Intellectual Property Rights as seen in a graphic novel
“People are aware of the implications of IPR issues when it comes to movies and music,” said Ramachandran, over the phone from Mumbai. “Less so when it comes to patents and medicines. We’re trying to throw light on some of these issues through the comic.” One attraction of dealing with the subject through a story is that it becomes possible to avoid proselytising. “We’re telling a story, not taking a moral stand,” said Ramachandran.
The premise – an India many centuries in the future. IPR laws have slowly become so restrictive that people can’t even hum a popular tune without first paying a license fee. As a result creativity and originality have been strangled, and people’s brains have turned to mush. A band of rebels holds out, including an individual named Teech who, as the story opens, is in prison awaiting execution. Unknown to him and his cohorts, the government actually needs them because, as pirates, they have access to knowledge that has been lost to the rest of mankind. A prison break sets the story off at a cracking pace.
Ramachandran uses Celtx to write his scripts, and Xara Xtreme and the GIMP pencil and airbrush tool for the illustrations – all free software, he pointed out. The art is minimalist, with one or two facial features defining each character (Teech himself has no facial features), and the story is sped along by snappy dialogue and smooth storyboarding. CIS also has plans to produce a print version of the comic once it is complete. Ajay Krishnan
- Learning to Floo can be read here
- Read the original article in TimeOut Bengaluru