So, You Wanna Be . . .Breaking into the kids’ market — those who’ve done it share their stories
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Resources: There are several good websites that you can mine for information about writing, and where to get published, including the Society of Children’s Book Writers & Illustrators (www.scbwi.org); the Children’s Book Council (www.cbcbooks.org); and Writing, Illustrating, and Publishing Children's Books: The Purple Crayon (www.underdown.org). Many writers maintain their own websites as well. Getting Published By Renee Cho
Writing a good manuscript is just the first step in becoming a children’s book author. It takes enormous patience and perseverance to sell a manuscript. Some publishers accept “unsolicited manuscripts” — which means that you can submit your story directly to an editor without being represented by an agent. Junior editors comb through this “slush pile” of manuscripts looking for talent, and some lucky first-time authors do get discovered in this way. If a publisher does not accept unsolicited manuscripts, you may only submit your manuscript through a literary agent or lawyer, and finding an agent to represent you can be as difficult as getting published. But if you are committed to being a writer, have a fresh and original voice or vision, and can offer a number of manuscripts as evidence of your seriousness, then it’s worthwhile to try to find an agent to represent you. A good agent will help you strengthen your manuscripts, market them to editors and publishers she knows are looking for the kind of material you have written, get you the best possible deal, negotiate the complex contract for you, and support you through the whole process. For these services, she will take 15 percent of all your earnings. You can find agents of children’s authors and illustrators at your local library in the Literary Market Place, a reference book about the book business. To submit your work to an agent, send a concise cover letter, several sample manuscripts (typed, double-spaced and paginated, never hand-written!) and/or illustrations (never send original artwork!), and a SASE. While it’s important to make sure your presentation is professional and neat, it’s not necessary to make the packaging too slick: the manuscript must speak for itself. Then be patient; agents, too, have enormous slush piles they read through and it may take weeks or even months to get a response. Steer clear of agents who want to charge a fee to read your manuscript. Most children’s book writers do not make a lot of money writing. The average advance for a first young adult novel is $4000-$5000, with a 10 percent royalty rate. The average advance for a first-time children’s picture book is $2500-$3500. The royalty rate on a picture book is 10 percent, which is usually split 5 percent to the author, and 5 percent to the illustrator. This means that for every book sold, 5 percent is paid to you against your advance; in other words, you don’t see the royalty money until you have earned back your advance. Novice authors often think they have to illustrate their own picture book, but do not even suggest this to an editor unless you are a professional artist. Editors will match you up with an illustrator of their choosing.
Here are some tips for aspiring children’s book authors:
• Read children’s books and educate yourself so that you know what has been published and what has been successful and why.
• Join the Society of Children’s Book Writers and Illustrators (see Resource List of main article), which publishes helpful articles and newsletters, and holds regional meetings. Their annual publication about the Marketplace will tell you which editors are at what publishing houses, what they’re looking for, and whether or not they accept unsolicited manuscripts.
• Attend writing workshops and conferences where you can meet other writers, and most importantly, make contact with editors and agents.
• Don’t quit your day job! Even if you get several books published, it is difficult to make a living writing children’s books unless you are incredibly lucky…like J. K. Rowling.
RENEE CHO, editor of ‘Westchester Parent’, was a children’s book agent for eight years.
GAME PLAYERS By Kathy Morgenstern
It always starts with an idea. But it’s the process to completion that is the name of this game. Conceptualizing, marketing and selling are all keys in making an idea work. But how does one get to this point? Can a great idea for a game or a toy really create fame and fortune? How can an inventor get to that special day when he or she actually passes “Go” and collects “$200”?
Geri Grobman, president of Language Littles, a NYC-based company, started as many do — with a simple idea. In 1999, Grobman’s concept of dolls that could speak 25-30 seconds of foreign language phrases was introduced to children ages three and up. “We tested our product out with kids,” Grobman explains. “We wanted to see how we could make learning another language fun. We found that incorporating a website with games about our dolls was one way to make things more interesting.” Grobman hired a web company that had branches in the U.S. as well as in Europe and Asia to test each area of the site. “Kids go to the website, play the games, read stories, and enter our contests with the help of their Language Littles doll,” Grobman continues. “The website and its games became an extension of the product.” Tens of thousands of children have already visited the Language Littles website, and Grobman couldn’t be happier. “It has worked very nicely,” Grobman admits. “We have a lot of correspondents come through the contests, which shows us that kids are really interested in learning different languages.”
Karen Young, a real estate broker turned founder and president of TLI Games, didn’t actually know that a word game she was playing at a dinner party was going to be her ticket into the world of games. “I had been negotiating contracts for 10 years and I was getting bored,” Young says of her time as a realtor. “After playing this word game with friends at a couple of dinner parties, I felt I might be onto something.” Young’s game had never been turned into an actual board game before, but rather something people played on their own “without any official equipment — sort of like, say, ‘I spy with my little eye’ is played today.” Armed with creativity, industriousness, and persistence, she brought the idea from concept all the way to the shelves of stores like Toys ‘R Us and FAO Schwarz. Her Think-It Link-It was launched in FAO Schwarz’s Chicago store, that first day outselling all the others in the game department combined. “Charades had never been packaged into a game and now it is Pictionary. Same goes for Wheel of Fortune, which is just a game called Hangman. So I decided to take this word game I had been playing, and package it.” Her newest game is called City Go, The Big City Discovery Game. Trevor J. Ollivierre, Jr. came up with the idea for a game, All Around Spending, at the tender age of 8. His father, an MTA transit worker, has helped him over three years develop and market the game, which has turned into a family business. Sister Monae, who is 12, makes dolls based on the game. Trevor’s game is a riff on Monopoly, where players pay salaries and businesses. Trevor, who lives in Brooklyn, had the idea after watching his father pay monthly bills.
Finding a designer How to find a games designer? For Grobman, the search for a web designer was as easy as turning on her computer. She searched the Internet and interviewed the designers she preferred. Today, Karen Young has a team of designers who design her games, but in the early days, she had to rely on referrals from friends in the design business, and resources at design schools like Parson's, Pratt, and Rhode Island School of Design to help her design a prototype.
Trademarks and copyrights First, Young had the basic outline of her game; then she came up with a name for it. She suggests immediately trademarking your game (which protects the name and logo of a product). The same goes for the game rules — have these copyrighted immediately, Young advises. To find out more about copyrighting, go to www.copyright.gov. After the design is set, and you’ve done all the legal homework you can, you need to test your concept. “I test games by first determining my target market and then putting together focus groups. Sometimes we hold play testing parties in my office or home or friends’ homes, and sometimes we test in schools,” Young says. “You have to make sure the concept is evolved.”
To manufacturing Grobman’s approach is to contact Asian manufacturers, as this is a less expensive way to help figure out whether you have a potential hit on your hands. “There are lots of Asian manufacturers who will make samples from your design. You can contact them through the Internet or by phone,” Grobman explains. “A more costly venture would be to visit factories in Asia or whatever country might interest you.” With games, it can be a little more complicated. “Most manufacturers have their own specific procedure for considering outside submissions,” Young clarifies. “It's hard to put a dollar amount on creating a game. You could probably make a pretty good prototype for $100-$200. “First, go into the stores and choose the games you like the most. Each game has the manufacturer's name right on the box. If you call the general phone number and tell the receptionist you'd like to speak to someone who works with inventors or game developers, they're usually very helpful. “Game inventors might also try the Toy & Game Inventor's Forum (search online) for more information on licensing. They sponsor a convention every year which brings inventors and manufacturers together,” Young adds. Trevor Ollivierre, Sr. recommends going to Toy Fair, the annual toy expo in NYC, and talking to exhibitors. He has also traveled to toy expos in upstate NY and Connecticut, talking to licensees about how to market games. “On the practical side, how much will your game cost to make? You have to make sure your game is cost effective. Then on the creative side, will your game be interesting enough that kids or adults will play again and again? Then I would contact manufacturers to see if your game idea fits into a hole they need to fill,” he says.
Actual costs Both Grobman and Young agree there are many different pieces to the game puzzle that factor in to the cost of creating a game or toy. “Usually everything is doubled. If something costs $10 to make, you sell it for $20 and stores will then sell it for $40. Built into the sales price is rent, payroll, design expenses, etc. — so profit is never that high,” Grobman reveals. “The cost of creating a game depends on the level of detail you have. It could range from $1,000 to $50,000,” Young explains. “There are the legal costs (copyright, trademark), accounting costs (setting up ownership for the game), and if you go that far, manufacturing (which depends on how many units you manufacture and where), and then advertising, media and promotional materials. There's a wide margin — depending on how far you take it.” Trevor J. Ollivierre, Sr., estimates he has spent $10,000 in materials to develop All Around Spending, plus $335 for the trademark and copyright.
Marketing the product Ollivierre also advises contacting staff writers at different publications and media outlets. Ollivierre has been a one-man marketing machine, contacting newspapers, magazines, TV and radio stations. Think ‘event’. In celebration of the launch of City Go, at Toys ‘R Us in Times Square, TLI Games is sponsoring "City Go Race for the Treasures" to benefit the New York Public Library. Teams of school children will scour the city in search of treasures. Along the way they'll perform all sorts of zany tasks and meet some NYC personalities; 100 percent of the net proceeds from the race (a minimum of $20,000) will be donated to NYPL in honor of the winning team.
Words of advice? Young says, now that she can look back on her time in the business (13 years and counting), she wouldn't do anything differently. “Every game was a little bit different, and with every ‘mistake’ I learned an invaluable lesson. My advice is to put together a great team, making sure everyone on the team is both professional and creative.” “Keeping your word is very important,” Young adds. “Being fresh and new with your concept is also important and really keep thinking outside the box.”
Resources: —Language Littles (www.languagelittles.com) —TLI Games (www.tligames.com) —www.toysngames.com —To register as a ‘trade guest’ to attend Toy fair, go to www.toy-tia.org. —For info on copyrighting: www.copyright.gov.
—Anyone interested in making dolls should read Dollmakers and Their Stories: Women Who changed the World of Play (Henry Holt, $17.95) by Krystyna Poray Goddu. The book offers histories of Beatrice Alexander Behrman (creator of Madame Alexander) and Ruth Handler (Barbie), as well as chapters on contemporary dollmakers. The resources chapter is chock-full of helpful information, from organizations of dollmakers to magazines and websites that fledgling dollmakers will find indispensable.
—Young toy designers can enter TOYchallenge, a national competition open to teams of 5th-8th graders. The competition is part of the Sally Ride Science Foundation, dedicated to supporting girls in science; each toy group must be at least half girls, and have an adult coach. Registration for this year’s competition ends December 15; the national showcase is in spring, 2005. Kids are advised to “begin brainstorming! Come up with an idea, think it through, describe it, draw it, and begin to build a model or prototype.” For more information, go to www.TOYchallenge.com.
