The
Poor Man's Guide to Self Publishing
by Val Staples
So you want to publish comics?
Ah, the joy of publishing.
You've come up with a great idea, put together a killer art team, and are ready
to set out to make your fortune!
Sorry to disappoint you, but that last part will NEVER happen!
Okay, it might. But it's
VERY rare that someone new to comics will break in with a smash hit and go on
to a ton of success.
It's best to pull your hopes and dreams back down to earth and review the reality
of the comic book industry before charging in with both guns blasting.
You probably don't want to hear it but the following information is stuff I
wish someone had told me prior to publishing so I didn't have
to learn it all the hard way.
The following is an explanation
of the various "basic" publishing details I faced over my six-plus
years as a professional colorist/writer in the comic book industry and my experience
publishing for two-plus years through my company MVCreations. I've had my share
of hard knocks and good fortune.
This is not only for hopeful publishers, but also for up-and-coming artists
who want to know what determines the kind of page rates that exist in today's
industry.
Before you complain about today's page rates, you may want to read this article
to find out why comics don't pay a king's ransom.
This is current as to what I know up to November 17, 2004.
I will update it if I feel any of the following has changed.
Intro
- The state of comics and initial thoughts So when you create something
to publish, you better make damn sure it's awesome! We're going to put the creative
side of comics on the back burner for a while, and focus on the stuff that people
don't tell you much about. Production Schedule Back
to top How you set up your production
schedule is completely up to you. It depends on how fast you and your art team
works and what is realistic given the other factors in your life. Plan for the worst. Put
buffers into your schedule. If you have a penciller who takes four weeks to
do an issue, don't give him/her just four weeks. Make it five or even six, and
line up a fill-in artist to help out if needed. Be reasonable with your
expectations. If you are asking people to commit to a project, and they say
yes, then they do have an obligation to follow through. But don't ask for the
world when you are only giving peanuts in return. Give creative liberties to
your art team, and nurture their strengths. After all, if you are the publisher
then you are the one who picked the team. You should know what you are getting
into with your creative team before hand. Remember that not everything
can be done all at once. Once you have your creative
side in place, you need to decide how you are going to publish your comic. Publishing Through
an Existing Company Back
to top Some of them are going to
want to own part or all of the rights to your property (the idea you created)
if they publish your book. Then there are some publishers
that will never pay you. Companies accepting pitches
have details on their websites about what they want to see. For some it's just
a few completed pages of the first issue. For others, they want to see an entire
first issue to know that you are serious about getting your project completed. If the company allows, it's
always smarter to submit a concept along with a few pages of art from the first
issue rather than a full issue. Publishing Yourself Back
to top But what is soliciting and
how does it affect your production? Solicitations Back
to top When you solicit, you have
to have a completed cover for the issue being solicited. Covers are almost always
used in solicitations. Yes, there are times where companies can get away with
just showing pencils, or just the inks or other artwork with a disclaimer. But
it's not recommended.
Production Schedule - The
backbone to how your comic is created
Publishing - The vessel for getting your book to the public
Publishing
Through an Existing Company
Publishing Yourself
Solicitations
Considering Printing Time
/ Returnable Books
Understanding Preorders vs
Reorders
Production - The important behind
the scenes stuff
Printing
Choosing
a Printer
Getting
a Price Quote
Short
Runs
Cost
vs Number of Copies Printed
Variant
Covers
Forecasting
Your Budget
Shipping
Advertising
Calculating Your Profit - A look into
the reality of profit from comics
Profit From Self-Publishing
Profit Through Another
Publisher
Final Notes
Intro Back
to top
People talk about the hope of comics bouncing back.
You also you hear reports now and then of increases in comic sales.
But the truth remains that comic sales are at a historical low.
Occasional spikes in sales for a few choice titles does not equal a rebirth
in comics.
And quite often, those spikes for a few issues mean other titles are losing
sales.
With a finite number of fans, who have a finite amount of dollars to spend,
only so many comics will be bought each month.
You have to give a consumer a good reason to possibly drop one of their existing
favorites to give your book a chance.
And that's all the nitty gritty that brings the comic to life, and ultimately
drains all of your profits.
One of the most important things for publishing comics is devising
your art production schedule.
This should be centered not only around how much time it will take you complete
a finished issue, but when you hope it will be in stores for people to buy.
Comics are produced well in advance. It's a wise idea for first-time publishers
to plan to have your first issue completed four months before your desired in-store
date. That's just my advice. Other people will tell you different.
For example, if it seems more realistic for you to complete a book every two
months, then aim for a bi-monthly comic (a comic that arrives in stores every
two months).
You should also use the info in this article to help determine how the in-store
date affects your art production.
This goes for all production stages on your book.
The unexpected happens more often than you'd think.
If you are the one in charge, then you hold the key to the city. But in the
same respect, your book isn't going to get done without the help of others unless
you are doing everything yourself. So be patient with your team and plan ahead,
and make sure you have a back-up plan if something was to happen to a creator
working on your book.
A writer must start first, then a penciller comes in, then an inker, then a
colorist, and finally a letterer (unless they are lettering on the lineart,
or along side the colorist). Your schedule must allow for these breaks in start/finish
times.
Will you self publish under your own company name?
Or will you line up with the countless others in hopes of having another company
publish your book?
The second always sounds more appealing. Is the
thought of simply turning in your finished comic and collecting a paycheck appealing?
Heck yeah! Who wouldn't want to do that?
But did you really think it was that simple? Nope.
There are a handful of reputable companies/studios that take pitches. But let
me tell you, none are created equal.
Don't get the wrong idea. They aren't out to screw you. It's just that they
run a business, and if they are going to take a risk on your idea then they
want to insure that there might be some sort of payoff for their studio/company
in the end. It's simply smart business for a publisher. After all, if you were
publishing the comic, you wouldn't want to lose money on it either.
The ONLY studio (that I know of) that takes pitches from any up-and-coming creator
and will not take any of your rights is Image Comics.
The only catch is that you have to pay Image Comics a flat fee for their services,
which is a small price to pay for keeping all your rights and for the things
you get in return for your money.
And with Image, you are also competing with hundreds of pitches they receive
each week... no joke.
Keep your ears to the ground. There are a few publishers out there now who don't
pay people, even if the book profits, because that profit is going back into
their company... not your pocket. Just listen to what other creators say online
and use common sense. It's not hard to find out which publishers to avoid, unless
you just want your book out there and don't care about the money. And, in all
honesty, these days you have to look at publishing as more of an experience
than a profit opportunity anyway. At least until you decide to make a career
out of it. In which case, I hope some of this helps to smarten you up!
If they don't list submission guidelines, they may not be accepting pitches.
So ask before you submit. Otherwise, you could be wasting both your time and
theirs.
No one wants to do an entire issue only to have it rejected. If you are rejected
after only doing a few pages, it's not a big loss.
And if you are accepted, then you move forward with completing the entire first
issue and continuing on with subsequent issues until they are ready for solicitation.
It's getting them approved initially that's the trick.
It's important to note that once your book is accepted, most companies won't
solicit your book with distributors until the first issue is completed. It would
really suck for a company to solicit a book that you don't even complete! That's
not fair to them if they invest time and/or money into some form of promotion
and/or advertising and you don't follow through. (more on what solicitations
are later).
And if you are publishing yourself, you certainly don't want to solicit a monthly
series that you haven't even begun, let alone cannot complete on a monthly basis.
If the book ships too late, it becomes returnable (more on what that is later).
Approvals? Bah! What a lot of work to possibly
get shot down by a publisher!
The other alternative is to do this on your own. All that approval stuff with
another company is too much of a pain, right?
Well, wrong, you still have to submit your idea for approval before you can
solicit your product! This time, you are submitting your idea directly to the
distributors who will sell your books to retailers.
Different distributors have different guidelines. But for the most part, it's
the same as pitching your book to another company to publish.
If you want to self publish and work directly with the distributors, some of
the most recognized distributors in comics are:
Diamond Comics
Cold Cut
FM International
Once you have your art production schedule roughed out, you know when you want
your book to hit stores, and your book has been accepted by the distributors
or the company publishing it for you, now it's time to solicit.
But let's just TALK about it before you do it. You'll definitely want to read,
in DETAIL, the information later on about production expenses!
Even if you are self publishing or publishing through another company, the solicitation
process is almost the same for everyone.
Let's make up an in-store date and use Diamond Comics as the solicitation example.
Let's say you wanted your comic to hit stores Wednesday, December 15th.
That's makes it a December release, and that would be listed in Octobers Previews.
Octobers Previews would come out the 4th week in September.
It takes all of September to print and ship that issue of Previews to retailers.
And because it takes almost a month to prep the content to be printed, solicitation
copy is due in early August.
In a nutshell, if you want your book to come out in December, you have to solicit
your product early in August.
That's a four month lead time.
you also need to know the details of your book so the distributor and retailers
are informed.
You'll want to know:
Considering Printing
Time / Returnable Books Back
to top
So that's how you get your book out there.
What happens next in terms of distribution and sales is that you will receive
your orders.
For our December book example, retailers have all of October up until the beginning
of November to submit their orders. The distributor will, in turn, get your
order numbers to you pretty quickly, usually by the end of the first week in
November / start of the 2nd week in November.
That means you have to send your book to the printer immediately if you intend
to have it in-stores on time.
It can take printers two to three weeks to print and deliver your book, IF they
aren't backed up. Then it takes another week to ship it out to retailers once
it is received by distributors.
So if it takes three to four weeks total to get your book into the hands retailers,
you better have you printer lined up and expecting your book BEFORE you get
your orders!
Gah! And how do you do that without even knowing how many copies are ordered?
Well, we'll talk more about printers later. Don't worry.
It's very important to note
that if you wait a really long time to get your book printed and out to stores,
you run the risk of having it become returnable.
What does that mean? Let's start with what the comic book industry is.
For the most part, the comic book industry is a Direct Market. Remember when
books would come with a barcode if you bought them in a grocery store, but if
you got the same book in a comic shop it would have something like an illustration
in the box where the barcode was supposed to be?
The barcode was on returnable newsstand copies. And the books with no barcode
were nonreturnable direct market copies.
Over 20 years ago when comics started to become more collectible and in demand, distributors like Diamond and Capital (later bought out by Diamond) set up a direct market system. This system, for the most part, was for specialty stores that focused on comics. It allowed retailers to fine tune their orders and get exactly what they wanted for their store and their customers. The only catch is that the books were non-returnable. Which means, whatever a retailer buys they are stuck with. This system also helped publishers because they knew those sales were guaranteed and they could count on receiving that income. But it also explains why retailers are picky about what they order for their store.
Returnable books were the ones on newsstands, in places like grocery marts and drug stores. The newsstand distributor paid for the presence in these stores and profited from it through the sales of the books. Anything that was unsold had the cover ripped from it and returned to the publisher as proof of non-sale. And the publisher would be the one who would have to pay for the stocking of the comics and for the return of unsold comics. Those fees are a double whammy to a publisher's profit.
Prior to the late '80s / early '90s collectors' bubble, and especially during the collectors' bubble, newsstand sales were good. But after the implosion, newsstand sales plummeted. And not only were the returns extremely high, often losing money for publishers, the profits from sales were often too dismal for newsstand distributors to even bother putting the books into stores. It was just a lot of trouble for too little profit.
Anyway, back to the point.
Comics bought these days through the distributors I mentioned are non returnable.
BUT, they can become returnable.
How you ask?
Late shipping. For most books, Diamond has a shipping window to help protect
the interests of retailers and themselves.
If a book is shipped late, it can potentially hurt the sales of the book and
the profits of the distributor and the retailer. A retailer shouldn't get stuck
with a book they can't sell because you took too long to ship it and customers
lost interest. That isn't fair.
This window is usually one month after the in-store month.
Meaning, if you were supposed to have the book on the shelves by December 15th,
but you are late, you still have to have the book delivered to Diamond before
the end of January.
If not, the book becomes returnable. And retailers have the option of returning
the unsold copies, which will be deducted from your profit.
So don't ship late!
Understanding Preorders
vs Reorders Back
to top
In terms of your sales, distributors break up comic orders in three categories:
Preorders
Advanced reorders
Reorders
Preorders and Advanced reorders
are the initial order numbers the distributor will send to you.
Preorders are the orders most retailers send in based on customer interest and
their own expertise as store owners.
Advanced reorders are sometimes sent in at the last minute by retailers who
determine that they may not have preordered a sufficient amount of copies. This
typically only happens on big buzz books, primarily from DC and Marvel. But
it can happen to anyone.
Reorders are what retailers will place if they sell out of their initial preorders.
A lot of the time, reorders are around 5% to 10% of your initial preorders.
Don't think too big and print huge thinking people will flock to your book with
strong reorders after it hits stands. I hate to be a downer, but that rarely
happens.
If reorders are really that strong, you could consider doing a 2nd printing
(printing the book for a 2nd time at the printer) or just wait to do a collected
trade of all the issues.
But hey, it's your money! Don't say I didn't warn you, though. You may end up
with a whole lot of expensive toilet paper if you don't heed my advice.
Production Back
to top
Now it's time to get your book printed up, shipped, and promoted.
But the most important production details described next determine the realism
of your publishing venture.
You HAVE to explore the following and have them in mind BEFORE even thinking
about publishing.
Why did I just now touch base on this? Well, it's the most crucial and often
most depressing aspect of publishing, so I wanted to make sure you remembered
it all.
So let's review the major production expenses you need to consider:
Printing
Shipping
Advertising
Art chores (we'll review this last, as that lets you see what kind of budget
you have left for an art team after the necessities for publishing are factored
in)
Choosing a Printer Back
to top
Printing is the big expense to consider when figuring out your budget.
And you have to pay printers in advance! You can't wait to get your money from
sales.
That's way too risk for a printer.
There are a number of printers you can go to for comics.
The most famous for comics right now is Quebecor
in Canada.
It doesn't mean they are the best choice for you, they are just the most used.
Most of the DC and Marvel books you see are produced in Quebecor.
Other printers used by smaller publishers are:
Brenner Printing
Morgan
Printing
Quantum Color FX (No website available. They are in California)
There are also printers
in eastern Asia that offer excellent deals on printing. But if you come across
one, consider that the time for them to ship your book to the US can be up to
two months!
Most of the printers we mentioned can turn around your comic in a few weeks.
This all factors into your solicitation and in-store dates.
Getting a Price
Quote Back
to top
I suggest calling/e-mailing and talking to as many printers as you can find.
This is what you do to get your book lined up to print before receiving your
orders from Diamond.
When you talk to them, ask for a quote.
To
give you an idea of how many copies you can expect to print:
If you print at Image, most creator-owned books sell between 3000 and 8000 copies.
If you self publish, most small press titles sell between just a few copies
to 2000 copies.
Big difference, right? Makes Image sound better? Well, let's keep reading before
we make any decisions because you don't know where your sales will fall.
You won't know how many copies you'll be printing yet, so just
get a quote for the worst case scenario, best case scenario (be realistic) and
various stages in between.
Ask for a pricing chart, if possible. That will make the quote easier to understand,
and it gives you something like a scale for various print runs.
Make sure you let your printer know to include all setup and shipping costs
in the quote as well. Let them know that you don't want ANY surprises.
After you get a quote you like, continue to talk with that printer and let them
know when to expect your files and let them know where your books will have
to be dropped off (you can get that information from the distributors before
you get your orders... just ask for it. they are happy to give it to you) and
how quickly you need it printed and dropped off (if there isn't an extra charge,
ask for two weeks. Three weeks is the standard, though).
And probably the most important thing to note:
You have to pay printers in advance. Yep, that's right! You pony up the money
before you get it from your sales.
And that's only fair. No printer is going to print 10,000 copies of your exciting
issue of Mr. Snuggle Snoops Big Adventure only to have you skip on the bill
because you sold 50 copies and couldn't possibly pay for the printing with your
comic profit.
Short Runs Back
to top
Books under 30,000 copies are considered by most printers to be "short
runs."
This is because a lot of calibration has to be done on the press for what the
printer considers to be a small amount of paper. Face it... those guys/gals
print magazines, books, etc, that have hundreds of thousands to millions of
copies produced.
For a run of 2000 copies, the printer sometimes has to use almost as much paper
as your entire print run just to calibrate the machines! Sometimes even more.
This creates what is known as a break-point: the amount of copies where the
printing begins to sky-rocket because it isn't cost effective for the printer.
As a result you'll find that with the smaller the number of copies printed,
the less money you actually save.
For example, printing 2000 copies and 5000 copies can sometimes differ only
a couple hundred dollars! For a printer, lowering the number of copies you print
won't always save you money.
Cost vs Number of
Copies Printed Back
to top
Anyway, just for reference, for 2000 copies of a full color comic book, you
can expect to pay upwards of a 1.00+ a book in printing! Yikes!
But for 5000 full color copies, the cost averages out to be more like 60 cents
a book.
Once you move up from 5000 copies, the costs generally begin to get cheaper
a little bit at a time because it is starting to become somewhat cost-effective
for the printer.
By the time you hit 10,000 full color copies, you're typically around the 50
cent-a-copy a copy mark.
Printing around a 100,000 copies is where you really start to see some savings
on printing... but that doesn't happen very often these days, even for the big
guns Marvel and DC.
Now you have an idea of
how expensive a book can be to print.
But nooooo.. it doesn't stop there with the printing costs. There are more printing
options to factor in.
When you talk to your printer,
you need to ask about direct-to-plate printing.
This is the way a lot of printing is done these days.
One of the older and still common methods requires something called film which
is used in the printing process to make the printing plates (it's too complicated
to explain, unless you really want to know).
Producing this film costs extra money!
So if the printer has direct-to-plate for short runs, then ask for it!
Printing is a pretty complicated
monster.
There are a number of things that need to be considered... we're talking options
that may sound great at first, but can get pretty expensive.
For a full color comic, the weight of the paper plays a role in the cost. The
fancier the paper (heavy gloss), the more it will cost you.
On short runs this may only be a few dollars. But when you are self-publishing,
a penny saved is a penny earned!
Fancy paper may sound great.
But having the best paper in the world may actually take away from your comic.
If you talk to printers early on, it's a wise idea to ask for paper samples
used to print comics!
What better way to know ahead of time, right? And it allows you to know exactly
what you are getting when the book is printed.
Also, covers come in different
paper weights and coatings than the interior pages.
You see, the interiors of a comic are printed separately from the cover. The
cover give the book extra support, help to hold in the staples, and makes the
book more durable. So they tend to be a bit thicker and nicer.
Why is this important in terms of cost? Well, full color comics by default have
a full color outside cover and a black and white inside front and back cover.
If you want the technical term, that's a 4/1 (four over one). (I won't bother
to explain what that means. If you all want to know, just ask and I'll explain
in another feature)
If you want your cover to
be full color on the outside AND the inside, you'll have to ask for a 4/4 (four
over four). Sounds better, right?
Well, yeah. But it will also add around 200.00 in setup costs to your printing
cost, and add an small incremental cost to the entire print run for each cover
printed.
Variant Covers Back
to top
Think you want alternate covers?
Well, think about it hard.
They may sound like a great way to sell extra copies, but variants should only
be printed if you really want them and there is a demand for them on your book.
If you don't know how popular your book will be, coming out of the gate with
a bunch of covers may not help your sales and actually piss people off instead.
Additional covers cost additional
setup fees. Expect to pay around 400.00 more in printing setup fees for an additional
cover, along with the incremental costs of the individual covers.
And do you want that extra cover to be full color inside and out too? Well,
remember the extra cost for 4/4 covers I just mentioned? The expense adds up
quick!
And that doesn't even cover
things like getting a heavy card stock cover, or shiny foil, or fancy gatefolds,
etc... all of that adds up real quick!
Variant covers are only any good if you really think you can sell them. Otherwise,
you are probably throwing money away. My suggestion is to pass on variant covers
unless you have a hot product on your hands. And even then, make sure it's a
cover people want.
Yeah, I can hear some people
complaining now that I'd even suggest doing variants for self-publishers with
popular books. But comics is a business if you are publisher. This is a tough
biz and you have to get sales however you can. This article should give even
the fans a reality check on how hard this business is for a publisher.
You hear the old song and dance from completists who say things like "The
book should be better quality and then they wouldn't need variants." Uh
huh, well, try telling that to the many publishers who do create quality products
and suffer from poor sales. I don't argue that quality books go a long way.
But these days, that's usually not enough. At least not until the book catches
on.
If you can sell something, and you don't feel guilty about it, I say do it. Ignore the handful of vocal internet fans who complain about most everything. Of course on the flip side, do bear in mind that it may alter public perception of your company in a negative way if you have a tendency to go variant cover crazy all the time. There has to be some sort of balance.
You've thought about how
you want to print it, you've called around to all the printers and asked for
estimates, and you've decided on who want to print with.
Good, on to the next phase.
Forecasting Your
Budget Back
to top
All of these facts are useful (I hope). But it's always wise to run a estimated
budget to know what to expect. This type of forecasting is a smart way of approaching
your comic.
For your budgeting equation, let's be generous in your favor.. just for the
fun of it.
Let's say your comic, regardless of how many copies it sells, only costs you
40 cents a copy to print.
This is JUST for our equation.
Shipping Back
to top
But what about shipping costs?
Shipping generally applies for comps (compensation copies, or merely books you
have sent to yourself or to your artists), extra copies that you want to hold
onto for online sales / comic shows, any copies you have overnighted to check
out before it hits stores, and so forth.
Overnighting copies is an extra 30.00 to 40.00 a pop.
The number of comps you have sent to yourself can cost anywhere from 20.00 to
100.00 or more via Ground delivery. It just depends on if you are keeping all
of your over stock, if you printed a lot for yourself to give out, etc.
You also need to worry about getting the bulk of your comics to the distributor
per your preorder sales and whatever overstock they request (if any). Quebeccor
has a drop off setup for comics, so they generally include any fees associated
with this in your quote.
If you go with another printer, you MIGHT have to pay to have the books shipped
to Diamond Comics Distributor.
If they haven't mentioned shipping in your quote, be prepared to pay. Like I
said before, make sure you ask your printer when they prepare you quote to include
shipping costs.
A short run of 2000 books can be shipped by FedEx or UPS ground, and will probably
cost you 100.00 to 200.00.
If you have a LOT of books, shipping a skid of books (a wooden palette loaded
up with boxes of comics) via a freight company can cost you 400.00 or more to
ship, just depending on the weight.
For our equation, let's
say you have no shipping.
That will never be the case. But we're being generous just to give you the maximum
profit in the end...if you had magical powers and could will this stuff to work
in your favor, that is.
So still, each comic is only costing you 40 cents to create.
Advertising Back
to top
Now we're down to advertising.
My suggestion is to be smart about advertising.
The internet is a GREAT way to create awareness for your product and most of
the time it won't cost you a dime.
Spread the word on message boards (if they allow that), send out press releases
to major comic news sites (they don't always post them, so don't feel insulted
if they don't.. they get a lot of those things), and so forth.
Be respectful to online news and review sites. Send them free previews if you
can. Give them any information they want (if it's not going to jeopardize any
big secrets about your book). They may say or do something you don't like, but
everyone has an opinion. Just respect what they have to say and realize that
even bad press is good press.
This next part may piss
some businesses off, but it's just how things are. You have to protect your
budget, because no one else is going to do it for you!
You may be insistent on seeing an ad for your book in Wizard Magazine.
Well.. I hope you have deep pockets!
Because a full page color ad in Wizard is valued at around 6000.00 minimum!
No joke!
A half page will run you around 4000.00
That's a lot of money. And
for most independent publishers, that kind of advertising in an impossibility.
But Wizard can charge that much because non comic companies can afford to advertise
things like video games, toys, food... things where sales aren't as depressed
as comics and an advertising budget exists. Wizard is a business too, and this
advertising helps to bring in much needed money to help pay for the rather large
operation they have in place.
It sucks for the little guy who wants
to advertise their comic in a comic magazine. But, until Wizard opens the door
to indy publishers with better rates, that's the way things will stay.
And while we're at it, let's be completely
honest. How many times have you seen a comic ad in Wizard for a book you know
nothing about and bought that book? For the vast majority of you, I'm willing
to wager it's not too often. Heck, I skip ads like I skip television commercials.
It has to be really good to grab my attention!
Okay, so Wizard may be out
of the equation.
What about Previews?
You know, Previews? It's the catalog Diamond Comics Distributor sends out each
month to retailers filled with all the goodies you can order.
Previews is really the place where not only consumers will see your product,
but especially retailers!
And retailers are in control of your destiny. Be nice to retailers. You could
have a million people clamoring for your comic... it won't matter in the end
if the local retailer decides not to order.
So getting them to notice your book is key. Previews is a place where advertising
isn't so casual. People look through Previews with the intention of shopping
for product. So this is a place where ads make sense.
So how much does advertising
in Previews cost?
Heh heh, well, it's not as bad as Wizard! But it ain't cheap!
A full page color ad is over 2000.00!
A black and white full page ad will run you over 1200.00
And it goes down from there.
This money helps to pay for the printing and distribution of these catalogs
each month, along with the employees at Diamond who put it together.
So let's say you've reviewed
the options, and you've decided to pass on advertising as well in favor of the
free press you hope to get online. Fair enough.
That still leaves you at 40 cents a copy.
Fate is on your side for our little example!
Calculating Your
Profit Back
to top
Now it's time to get busy.
If you are self publishing, you already have your distributors lined up.
Your book has long since been solicited and you know when you want it to hit
stands.
You've been advertising and creating awareness of your book.
You've received your preorders and know the number of copies to print.
You have scheduled your printing with the printer and they are ready to prepare
it, proof it with you, print it, and get it to the distributors by their receiving
deadline.
So you send off your book,
it's printed, it's shipped, it arrives in stores, and hooray!
So when do you get paid?
Well, most publishers pay you 60 days after the book hits stands. That's a long
time from when you started creating the comic until pay day. But that's just
how it works.
Some distributors will pay you early (30 days after the book hits stands) if
you pay an early incentive. An early incentive is where you offer up an extra
slice of your profits (usually around 2% more of cover price) to the distributor
to pay you early.
But let's say you are a patient person, and you can wait 60 days.
Profit from Self-Publishing Back
to top
Now let's find out your riches!
As we discussed earlier, you are making 1.18 a book (if the cover price is 2.95)
Your productions costs were a measly 40 cents a copy!
We'll even be more generous in your equation and say you've sold an amazing
5000 copies as a self-publisher!
So what did you make? Let's see:
1.18 a copy minus 0.40 printing a copy gives you 0.78 profit per copy.
0.78 * 5000 copies sold gives you
3900.00 dollars!
Wow!
...or is that really a wow?
Time to talk art production and face the bitter reality of the comic industry.
Let's say you went all out
and have a writer, a penciller, an inker, a colorist, and a letterer on your
book... all of the major steps in production.
Most books are 22 pages of art and 1 cover.
For this scenario, I'm going to say your cover and page rates are the same,
and that the writer is getting paid for a cover idea (that very seldom happens,
I'm just doing it so my percentages are even per page)
We need to spread your profits
over these people (which I'm just going to assume one of them is you).
Here's my percentage breakdown for these creators. In NO way are my breakdowns
a representation of what those creators should receive!!! You will have to determine
that on your own! I'm just making stuff up here to what I think is kind of fair
given the amount of work that typically goes into a comic.
| writer | 18% | 702.00 | or 31.00 per page/cover |
| penciller | 32% | 1248.00 | or 54.00 per page/cover |
| inker | 24% | 936.00 | or 41.00 per page/cover |
| colorist | 20% | 780.00 | or 34.00 per page/cover |
| letterer | 6% | 234.00 | or 10.00 per page/cover |
Hmmmm...that's not a lot
of money, is it? What's worse is that you still have to pay taxes on that money
leaving you with even less!
And what's scarier is that I did the equation IN YOUR FAVOR! Yikes!!!!
Imagine how little profit
you will have after the real cost of printing, shipping, and
advertising (if you do it)!
That's why so many self-published books often lose money, and lots of it.
But that's just how it is in the world of comics.
It's hard work with long hours for little pay. If you want to dabble in self-publishing,
I highly recommend doing for the love on the side in addition to your regular
day job. The experience is rewarding.
But if you are self-publishing to make money? Forget it.
Profit Through Another
Publisher Back
to top
Okay, so let's say you broke in at Image (for
example).
Nuts to all that self-publishing stuff and losing money... who wants that?
You'll just let Image handle all of that technical stuff and you'll collect
your check after creating the content, right?
Wrong.
Image still has to pay the same costs you would have had to pay as a self-publisher.
Some times they get a little extra discount, but not too often.
So apply all of the same
fees I had above.
But let's say this time you hit it BIG thanks to being with Image and you presell
10,000 copies at Image!
Hot damn, that's twice as many copies! 5000 more copies of income!
This time you walk away with a much larger 7800.00 profit to split among your
team!
Wow!
...but wait! You forgot
the extra expense from the Image fee!
Image's flat fee is 2500.00.
That's to handle putting together your book for you and sending it to the printer,
paying the printer in advance on your behalf, the cost of their space in Diamond
Previews, and all the press and stuff they do for you to help promote your book
(they run a business too, ya know? And that amount of money is pretty small
when you consider how much you get for it).
So now you are down to 5300.00
Sure, it's 1400.00 more than you had before. But once again, I gave you really
high debut at Image with low production costs! The reality is that you'll make
far less money.
Sorry folks, that's just how it is.
And what's worse? If your book costs more to make at Image than the profit,
you will owe Image money!
Final Notes Back
to top
Now you see how hard it really is out there.
Creating comics is NOT an easy job. And for those in the business, it doesn't
pay a ton of money unless you are working for one of the major publishers and
have the experience and fan base to earn a better page rate.
If you think a company has a ton of money just because they are publishing a
comic or series of comics, then you are wrong! We're all doing what we can to
get by, my friends.
Take it from a guy who knows.
I had the #1 selling book for November 2002 (Masters of the Universe #1) in
the entire industry.
I've had the chance to publish a list of cool titles that were appreciated by
fans and professionals alike.
Yet I'm up to my eyeballs in debt and sleep in a sleeping bag in my studio because
I can't afford a place to live. I wish I was kidding.
Despite what looked like success to many fans out there, I live a pretty humble
lower-class lifestyle because of all the things I outlined above.
No one ever told me a lot of what I just told you about comics, and I wish they
had.
Arm yourself with knowledge, because comics is a tough biz!
Like I said before, comic sales are at a historical low. That means they have
never sold worse since comics first hit the stands in the 1930s.
It's hard for any publisher, even DC and Marvel, to survive. If they relied
purely on comic sales and not profits from licensing popular characters, the
big two would be out of business.
If you still want to publish
after reading all of the above, then I wish you luck!
I know I didn't cover all the micro
areas a self publisher can tap into to maximize exposure and profit. There are
tons of tiny things you can do to get additional sales. But none of it is on
the scale mentioned above and it's a lot of work, which I admire if you invest
time into that kind of footwork.
You have to be smart about what you do if you want to work in comics, especially
if you want to publish.
And above all else, you have to love comics to make them.
I love comics, and that's why I put up with the hardships of the biz.
Despite everything I've experienced, I wouldn't want to be doing anything else.
----------------------
If
you have more questions,
feel I didn't go into enough detail in various areas,
find any typos (I'm sure there are ton of them)
or want me to elaborate on things I touched base on, then just let me know.
Send me an e-mail through the MVCreations
website or let the fine people at Broken Frontier know.
When I have time, I'll be happy to address those questions.
Look forward to additional
articles in the Poor Man's Guide to Self Publishing about:
Working with licensed properties