, it might cost you a few hundred bucks. If you hire one after something goes wrong and you need to go to court, that number can rise exponentially. Court cases can take years and those billable hours pile up fast. It's better to bring us in on the front end and nip the issue in the bud.
I understand if you don't want to hire me. You might not like my style. I might not be attractive enough to be your lawyer. That's fine. I've been rejected before. All I ask is that if you're faced with a contract that involves you or your work, get a lawyer to review it before you sign it. And not just any lawyer. A criminal defense attorney might not understand the entertainment or comics market well enough to help you. Check the background of your prospective attorney, talk to your colleagues about who they use. Once you find the right one and you determine they have an acceptable level of attractiveness, retain them and put them to work. That will give you the time and the peace of mind to go back to making comics.
Gamal
Wednesday, October 9, 2013
Recommended Panels for New York Comic Con 2013
Events like NYCC are beneficial in many ways. They allow professionals a chance to network, connect with their fans, sell their work and be inspired by the work of others.
Cons are also a good source of information when it comes to managing and understanding your career. If you take advantage of the professional panels at NYCC, you have a chance to learn from people who can help you avoid mistakes and enhance your career.
This is a list of the most interesting panels I've seen on the schedule at this point. I can't vouch for the speakers or the quality of the presentations, but these are the places I plan to spend my time on Thursday afternoon. My own willingness to attend these meetings and not stand on line to play Arkham Origins has to count for some type of endorsement.
Thursday October 10th
3:15: Comixology Submit: The Future of Self Publishing
4:15: Protect It and Publish It: Meeting and Negotiating with Publishers
5:00: You've Broken into Comics, Now What?
I'm also giving these two panels honorable mentions. I won't be able to attend because of schedule conflicts, but they do sound useful.
Thursday, October 10th
4:15: Protect It and Publish It: Creating and Protecting Your Property
Friday, October 11th
Comics & Hollywood: What Creators Need to Know
I plan to write an essay about what Iearned at Comic Con, but nothing beats being there yourself if you can. If any of you are planning on attending NYCC and you'd like a meeting to discuss the rights of your book, please send an email and we can set something up. Also, I plan to be in Artist Alley on Friday. If any of you have a booth, please let me know the number so I can try to stop by.
Otherwise, you can find me at the Arkham Origins booth.
Have fun.
Gamal
Monday, September 30, 2013
Analysis and Results of the Great Independent Comic Survey, Part 1
Answer Choices
|
Responses
|
1-2
|
76.67%
|
3-4
|
10%
|
4-5
|
3.33%
|
5+
|
10%
|
Answer Choices
|
Responses
|
1-4
|
86.67%
|
4-8
|
6.67%
|
8-12
|
3.33%
|
12+
|
3.33%
|
Answer Choices
|
Responses
|
0-100
|
53.33%
|
101-250
|
23.33%
|
251-500
|
10%
|
501-750
|
6.67%
|
750-1,000
|
6.67%
|
1000-3,000
|
0%
|
3,000+
|
0%
|
Answer Choices
|
Responses
|
0-50
|
82.76%
|
100-150
|
3.45%
|
150-200
|
3.45%
|
200+
|
0%
|
51-75
|
10.34%
|
76-100
|
0%
|
Gamal
Tuesday, July 23, 2013
The Great Independent Comic Market Survey
Gamal
Tuesday, July 9, 2013
Deal with the Devil (How Comic Creators Get Their Rights Stolen)
Signing a contract with a publisher can start an artist down the road to professional recognition and lucrative opportunities far beyond comics. It can also strip you of everything you have worked so hard to create. There are a lot of potential pitfalls in creator owned contracts, but the major ones are:
- You agree to give the publisher complete control of the property, not just the actual comics, but the underlying intellectual property (See Image and Story: Copyright and Trademark)
- You agree to give the publisher control of the property in all media ever created, not just in digital and printed comics (See Addition by Division: Separating Rights in Creator Owned Deals)
- You agree to financial terms that are designed to keep you from ever being paid for your work (See Your Slice of the Pie Parts 1 and Part 2)
- You agree to give up your rights without being paid for them (See Get What You Give: Rights and Revenue for Creators)
- You agree to never get back the rights to your property (See Eternity is a Long Time in Comics)
Gamal
PLEASE NOTE: THIS BLOG POST IS NOT A SUBSTITUTE FOR LEGAL ADVICE. IF YOU HAVE A LICENSEING OR INTELLECTUAL PROPERTY ISSUE, DISCUSS IT WITH YOUR LEGAL ADVISOR OR CONTACT C3 AT gamalhennessy@gmail.com FOR A FREE CONSULTATION.
Tuesday, June 25, 2013
The Magic in a Batman T-Shirt: Why Licensing Works
There is no practical difference between a plain white t-shirt and a white t-shirt with a Batman logo on it. Both of them protect you from the elements and get you into restaurants that have a 'no shirt, no service' sign. But the Batman shirt can cost twice as much as a plain t-shirt. Why? Some might say 'because it's cooler than a plain old t-shirt.' That might be true, but what makes it cool?
It’s a mistake to think that the identity, community and nostalgia concepts are unique to comic geeks and unsophisticated children. Groups on every level of society share the same qualities. They just use different products. A man might express his wealth and status with his Mercedes or his Rolex. A woman can instantly accept or reject another woman because of her Prada handbag or Gucci shoes. A football fan has a connection to the jersey he wore when his team won the Superbowl. The baseball fan has his signed glove. In a larger sense, consumer products on every level use logos to evoke emotional responses in order to sell goods and services. Starbucks, Apple and Nike are universal examples of logo and merchandising power.
With all the merchandise, logos and product placement in our society, why would an independent artist want to add to the wall of noise by selling his own stuff? The answer is evolution.
How does an artist create an iconic character that translates into a successful licensing property? Two of the keys are appeal and evolution. Appeal comes from good stories. No matter how unique and merchandise ready your character might be, without great stories readers, won't identify with the character, connect with other readers or feel any nostalgia for the property. Evolution comes from a consistent relationship between the character and society. Comic book icons like Superman and Batman are more than 70 years old. Each one has changed with the popular culture, and target audiences, to create identification without losing the core concept of the character. The image is what goes on the item for sale, but it is the story that makes the property successful. (See Image and Story: The Role of Copyrights and Trademarks in Comics).
Gamal