Self-Sustainable Filmmaking

Approaching the financial side of your IP

Reading time
10 min
Published on
August 5, 2024
Overview

Self-Sustainable Filmmaking

When you are in the process of making a film it's important to prepare for future costs and the time it takes to generate revenue.
Especially independent short films tend to have difficulty generating consistent revenue that takes the project into profitability.

However, at Blauw Films we truly believe that it's not only an essential step of your production plan to make your short film profitable —
we also believe it's fully within your abilities as an independent creator to monetise and succeed in this effort.

And by implementing strategic business moves all throughout the development of your original IP (Intellectual Property) you will set yourself up for a self-sustaining film production.

The Importance of Appreciation

A key distinction to make in the creative industry is one between Products and Assets.

Your IP, whether that is a short film, feature film or series, is in essence not a product.
Similar to a painting or to the masters of a piece of music, the IP is the tip of the umbrella which contains all possible avenues for exploitation.

An infographic explanation by Blauw Films of how Intellectual Property and assets work in the creative industry.

An Asset is a resource with economic value that an individual or company owns or controls with the expectation that it will provide a future benefit.
It's yours to own and to guide into appreciating in value. With time your IP will gain new audiences and build a stronger fanbase from previous audiences.
The asset serves as a magnet for commerce, while in essence it isn't the commerce itself.

Should you wish to sell your IP, thus selling your asset, you are selling the potential future value that will be created from it for its new owner.

And then there is a Product.

A Product is an item or service that is offered for sale to the market, ideally at a higher price of sale than it costs to make it.
There are many different types of products that can be made. And there are many different routes one can take to get the product to market.
In the creative industry I like to categorise products in to three distinct categories/approaches: 

  • Entertainment Products
    This includes film on DVDs/Blu-Rays, music on DVDs and CDs, video and electronic games, and books and magazines, as well as toys and many other media-based products.
  • Merchandise
    This is a broad term for all commodities or goods that are bought and sold in business.
    Merchandising is an arrangement/agreement whereby trademarks, designs, artworks, fictional characters, real personalities and other distinctive signs or symbols are licensed for use in relation to products or services.
  • Licensing
    This is an agreement whereby the IP owner (licensor) agrees to grant to the licensee the right to exploit certain IP rights on agreed terms and conditions, with the owner retaining ownership of the IP rights.

An Overview of Intellectual Property

Once you have come up with your amazing idea, you have created Intellectual Property.
It's important to know that some IP rights are awarded to you automatically.


Examples of these are: 

  • Copyright
    The protection of writings, photos, software, films, games and websites.
  • Trade Names
    The protection of the names under which you conduct trade.

Several other IP rights are not awarded automatically and you will have to register at the governing bodies in your respective countries. Examples of these are: 

  • Trademark
    The protection of company logo, brand name, product or service.
  • Patent
    The protection of a technical invention.
  • Design Rights
    The protection of designs, drawings, models and their appearance as results from features such as lines, contours, colours, shape, texture or the materials.

Whichever way you decide to approach your Intellectual Property, it is important to know that when it comes to claiming your IP rights, it is always best to have a written record that states you are the owner of the IP rights of a product or service.


In a future video and article I will cover the in-depth process of IP protection as well as the Legal Considerations one should make when creating a film with commercial intent.

An Overview of Assets

With your IP in the pocket it is time to start working on your assets.
Similar to the top-down analogy of the IP-umbrella, I'd like to discuss assets with an analogy too.

However in this case let's look at it from bottom-up as an IP-plant.

Cultural Assets, Physical assets and Intellectual property explained in an infographic.

From the moment you start the development of your IP, it opens its potential to appreciate.
And from there on out it's your responsibility as creator (and of the team) to nurture the IP through the development of various assets.
These assets will each add additional value to the IP they are a part of and together, over time, they will help with the appreciation of your IP.


There are three core types of assets that make up the total value of your IP:

  • Digital Assets
    Anything that exists only in digital form and comes with defined usage rights or permissions.
  • Physical Assets
    Items and services that provide value and have add to the extended lifecycle of the IP.
  • Cultural Assets
    The aesthetic, cognitive and moral value added to the world over time by your work of art.

Depending on the type of production you are developing, you will have a different USP (Unique Selling Proposition) to work with.
It's important to make decisions on the relevance of your assets so that they best align with the project's USP.

I will be making a series of videos covering all important aspects of self-sustainable filmmaking.
With Step 1 being a broad overview of Digital Assets.

For the upcoming videos we are testing each principle with our original IP and collecting all the relevant data to present to you as separate case-studies.
That means these videos will take quite a bit longer to be released online.

However, I think that as there are so many different types of IP that creators want to make, each with their unique set of challenges and solutions, it's important for us to showcase a clear overview self-sustainable filmmaking.

An Overview of Merchandising and Licensing

As the creator of an IP you have the choice on how and to what extend your IP will be exploited.
What I can tell you is that audiences world-wide like to purchase a piece of the IP they love. But not all products and services have market demand though.

Having an audience for your IP and taking the time to communicate with the fanbase is essential to getting a better understanding of why they like it.
Understanding the associations your audience has with your IP is an incredibly valuable insight when deciding on what products you should develop.

When it comes to getting products to market there are really two approaches: 

  • Manufacturing
  • Licensing

And ideally you should be looking at a combination of the three for the different products you want to offer.
I will break down some key concepts you should be aware of for each of the approaches.

Manufacturing

Manufacturers can make your product idea a reality with their expertise, machinery and raw materials.
In this approach you will want to know the exact specifics of the product you would like to get made.

You can choose whether you would like domestic or international manufacturers.
And it will mostly depend on the cost of manufacturing and shipping, and on the timeline for delivery.

Finding manufacturers requires patience and clear communication.
The best ways to find manufacturers are simply: 

  • Google
    Search "Product type - manufacturer - location" and you will find lots of companies that can help you realise your idea.
    You can try search queries such as "wholesale", "supplier" and "distributor" as well to better your chances of finding what you're looking for.
  • Referrals
    Connect with people who have previously manufactured products of which you trust in the quality. If you are looking to get a similar product manufactured I'd recommend this approach.
  • Alibaba
    If you're looking for a manufacturer in China, this is truly one of the best directories. Start a conversation with the manufacturers that you believe could create what you want and ask as many questions as come to mind.


If you are looking to make a product that is highly specific you can have a look at the manufacturers of similar products in the market that you enjoy.

Is there a certain IP from which you enjoy one of their key products? 
There is a good chance that it wasn't manufactured in-house.
Finding the exact contact information of who has manufactured it however is often more complicated than you might think.

Due to Non-Disclosure Agreements (NDAs) it is often the case that manufacturers don't talk about the exact clients they manufacture for.
You can however, by doing a deep search in directories, find these manufacturers by search "by product type" and looking at their websites for clues.

This takes time. Believe me.
But for specific use-cases it can be extremely valuable to contact a manufacturer who's products you already trust.

Now an important distinction to make between the Manufacturing and Licensing approach, is that manufacturers do not help you get to market.

You are purchasing product-stock B2B (Business to Business).
The stock is yours. And so is the responsibility of sales.

For small amounts of stock you will most likely be looking at an e-commerce sales strategy.

Before committing to manufacturing the product there are a few things you should consider: 

  • MOQ (Minimum Order Quantity)
    How many units of the product are you required to order? And with that, where and how are you going to store the stock?
  • LTV (Life Time Value)
    How long do you estimate your customers will keep buying from your brand and from your IP? What can you do to increase the LTV of your customers? 
  • AOV (Average Order Volume) 
    What is the average amount of money a customer spends at your store? Test out different pricing tiers and product offerings to optimise this.
  • CBO (Campaign Budget Optimisation) 
    If you are spending money of advertising, what are the different ad-sets you are running? 
    Distribute your budget unevenly so that most budget is allocated to the campaign that performs best.
    A simple strategy is to ABC test it. A: Broad Demographic - B: Lookalike Purchase - C: Interest Group
  • Seasonality
    Are the products you are going to sell seasonal? Are they gifts? Are they pure entertainment? 
    Understand how the products fit in the customer's purchasing behaviour.

Licensing

As the owner of the IP you are the Licensor. And licensing is one of the best ways to bring your IP into the homes of many around the world.

Instead of connecting with solely with manufacturers to buy stock, you will be connecting with companies, brands and other entities that act as the Licensee.
They are looking to temporarily use, by way of a license agreement, your intellectual property for the purposes of manufacturing, distributing, and selling goods or services using that IP under specific conditions.

This is a partnership between Licensor and Licensee. And together you negotiate distribution with retailers.

For that reason it is very important to be very upfront with a licensee about your goals for the product and about your roadmap for your IP.
A licensee takes a gamble on your IP and expects it to appreciate between the time they sign a licensing agreement and the products are ready to go to market.

It really is a relationship between Licensor and Licensee, each with their unique responsibilities.

Licensor: IP/Brand owner. The legal entity that controls the IP. Signs off any legal decisions. Responsible for the overall direction of the property. Provides brand strategy, annual themes and tentpole moments. Identifies gaps in the Licensing program. Prospect new partners and sets out the retail roadmap.

Licensee: Manufacturer, retailer or design company. Applies the Licensor's assets to the product or service. Responsible for manufacturing, sale and distribution, marketing to consumers and ensuring that the product is well-positioned at retail. Product launch should be matched with Brand's strategy and tentpole moments.

Both the Licensor and the Licensee have people on Product Development.

The Licensor should focus on creating: 

  • Style Guides
  • Production Assets
  • Marketing Material

The Licensee should focus on creating: 

  • Desired Products
  • Marketing Material

Licensors and Licensees will work together to maximise retail opportunities.

How can licensing help your IP/Brand?

1. Storytelling

  • Licensors can expand the story of their IP through branded products and services.
  • Licensees get to adopt that IP narrative, and by extension its values and associations.
  • Retailers get the opportunity to extend this story in store or online, helping them to attract new consumers.

2. Engagement

  • Licensors can deepen fan-engagement across multiple products, allowing for an elongated fan-lifespan through the creation of franchises.
  • For Licensees, super-fans are a guaranteed customer.
  • Retailers get limited product lines or exclusive content to bring customers to the store and create demands.

3. Create Additional Revenue Streams

  • Licensors get to expand into new product areas and channels without the risks of production and stocks.
  • For Licensees new markets and distributions may open up.
  • Retailers can of course attract more customers in-store, but may also increase dwell-time, which can result in an increase in a customer's overall basket spend.

And that's it for a general overview of Merchandising and Licensing your IP.

Conclusion

Creating art and monetising your project in a sustainable and profitable way is a unique challenge filled with unknowns.
But that being said, it is not and has never been, impossible.

Art and Entertainment (when focused outwards, towards audiences in external demographics) are incredibly resilient industries.
And they have enough room and demand for new voices with talent and a unique story to tell.

If you are thinking of taking the path of independent creator and you're developing an original IP, I'd recommend you take a step back and look at what you have.

What do I have? And what do I not have?

Then consider what are the things in my project that are considered Money In and what is considered Money Out?

Build a plan of attack around this reality.
Use what you have to bring money in.

Think long-term.
Think evergreen.
Think with a problem-solving state of mind.

Good luck! And I'm excited to witness all of your creations :) 

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