Animation Entrepreneurship
This business-focused course is designed for animators who want to launch their own studios or manage their own Intellectual Property (IP). Moving beyond freelance basics, students will learn the business models of animation: Service Work vs. Original Content. The curriculum covers pitching show bibles to networks, budgeting for series, understanding distribution rights, and scaling a creative team.
§ 01 By the end you can
- Differentiate between Service Work (Client-based) and IP Creation (Originals)
- Create a professional "Pitch Bible" for an animated series or feature
- Master budgeting and scheduling for animation productions
- Understand distribution deals, licensing, and merchandising
- Navigate legal frameworks: Copyright, Trademarks, and Co-Production treaties
§ 02 Sixteen sessions
The whole semester.
- 01The Global Animation Industry Landscape
- 02Business Models: Service Studio vs. IP House
- 03Developing Intellectual Property (IP)
- 04The Pitch Bible: Characters, World, & Arc
- 05Legal: Copyright, Option Agreements, & NDAs
- 06Building a Team: Hiring & Pipeline Management
- 07The Pitch Meeting: Selling the Show
- 08 · MidtermMidterm Examination
- 09Budgeting: Cost Per Minute & Overhead
- 10Scheduling: The Production Pipeline
- 11Funding: Grants, Investors, & Pre-Sales
- 12Distribution: TV, Streaming, & Web
- 13Licensing & Merchandising (Toys/Apparel)
- 14Marketing & PR for Animation
- 15Scaling: From Freelancer to Studio
- 16Final Project: The Studio Launch Plan & Pitch
Midterm around session 8. Final project briefed at session 8 or 9 and developed in stages until the juries.
§ 03 Final project
Final Project: The Studio Launch Plan & Pitch
Recommended reading
- Producing Animation by Catherine Winder and Zahra Dowlatabadi
- The Business of Media Distribution by Jeffrey C. Ulin
- Animation Development: From Pitch to Production by David B. Levy
- The Win Without Pitching Manifesto by Blair Enns
- Creativity, Inc. by Ed Catmull
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