It’s been too long since my last blog post so I thought I’d whip up a couple things real quick until I get back on track.
Since I’ve been sharing my scripts I thought I’d share another aspect of the creative process: creating pitch packages.
I’m working on my third major pitch, for Visions from Punktown, and I’ve done two others: Pale Riders and Empty Zone. While only Empty Zone was picked up (by Image Comics), I received positive feedback from editors for the professional look of both. Pale Riders is the more comprehensive pitch of the two, mainly because I had a more invested collaborator.
I am sharing the EZ pitch for a few different reasons:
Since the arc that I had spent almost a year writing, “Conversations with the Dead,” has now been published as Empty Zone issues 1-5, there won’t be any spoilers for those who have read it. Pale Riders I still plan to release after a major rewrite and would prefer to keep some of it under wraps. But I will share portions that don’t contain spoilers.
I worked extremely hard on Empty Zone. Damned hard. I’m proud of the effort and energy I put into it. Science fiction is not my preferred forte, but I love a challenge and threw myself into EZ. In many ways, I have that experience to thank for giving me a new appreciation for the genre. This has led me to adapting the Punktown stories of Jeffrey Thomas for the upcoming Visions from Punktown comic book anthology.
I want to finally share my version of “Conversations with the Dead” and give fans a glimpse of what could have been. I’ve had people who’ve read the trade paperback tell me they had no idea I worked on Empty Zone, and ask what the story contributions credit is all about. It’s complicated.
Basically, in non-litigious terms, I was asked by the creator, a former friend, to help him reboot his book, last published, but unfinished, in 2002 by Sirius. Things went down and I was forced to leave the book. The creator had no rights to my scripts since they weren’t paid for or done as work for hire. But he did anyway, swiping dialogue, scenes, characters and ideas and then slightly rewriting them. Not cool.
I was forced to get a lawyer, and after a lot of back and forth we settled out of court. The story contribution was part of that settlement. Lesson learned.
With that out of the way, back to creating a pitch.
Now, my approach is by no means set in stone. I took information from various internet resources and put together a package that appealed to me. I would encourage creators to get creative and have fun with their pitch, but make sure to hit certain key points.
Also, in re-reading this material, I found some embarrassing grammatical errors. Get someone who has a good eye for grammar to read over your pitch. A fresh pair of eyes is always good for catching mistakes you might not have seen. Especially if you are cross-eyed from writing for days on end. After you finish writing something it’s always a good idea to put it aside for a few days, then re-examine it after the writing adrenaline has worn off. The closer you are to a project the more likely you are to overlook small things like a missing word or poor syntax. Your brain may have a clear picture of what it wants to write but sometimes the eye doesn’t catch when the fingers miss a beat putting it on paper/screen.
Now on to the contents of a pitch package:
COVER PAGE
This could be something simple, like the front page text of your average script, but I would suggest making it more appealing. EZ had a simple text cover page, but for Pale Riders we added a stylized logo designed by the amazing Rafa Garres, and Dug did a cool little illustration. It goes a little further in showing how serious and excited the team is about the project and how much effort they are putting into it.

COVER LETTER
A cover letter should be short and sweet and make an impression. While some editors go straight to the art portion of your pitch, others will read your cover letter to gauge your ability to sell a story.
Editors all have different things that pique their interest and there’s really no way of knowing what that is in advance. I would suggest searching online for interviews or articles about or by whoever you are planning to send the pitch. Oftentimes, you will glean little nuggets of important insights you can include in your pitch. You can mention things the editor worked on that you liked, and so forth.
The basic rules of thumb are to be succinct and give the editor an idea of what they will be seeing and why they should be interested in it.
Here’s one of the many cover letters I wrote for Pale Riders:

BIOS (optional)
This may be a good idea, especially if you are lacking in enough comic book credentials, like Dug and I were. I included reviews of my work to show that my writing was well received by critics. Since I only had published short stories, convincing a publisher to invest in something longer from an untested writer was a long shot, and I was doing anything I could to inspire confidence.
LOGLINE/TAGLINE
Loglines and taglines are popular movie and television terms. I actually used logline incorrectly in my pitch, as mine reads more like a tagline. While both should be brief (1-3 sentences), the logline should speak to the dramatic narrative, and the tagline is more about exciting marketing, akin to something you would see on a movie poster.
I wouldn’t say that either of those are necessary for your pitch. But it doesn’t hurt, and it helps hone skills in an area that may come in handy. I would suggest only using one or the other, not both. If you use one, it should precede your synopsis on the page.
SYNOPSIS
This is probably the most important element of your pitch. This is your sales pitch. You should able to summarize your story in under a page, but make it exciting. The objective is to make the reader intrigued enough to want more. Give it some flavor of the writing the reader can expect on the pages.
You can search the internet for all kinds of examples of synopses. Here’s the one for Pale Riders. I jazzed it up a bit with graphics, totally optional.

BREAKDOWNS
This is where you show your plotting skills. The breakdowns are scene by scene synopses that comprise each issue. Do your best to keep it under a page per issue/chapter. Pages and pages of unending text can really turn an editor off, and she likely has a stack of other pitches and work to get through. Showing that you’ve got a nice, streamlined and organized pitch can show an editor that you’ve done your research and understand the inner workings of such things. Ignorance is no excuse when the internet is teeming with examples and advice on creating a pitch.
I don’t want to give away the story of Pale Riders, so you can see my issue by issue breakdowns for Empty Zone by clicking the link at the end of this article.
PAGES
Depending on who you ask, this is the second most important part of your pitch. This is, of course, a visual medium first and foremost. Some editors will skip straight to the art to see if it’s even worth their time, so don’t skimp.
Most people suggest 3-5 pages of art, in various stages of completion, but most certainly inked. I recommend getting them professionally lettered. It just elevates the whole look of the pitch, and highlights your dedication to the project. Reading a script is one thing, but seeing the words interacting with the art reveals how well the two elements blend. Color may not be necessary, but if you have a colorist, I would color at least one page. A colorist contributes so much to the mood and atmosphere, and therefore will also enhance your pitch. I wouldn’t color all the pages, though. There’s always a chance an editor might not like the colors and suggest a different colorist. You don’t want to obscure your pencils in that case so he can see what he is working with.
For Pale Riders, we included all 24 pages, which comprised the first issue. The first 10 pages were colored and lettered, and the remaining were inks only. But that was a long time ago, and I would do things differently now.
I was overconfident about Pale Riders getting picked up by a publisher. Unless you’re prepared to self-publish in the event you don’t get a publisher, doing too much of the art in advance can hamper your format choices and inhibit editorial input. Rewriting is easy compared to an artist scrapping pages to accommodate a rewrite. Since I wrote the PR scripts years ago, I feel my writing has dramatically improved. My conscience won’t allow me to finish the series knowing that I can improve upon the scripts. This will require the artist to redraw quite a few pages. And since he has also improved, he has to match the old work so that the pages don’t appear too disparate.
So, you see some of the problems you can encounter if you get too far ahead of yourself. Take your time, get others to read your work and provide input before you move on to having inked pages.
SCRIPT
You should include the finished script for your first issue/chapter. If you’ve written all the scripts, let the recipient know that they are available.
CAST OF CHARACTERS
Giving the editor a glimpse at what other characters will appear can give a better impression of the depth and breadth of the story. Have fun with the descriptions to avoid making them sound one-dimensional. Here’s the CoC from Pale Riders:

CONCEPT ART
Self-explanatory, really. Sketches of characters, settings, devices, etc. Here’s another PR example:
There are some other optional elements you can add to your pitch. This mostly goes towards showing how well you’ve planned out your project. You can also mention that the additional elements are available upon request so that you aren’t overwhelming the recipient.
Some of those elements are:
THUMBNAILS
To show the artist has laid out the story from the scripts.
ADDITIONAL SCRIPTS
Speaks for itself. If you’re really serious about your project, there’s no excuse for not having several issues/chapters scripted in advance.
EMPTY ZONE
As promised, below are the links to the pitch and scripts that I wrote for Empty Zone. I would’ve preferred for the EZ pitch to have been more robust, but the creator did not agree.
The pitch was originally for six issues. But as I started fleshing out the scripts, I realized we could make it into five issues.
You’ll notice a lot of unfinished parts in the scripts. This is because I did not have an opportunity to rewrite as I had planned since I had left the project. There were characters that needed refining, dialogue and scenes to tweak, as well as grammar and error corrections. There were also scenes from the Sirius published EZ: CwtD that I wasn’t sure how I was going to rewrite yet, so I simply put in a quick visual description of the 2002 artwork since the artist wanted to include some of the old artwork to reduce his workload.
Something all of us experience as writers is getting stuck on a scene. Some can’t get past that until they figure out a solution. That can really slow a project down. I started getting in the habit of just writing barebones elements as placeholders to come back to, and forge ahead to the next scene. One writing adage that comes to mind is “Don’t worry about getting it right; worry about getting it written.”
If you compare my scripts with what was eventually published, you can easily see why the creator eventually had to relent and give me a “story contribution” credit. Given the significance and amount of my involuntary “story contributions,” one could reasonably argue that the term is inadequate.
And, finally, lest there be any misunderstanding about my reasons for making this material available, I am doing so primarily for educational and informative purposes, for people to glean from what they will, be it the creative process, or the pitfalls of uneven collaborative efforts between partners.
The scripts are legally copyrighted in my name, though I lay no claim to the creator’s pre-existing characters and plot, only to the original ideas, scenes, and characters that I added to his work, as intended by the creator when he asked me to help him relaunch the property. This was not work for hire, therefore I am under no contractual obligations to refrain from sharing my work.
Please don’t hesitate to contact me if you have any questions about the creative or legal elements of this article.
Thanks for your continued support!
–Chris
UPDATE: Someone pointed out that the EZ sequential pages in the pitch didn’t match the script attached to it. That’s because the artist decided at the last minute that he would not do the scripted pages for the pitch as we had previously agreed. I certainly don’t advise that, but my hands were tied.
Also, I was also informed that the cover pages for all four scripts read as “Issue One,” although the contents were correct. I went ahead and fixed the issue by removing the cover pages altogether, and just adding the issue number to the header for ease of reference.
I decided to switch out the links for one that combines all the scripts (as well as a few pages of issue five’s script) so that you don’t have to click on each individual link to read the scripts.
I apologize for the confusion.
Cheers!








