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Yep, we're on. What's up everybody. My name is Lancer. And today I'm joined by another

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special guest in the same way yesterday we had Pepe from Sandrush. Today we have another

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guest who is another author of one of the draft sips. There's only two out there right

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now. Pepe's magic palette. And now we're going to talk to the author of creators first. So

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scope of the talk today. This is our we're gonna be talking about our own SIP submissions

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and how we we filled out the SIP template just like we did yesterday. Only this time

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we're gonna talk about it from the perspective of zero. So this is our interaction with the

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process. So if you'd like please go ahead and this is the Sandow podcast, by the way.

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This is a podcast all about the sandbox Dow. It's exploring it since its announcement and

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really flesh out what exactly we think about it, bringing on as many guests as I can, and

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also exploring as many topics as I can. And looking forward to this one. Really, really

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glad zero that you were able to make time for this. Thank you. And if you could please

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introduce yourself and also pronounce your name so that everyone can understand.

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Yeah, my name is Kiro. I joined the sandbox community not that long ago. My background

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is actually in media and games media in particular. I've been working for as long as I can remember,

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which is like almost 20 years now in video game industry. And I will mostly was working

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in the kind of PR marketing capacity, helping share stories about video games and how they

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work and promote them and so on. And the last 10 years I've been working in a large media

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company which I helped found and grow to like substantial numbers. And for the for the sip

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on business entrepreneur. I am I mean, definitely very business oriented. I'm from humble beginnings

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and not really whatever. Word was silver spoon or anything like that. Yeah. And you mind

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saying everything from from Ukraine, myself, the whole family's from you. Still a lot of

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people. prayers with the people in Ukraine, Ukraine. Yeah, correct. Yeah. So you've been

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in with the sandbox or you've been involved in the sandbox for how many years would you

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say? Let's say a couple of years. Years. Okay. It all first started when we when I learned

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about that sandbox and I saw all those wonderful ads that they were showing. And my biggest

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draw to it was not actually the land not not kind of like the blockchain angle or the ICO.

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It was mostly the visuals of the game itself. Gotcha. Because I really love voxels. And

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it's been like a tremendous discovery that there are these games that are being made

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with voxels and stuff because it like it, it used to be a very popular technology, like

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an end of 90s beginning of the 2000s. And then it's kind of slowed down and the polygons

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kind of took over. But now you just seen the way that it works right now. It's just amazing.

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Great. Well, thank you. And you pronounce your name Kyril. Yeah, that's Kyril. Not to

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be confused with Cyril, who is also in the sandbox community. He's he he's involved

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with the sandbox DAO as well. Cyril Cyril and Seb helped founded the sandbox DAO. Kyril

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is a one of the SIP creators first authors. So there's a difference in this. I talked.

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Yeah, I did talk with Cyril as well. And just like fun fact, my English teacher back in

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the day, she actually called me Cyril. Because she said that was like this was a more correct

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way of kind of like, interpreting my name or adapting my name to the English speaking

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countries. But the guys at the passport that they gave me the passport, they decided it

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cited their own way. So I'm Kyril. I'm going to go one step further. And I'm going to put

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the pronunciation underneath your name. That way, everyone knows. Here. Oh, that's not

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right. That's not what I wanted. Duplicate it. I'm still learning how to do this exactly.

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But we're stream labs is a wonderful tool. All right, here. Oh, there we go. Thank you,

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Cyril. Appreciate you being on. So we're going to get through this. I'm Lancer. I'm the host

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of sand out podcast. And I've been a community member of the sand fam since midway through

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season one. I am avatar owner, landowner, and published floor droppers. And we have

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Porter run and lava defense upcoming the next couple months. And I'm president of meta worlds.

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I'm also also authors of two sips, which are still going through the back and forth with

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the sandbox project management team before they end up in the place where heroes is right

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now, which is the SIP draft. So what's that? Let's get into it. Disclaimer, Kyril and I

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do not represent the sandbox game or the sandbox foundation. Again, Kyril is not zero or surreal.

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Kyril is part of the sandbox foundation. Kyril is not he is a SIP author. So we speak for

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ourselves as sand fam community members. And we are not your financial or legal advisors.

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Don't take anything we say as financial advice, please. You need a you need a CPA, you need

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an investor is someone who is qualified and professional career in that not not us. All

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right, interesting fact. We say SIP. What was that Kyril? I don't take financial advice

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from me. SIP when we say SIP, it's a sandbox improvement proposal. Dow decentralized autonomous

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organization. Each SIP requires a core to be eligible to pass that is 1% of the sandbox

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supply, which is currently 30 million. Each SIP after it reaches quorum has to have a

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simple majority which is more than 50%. If you own land, you have 4,500 voting power

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per land. If you have one sand, you have one voting power per sand. There have been five

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SIP submitted so far. Five have passed to or in draft. One we talked about yesterday

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magic palette with Pepe from Sandrush. And the second one is creators first with Kyril.

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And then I have two drafts submitted that I emailed the cut on the past week and waiting

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review. Okay. The overall process SIP review per the forums step one, you initiate your

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submission, you send it to the email, step two, project management team reviews from

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the sandbox. Three moderator review for community review. That's the 14 day public comment that

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Kyril's is going through right now. Then special counsel review. So it goes through a legal

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redundancy ethical check by Seb and the rest of the council. Then it gets voted on by the

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community just like the past five steps did. And then it gets implemented. If it passes.

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Okay, and there's a visual of what we just described. So we can go ahead and move through

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this. And here we are starting a fresh today. So the SIP template is a pretty daunting thing.

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It's got a lot of content in it that you need to address. And it's all about it's mainly

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broken into two sections, the CLDR and the SIP details. But it first starts with the

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title, you put in a snazzy little title, then you the council will recommend it, which we

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learned that they remove from the final, the final thing. So you don't mess with that in

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the template, then you choose your category, fill out all the TLDR details as to who, what,

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when, why, SIP details, that's the specifics of your plan, voting options, any appendices

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you may have, and then resubmission about how you're, you're going to work really hard

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to submit things if it doesn't work out. Okay, so let's start first with a very, very

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beginning part. Carol, on the SIP template, we have a little thing here at 10k character

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limit. Did that influence yours much at all?

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I wouldn't say so. Not really. Okay. Let's I'll tell you a story. So when I first got

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this draft, I mean, they they share this kind of document, which is like an answering the

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basic list of questions and all the information you had to supply. I was a little bit daunted.

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I was like, No, this is like, huge, humongous, like, how am I going to do it, what I'm going

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to do. So I had to kind of like, find some time to do it, and also create an environment

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where I would be, I would not be distracted from the whole thing. And I went to our local

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library to co opt out laptop with me and just kind of sat there for like a day. Now it's

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just kind of filling out, finding the right words and putting it on paper to make sure

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that, you know, all the ideas and everything, how kind of like, eventually gets the, you

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know, gets the, the views and represented in this document, actually started. Okay,

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gotcha. And then, so didn't really influence you too much. It didn't influence mine either.

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I think mine's well below 10,000. Okay, next up is the title. So we have the title, the

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council recommendation, which we know gets removed before it goes to the draft SIP. Because

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they haven't, the council hasn't yet recommended anything. And then category. So your title,

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you have creators first, creator first, creator focused media platform, ensuring sand dominance

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in professional communities. How did you come up with that title?

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I was thinking how to cram as much information as possible into a super short outlay. Right.

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And then I don't really think it's a very good one. It is what it is. That was kind

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of like the idea. Like I wanted to make something that actually that's at least interesting.

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People would click on it. I think I really missed the mark was the word platform. Cause

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I think when people think of platform, they start thinking about Facebook or something

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like that. My vision is not as audacious or emissions. It's a little bit smaller, but

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maybe like further down the line, but it is what it is. And then there's that. I think

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our main goal was we want to do something for creators. We want to do something that

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creates value for the community in general, but also for a wider audience. I think because

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we are all here talking about sandbox and sand, we're kind of like fixated into this

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particular community. What I'm thinking is creative first is the media of all creators

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out there. Anyone who's working on any other living, breathing, user generated, powered

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platform.

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Gotcha. Okay. And so when you say platform, you're not really mean like a Facebook competitor,

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more of a space. No, I'm more like a media company. Media company that publishes stories.

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Gotcha. So expand your successful media company. Yeah. Yeah. Yeah. Yeah. Makes sense. Okay.

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And then which category? Oh, so for mine, I just put window sizing and resolution options

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for game client, game maker, box editor and launcher. And then the second one was creative

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roadmap for sandbox release. So pretty easy there. Yours is much more specific. Okay.

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And then category, you chose what category?

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I think it's a platform or something, right?

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You chose platform. Got it. Yeah. And yesterday, Pepe said that he didn't, he chose platform,

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I think as well. But he was confused about the explanation. Did you find the explanation

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confusing when you did this?

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I think it's very hard for these projects to fit within a particular description. Yeah,

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you know what I mean? Yeah, like there are every every single project has something different.

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And you want to differentiate you want to be different. I only put in this as a platform

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just because it's more or less fit. But I did not think that this is like 100% accurate

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description of what I was building. It was close enough. That's why I got you. So I didn't

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really go into, you know, my philosophy is like you make a choice and you move forward.

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You don't really think for hours about what just could have been different and so on.

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Yeah, just like not send it but like make a choice and just go with it. Like because

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don't be analysis paralysis forever. Yeah, yeah. I chose for my window resizing. I chose

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game content and for my creative roadmap, I chose platform as well.

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All right. And the next one is so once you get through that beginning portion, then you

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start getting into the first biggest portion, the TLDR, the what, why, how, when, where

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and who. And so for your what, it says a media and talent platform that informs, educates,

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builds a community of like-minded creators, you know, excuse me, united by common aim

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to improve creator economy through decentralized incentives. That is a mouthful. What does

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that boil down to? You said it wasn't a platform. Yeah, basically an expansion of your current

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successful company. Yeah. It's kind of like, it's not even connected with the company

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that I'm in over, the company that I was rather. It's a separate space that tells stories about

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user generated economy. There are a couple of angles to it. Like we do cover the creative

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angle and how to build something. But we also cover all the angles on how do you monetize

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content. This is heavily curated. This is not a forum. This is not an open platform.

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This is, if you think of it, it's sort of like Apple arcade compared to the Apple store.

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There's an Apple store where, let's say, Steam has an analogy. You can just post anything

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you want, any game you want, you pay a hundred bucks and you can publish. With Apple arcade,

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you have to have a relationship, have to understand how everything works. You have to be chosen

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and so on. We are building a media platform where we choose what stories to tell. We want

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to highlight only the best and we want to create kind of like a certain level of trust

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around this user generated economy that is currently blowing up. Got it. Okay. I'm looking

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at Apple arcade now. I see. It's a curated experience where they can see here like Fruit

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Ninja, Super Fruit Ninja is featured.

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Yeah. I use the Apple arcade analogy more to highlight the duration aspect. I think

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if you want to think of creative first in terms of analogies, I think a good analogy

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would be something like New York Times. But New York Times is basically telling stories

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from what happened around the world. We want to tell stories what happened around the world

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of user generated economy. I think that would be a good analogy.

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I would go to newyorktimes.com, but apparently you have to subscribe to even get to the front

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door. There you go. Click here. Okay. Yeah. Got it. Thank you. Okay. And then my what

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for Windows resizing was we request that Sandbox and development team prioritize updating the

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graphics settings to allow for Windows resizing and resolution options for the Game Maker,

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VoxEdit, Sandbox Launcher, and Sandbox GameCline. Sandbox. Yeah. So just like normal everyday

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thing where you can Windows resize and then the resolution here, you can choose your resolutions.

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But you can't really do that for in-game client for anything above 1920 by 1080. And you can't

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do it at all for VoxEdit or Game Maker or the Launcher. And then for my second sip for

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creating a roadmap, my what is to create an easily accessible development roadmap for

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San Fam that shows a schedule of GameCline, VoxEdit, Sandbox Launcher, Game Maker, and

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the website. And then I have different ways of how to do that. But there's an example

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of what that roadmap can look like. Something that's easy to reference and that helps studios

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like mine to arrange my experiences in a way that takes advantage of the functionalities

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that are being released versus guessing on all the experiences and what they're going

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to be useful. Okay. And then the why. The why is all about why should the sandbox DAO

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do this? And you said to master the minds of the creative community, you need something

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more impactful than financial incentive. Creator first builds one of the most important elements

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currently absent in the market, trust, and a new way of pursuing creative endeavors supported

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by clear and transparent token and reliable financial technology. So then you have your

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principles after that. So what were you aiming for here in the why?

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From my perspective, why is basically you're describing the market and where the pain point

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is, and how do you alleviate this pain? I see the current market, especially in a user-generated

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economy, is something that is heavily skewed towards the benefit of platforms. Roblox,

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Facebook, YouTube, Steam, whatever else is out there. Creators are there. They just kind

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of like they go through the meat grinder without any opportunity to really influence. And this

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is why I think DAO is so different and why it is so important to have these conversations.

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Because I don't know if you follow that much the competitors, you probably shouldn't, but

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maybe you should. There was a huge scandal around Roblox where they changed their payouts.

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They were doing the payouts one way, and then suddenly they introduced some socialism and

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everybody was being paid out the same amount, which was huge for people who were really

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involved in this economy, like making a living there. And I think this is something that

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we want to change, and this is the priority and this is the first principle. We want to

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make sure that there is a space that is heavily skewed towards the creators. We want to support

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the creators. We want to fight for whatever is beneficial for them. We want to give them

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the opportunity and the knowledge to know how to sell their stuff, distribute their

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stuff, where to go, what to do, how to do it and so on. Believe me, I know maybe thousands

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of creators from all over, from big studios and small, from indies to established companies.

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You're all struggling with this. There is not a space out there where you can go and

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say, hey, you guys are on my side. You guys are on my side. It's not Facebook, it's not

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meta, it's not Apple or anything like that. It's like I am number one. I'll ask you the

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question like who created the characters for Frozen franchise?

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Don't know.

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Or Lilliland Stitch or something like that. And Disney is like a billion, gajillion dollar

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company that's making millions of dollars just from the parks alone. Forget everything

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else. I just think that this is incredibly unfair. This is super unfair and this is something

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that this SIP is here to try to challenge the way that things are right now. And this

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kind of brings me to the second principle, which is security and inclusivity. I'm trying

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to build a media platform. And we want to be the filter that defines security. Sometimes

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there will be no shady stuff. There will be no cash grab or anything like that. We want

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to build a space where you can go, maybe tell about your story, maybe hear about the story

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of other creators out there, how they are building their businesses, how they're building

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their whatever the creative endeavor there is. Maybe it's a home, maybe it's an animation,

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maybe it's a game, maybe it's some kind of experience or whatever. We want to be something

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that's safe, secure and heavily curated. And last but not least is we want to help great

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creators. Our idea is that if you have enough stories of how people are doing in this business,

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sharing not only the good stuff, but also sharing their challenges, sharing the fights

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they have to fight every day, you will eventually find a way to unite people or for small teams

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to come up together and working together with the sandbox community and trying to build

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something out of there. This is like the why.

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So you want to you want to message or you want to amplify the presence of the the experience

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makers, the game makers.

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Yeah, and I encourage you to think bigger outside of just the idea of the sandbox. I

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think about it as any game creators out there. There are thousands of games right now. There

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are thousands of games being published. I worked with game publishers. They get they

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get 100 submissions per month. Some of them getting 100 submissions of video game projects

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per day. And in this environment, with this this kind of like, you know, output. Of course,

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they don't want to give you a best deal. They don't want to give you the best deal. They

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want to give you like whatever deal they want to get the most from themselves while you're

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going to do all the work. And our goal is to change that. We want to bring an opportunity

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for developers to get

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get their money back in a way, you know, to get some power to what they're doing. And

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we are here to educate about that.

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Makes sense. Okay, the next section was how we have about 30 minutes left if we want to

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make it within the hour. How team and budget. So you said the first phase of the project

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entails building the platform within three months, and then three months of operating

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it after that. And execute this phase, you need about you need 385,000 sand.

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Did I capture that right?

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Yeah, I think that's what's on the forums.

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So you build it. And then what is operating it for three months mean? Oh, that's operating

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expenses for months. I see. Okay.

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Yeah, yeah, got it. Yeah, it's a media platform. It has in order for it to run, you need to

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get started, right? So you need to have the team there for them to publish stories, or

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stories to do the interviews to publish news. No, that's kind of like operational stuff.

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That's kind of like where the money is required.

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Okay. And then the when you expect if it were funded, and we're about hit the 14 day comments.

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So let's just say next week, another week after because it'd be 14 days after that.

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Yeah, development would be planned to last three months and then product platform launch

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expected beginning of quarter four. So October. So you'd launch it by October. Okay.

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Yeah, yeah.

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And then who? I mean,

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go ahead, go ahead.

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No, I just wanted to say like, as an any project manager, it's always a stretch.

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Yeah, it's always difficult to like delays and all those.

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Yeah, but the plan is that Yeah, that is true.

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Yeah, that makes sense. And here's the part that threw me by the way, where I thought

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your name was surreal. Serial I mean, and here I would pronounce this surreal. But I

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really listen to Ukrainian. So that's how that's how I would pronounce that. And that's

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where I kind of got you mixed up with surreal from sandboxed out.

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Yes. Yeah.

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So it was a great guy and had a couple of holes with him. He has a he has a very nice

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audio system at home.

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Nice. That's cool.

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Yeah, he has like a nice high five stuff. I don't really know about the music, but he

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does have very nice speakers over in the background. So that's cool. That's what I like at my eye

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of it. Yeah, I really enjoyed that kind of stuff. Yeah. Yeah. I mean, the whole basically

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I gave kind of like speeds in tens up because my family is back home. So I don't I won't

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have much time. But I just kind of gave my background highlighted the stuff that I've

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been working on my experience. I do come from corporate I worked in large companies was

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very large. Oh, you know, my team and my previous job was about 30 people in total. I kind

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of like gave my background so on and I'm only putting my background there to, I guess, give

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a little bit more confidence to the Yeah, you know, the holders and the exact same thing.

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I put my background and all that like, you know, that we're you're you're not just coming

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from.

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We're real people with a real offering. Yeah. Yeah, that's true. So you went to Harvard

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and Stanford.

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They were executive programs, I wouldn't be able to manage paying both of those schools

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off. Never, I think I got a I had a wonderful experience at Stanford. And for they did a

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small program that was during the COVID times. And the program was called emergency mo. And

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it's just like a wonderful place where you meet a bunch of like minded people and you

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listen to some interesting conversations from, you know, people at Stanford, like how they

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look at marketing, what's the next thing and and so on. Gotcha. And I did a more extensive

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program at Harvard Business School, which is like an experience of its own. And then

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I was chatted.

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I did like three programs there, by the way, was it was amazing. Like maybe we can get

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together some other time and could share some of those war stories. It was pretty eye opening.

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I really liked it.

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Yeah, then that's good. That'd be good. So then ever since then you've been doing game

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development media. Cool. Yeah. All right. Next up, after you clear the TLDR, you now

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have the SIPP details, this is starting to get into an advanced explanation of your plan.

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And for you, you kind of go over the who and the what again, where you explain how this

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is all about fighting for eyeballs and amplifying, pushing out all the good things that sandbox

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experience and game makers and artists are doing. So you want to amplify their presence

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so that more people see what sandbox is doing.

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Exactly. I just think this is a problem with a lot of these community driven projects,

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where community is very defensive of what they have. But at the same time, you don't

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really get a lot of exposure outside of the community. And my goal is just to bring the

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exposure to highlight the cool stuff. And you're there. Right. And in this section,

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I kind of just go over the details to the risk analysis, the implementation plan. It's

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a shorter version. So you know, I think our original one was much more developed. It was

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like a little bit more. But it's kind of like the general understanding of how we're going

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to get to where we're going.

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Okay. And then after that, there's a description, which is a detailed explanation of what the

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SIPP aims to achieve. And for you, you want to create a web based community platform for

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professional creators that helps inform, educate and help them monetize. So there's also a

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monetization aspect of this.

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Yeah, I think the monetization aspect, I kind of touched a little bit. The first part is

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I want to explain to them how they can monetize. Like if you look at whatever other surveys

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being done, this field, especially around games, kind of like my field, majority of

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developers, they just want to go on Steam, or use Apple or something like that and just

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sell their games that way. This is like the, this is the way if you want to quote Mandalorian

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a little bit. But for people who are kind of like in the weeds that they don't really

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see the forest, you know, I want to explain to them that there are other options. You

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can do A, you can do B, you can do C, you can engage with sandbox, you can self publish

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a book or Amazon and so on.

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What's an example of something they can do?

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That's what I'm trying to say. Let's say you're building an experience, right? Or you're building

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a game. And the question that you will get is, how am I going to sell it? And majority

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of developers didn't really even know how. What they want to do is they want to they

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want to go somewhere, somebody take care of it. Because, surprisingly enough, developers

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don't really care about the business part that much. And what ends up happening is that

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they're going to publisher and a publisher takes 30% cut, times much bigger cut of the

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all the potential profits. And they're stuck with this deal forever. Then this is like

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a vicious cycle that keeps repeating and so on. What I want to tell them is that there

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are these options as Dow, for example, where if you have an interesting project, and you

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can build it with sandbox, you can get, you know, community on board, work with the founders

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and find a way to do this in a much more interesting, open, transparent and fair manner. I think

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this is like something that is completely missing from today's market. And there are

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no spaces where you can just go and read about it. Gotcha. And that's kind of like what we're

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trying to do. Okay, that makes sense. So rationale and benefits next. And that is to explain

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why this sip is necessary or beneficial to the sandbox Dow. And what about the ecosystem

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does it bring value to? And for you, it said the project builds trust increases engagement

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fatales facilitates and the narrative around the sand and the sandbox. So it helps if I

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could connect it to what sub says, it helps the sandbox in its goal to, to be the cultural

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capital of the metaverse. And then for the user, it amplifies their message in spaces

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where they would lead wouldn't normally have access to or wouldn't think to engage in.

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Absolutely. I 100% just kind of like trying to engage a broader audience, bring more awareness,

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and eventually create kind of like unbreakable moat around sandbox, it is going to differentiate

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it from all the other competitors out there. And to be clear, Carol, you're successful

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already in the media industry. So you're doing this. But for other things, and now you want

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to apply that expertise. Hi. Yeah, yeah. Now my daughter is famous. That's all right. I

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can blur that out later on if if if you'd prefer. Yeah, that would be better. Thank

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you. You got this is exactly right. Yeah, I mean, I've been doing my previous project

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for 10 years, with incredible numbers. Very well respected in the community. And this

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is just kind of like the next project I want to build. Is the help of the community with

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the help of sandbox. No problem. Cool. Just making a note to do the blurring later. We

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don't forget. All right, cool. Next one up is the rationale and benefit which we just

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went nevermind the risk analysis, identify any potential risks or downsides. And for

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you, you said risk or assess is low. The most significant is one competition content risk,

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which is the potential emergence of competing platforms, such as Roblox or fortnight, and

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offering similar or same attractive services of which Roblox already does. They have quite

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a big up similar to to Apple Arcade in New York Times, where they have a curated thing.

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I don't know much about fortnight and how they do their stuff. Okay, so basically competition,

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other other things crowding the space. Yeah. Which is like the risk number one for any

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kind of Yeah, and not really super original. So now we zoom back out, we're done with those

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portions of the SIP details. We're jetting right along. And next we get into the next

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portion of the SIP details, which is the implementation plan, the steps or phases and the realistic

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timeline for implementation with key milestones and deadlines. And you there it is right there.

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So the first phase you're going to actually you have a rolling list of milestones, everything

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from the content management system to the user interface, team forming and training,

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content policy forming, okay, then publication channels and then platform launch.

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Yeah, to kind of like to make it very simple. Parts it first part is like the development

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itself. The second part is building the content and the pipeline content production. These

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are like the two big pieces that are kind of like outlined here and the graphs and explanations

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and so on. Now that makes sense. All right. And then next we have resources require we

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did that metrics for success. Oh, no, we did skip. So resources required the first phase

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three months to execute that is going to be 385,000 sand or roughly $154,000. I assume

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that was at 33 cents on the dollar for sand or somewhere about during this period, probably

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does not yield revenue. Okay. So that first platform building phase is 178 sand. And then

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the platform operating expenses for three months, that would be 206,000 sand. Okay,

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got it. Got it.

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So quickly breaking down the costs and everything. I think it makes it clear what's being paid

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for here.

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Yeah, we share this with Cyril as well on his team and give a very, very detailed breakdown

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of the all the things involved and worked tirelessly with them, you know, went through

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every number or like date. So it's been a little bit of a journey. A lot of research

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in that cost estimate.

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Yeah, yeah. But like like you said, I had experience with that before. So we have a

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team and we have people who can capable of doing that.

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All right, next is metrics for success. How do we know that we've made an impact define

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how the success of the proposal will be measured? And for you, you put audience and viewers,

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active creators, so I'm assuming that means the number of viewers, the number of creators

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on your platform. Yeah, yeah. How many views your top blog has. So so they'll all have

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blogs is what I'm gathering from this.

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They're going to be not really blogs, but they're going to be like articles or publications

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about them. Okay, so we're just going to measure. Okay, exactly. Got it. Okay. So that's where

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you can share the record the number of reactions, shares and comments. The red percentage of

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a blog. Very nice. I'm glad you thought of that. That's good. What an experienced media

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person would have I assume. How much? How what is your penetration your penetration?

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Really look like?

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Okay, cool. Like a life and blood of this kind of business. Yeah.

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And then next up, we have the voting options, which from yesterday, I thought you could

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choose. But turns out it's all fixed at 14 days rather than where it says seven, you

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abide by that. So yes, no stain for 14 days.

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Part, I am completely relying on the art management. I don't really know how it works.

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And then the last two sections of the details is the appendix, the appendix appendices,

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which will have contact information, alternatives, amendments, additional resources, and then

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a little blur about resubmission. So for you, you put creative first platform encompasses

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a collaborative portal. So there's a backend to it where people can can engage to send

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powered monetization tools. What does to sand mean? Oh, there will be two sand powered monetization

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tool paid subscription and user support. Okay, got it.

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Events focused on content creation, indie game development. The second third steps are

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described here. So your main goals are building an implementation of a mechanism that facilitates

401
00:43:45,160 --> 00:43:51,760
incentivization of valuable professional info sharing. And then you have a development of

402
00:43:51,760 --> 00:43:58,480
a robust sourcing mechanism that builds a flow of new and exciting projects. Okay, so

403
00:43:58,480 --> 00:44:02,560
these will be sips that you want to do after the fact. So you'll have to do a sip for yeah,

404
00:44:02,560 --> 00:44:09,400
that's like, yeah, yeah. First, you launch, and then you kind of like to build the next

405
00:44:09,400 --> 00:44:12,920
two. Yeah. Alright, that makes sense. And then you'd

406
00:44:12,920 --> 00:44:20,680
also have to do a sip right to to continue beyond the six months. Yeah. Okay. And then

407
00:44:20,680 --> 00:44:26,960
he has a nice, nice page. Actually, let's switch this one up to so you can see so everyone

408
00:44:26,960 --> 00:44:33,760
can see on the big screen. Take a look at your schedule, or your flowchart, or your

409
00:44:33,760 --> 00:44:44,720
milestone flowchart. So you have you have a the content management design, then you

410
00:44:44,720 --> 00:44:51,800
have your team and content policy, and then you have your MVP launch, okay. And then platform

411
00:44:51,800 --> 00:44:58,360
tools, Dow leads generation to so over a two year period, you want to do the rest of these

412
00:44:58,360 --> 00:45:06,200
here and the development? That means that that's the hope. Yeah. That's the hope. Okay,

413
00:45:06,200 --> 00:45:12,520
so more sips would follow that would enable that. Okay. Yeah. Okay, makes sense. And then

414
00:45:12,520 --> 00:45:18,800
we go into a larger portion. Metrics for success. Oh, you, you copy and paste a lot more stuff

415
00:45:18,800 --> 00:45:29,440
down here. Okay, so and more details for how you're going to to look at success. Audience

416
00:45:29,440 --> 00:45:38,520
active creators, new, unique active wallets, hot leads, what is a hot lead? People coming

417
00:45:38,520 --> 00:45:45,200
to Dow, the this interesting project. Gotcha. Okay. And then down below you have the content

418
00:45:45,200 --> 00:45:56,280
information. hero Tokarev. Yes. All right, is email and its phone number. And alternative

419
00:45:56,280 --> 00:46:01,940
path for investment through VCs and banks are not pursued due to time constraints. Cool.

420
00:46:01,940 --> 00:46:06,160
And lack of centralized financial goal that solidifies alignment between the partners,

421
00:46:06,160 --> 00:46:11,360
right? Because everyone who's investing has their own interest for investing. And then

422
00:46:11,360 --> 00:46:18,680
if the exactly exactly like, then yeah, then we know what they're in it for. That's why

423
00:46:18,680 --> 00:46:25,640
this system is so beautiful. That's why I like the this approach, the centralized approach.

424
00:46:25,640 --> 00:46:29,120
Then there's a vision document and there's a creator for financial model. By the way,

425
00:46:29,120 --> 00:46:33,720
when I click that it says I have to ask for access. So that's not publicly viewable, by

426
00:46:33,720 --> 00:46:43,120
the way. And looks like you've had a very interesting reaction so far. It was 13 days

427
00:46:43,120 --> 00:46:50,960
ago. 18 people replied 200 people have looked at it already. 28 likes. So awesome, man.

428
00:46:50,960 --> 00:46:57,960
Awesome. Awesome going on there. Yeah. Yeah. Oh, I love it. There's like a discussion and

429
00:46:57,960 --> 00:47:05,120
debate and emulating. Yeah, you know, like, at least people are not. So that's great.

430
00:47:05,120 --> 00:47:12,400
Yeah. So now after that you submitted it via the to the sip at sandbox.com email. How long

431
00:47:12,400 --> 00:47:17,800
did the back and forth go between you and and their team? Before it reached the it's

432
00:47:17,800 --> 00:47:25,400
been a while, man. It's been a while. I think it's like a couple of months at least. Wow.

433
00:47:25,400 --> 00:47:35,360
It was like instantaneous. A couple of months. Didn't we only know about the Dow like a month

434
00:47:35,360 --> 00:47:43,920
ago? I've been working on that even before that, when it was still in development. Did

435
00:47:43,920 --> 00:47:49,600
you know that the Dow was that? Or was it just lucky? No, it was just like I was I was

436
00:47:49,600 --> 00:47:56,240
working on it as a pitch. And then when I learned about the you can pitch it to the

437
00:47:56,240 --> 00:48:02,760
community, I thought, okay, I'll just adapt it to this format. That's why I got it. Awesome,

438
00:48:02,760 --> 00:48:09,880
man. And then so your public comment closes in two days. So on Wednesday, and then it's

439
00:48:09,880 --> 00:48:15,160
on to review by the special counsel and then it's on to vote. So everyone, please take

440
00:48:15,160 --> 00:48:21,360
a look right now. Now is the best time to get your your comments and because Carol and

441
00:48:21,360 --> 00:48:29,760
his team can make adjustments per your per your comments. So you can see how many people

442
00:48:29,760 --> 00:48:38,880
your Dan Koy von fronten is a lot a lot of good stuff.

443
00:48:38,880 --> 00:48:48,600
And then Nano metaverse. So all right, shout out to metaverse. So awesome. And then others

444
00:48:48,600 --> 00:48:54,120
that I haven't I looked at the past couple days, I will also put in my response as well

445
00:48:54,120 --> 00:49:02,280
and can participate just like everyone else will. Cool, man. That's awesome to see. So

446
00:49:02,280 --> 00:49:07,600
Carol, do you have any questions or anything you'd like to say? Before we wrap up? No,

447
00:49:07,600 --> 00:49:14,920
not really. I mean, my personal thank you so much for inviting me. It was fun to chat.

448
00:49:14,920 --> 00:49:21,280
Everyone else who left comments or participate or just was expressed interest. Thank you

449
00:49:21,280 --> 00:49:28,200
so much for me. It's like very much an experiment just as for you. I just love them, you know,

450
00:49:28,200 --> 00:49:32,280
engage with the community and I hope we can work together in the future. There's something

451
00:49:32,280 --> 00:49:37,840
around it. But if not, it's still has been a wonderful experience. I'm glad to have these

452
00:49:37,840 --> 00:49:46,560
conversations and I hope to continue them in the future. Thank you, Carol. And if there's

453
00:49:46,560 --> 00:49:52,960
anyone in the the community who has any questions, please post them now. I'll wait a few seconds,

454
00:49:52,960 --> 00:49:59,480
about 30 seconds. And then if we don't see anything, we will move on to closing and wrapping

455
00:49:59,480 --> 00:50:07,800
this up. While we're waiting, future episodes. So creators first, and actually just creator

456
00:50:07,800 --> 00:50:15,180
first is no posture. Yes, my mistake. Creator first with Carol and his team. Did your team

457
00:50:15,180 --> 00:50:21,760
have a name? What's the team name? No, no name, no name, the same as a couple Carol

458
00:50:21,760 --> 00:50:29,920
and his team. All right. And then tomorrow we have Community Reactions part two, with

459
00:50:29,920 --> 00:50:35,320
crafter and Joseph. Looking forward to that one. And then after that, or before that,

460
00:50:35,320 --> 00:50:41,080
I'm going to be doing a deep inspection of the founding documents for the Sandow. So

461
00:50:41,080 --> 00:50:45,400
I'll be reading over all the articles and corporation and that sort of stuff. I have

462
00:50:45,400 --> 00:50:50,700
a contract negotiation and business background. So I enjoy looking at that sort of things.

463
00:50:50,700 --> 00:50:55,680
And so I'll be streaming that going over my thoughts as I read through all of it. And

464
00:50:55,680 --> 00:51:01,800
after that, we have a pretty big, just thing after thing after thing, I have like 17 episodes

465
00:51:01,800 --> 00:51:10,640
planned. And, and Carol, I really appreciate your time. I am, I was really surprised. Now

466
00:51:10,640 --> 00:51:15,760
that I understand you and serial are two different people. And everyone else should understand

467
00:51:15,760 --> 00:51:21,640
there are two different people. Carol is a very successful, well experienced media person

468
00:51:21,640 --> 00:51:29,080
who wants to expand his current media business to encompass amplifying the voices of the

469
00:51:29,080 --> 00:51:35,720
sandbox game maker, studio creator and artist. So a you 24k if you're watching this when

470
00:51:35,720 --> 00:51:41,840
you talked yesterday, a couple days ago about in San Can Can Cafe, how you wanted that voice.

471
00:51:41,840 --> 00:51:47,400
And Carol, his proposal will seek to do that where you can submit articles and stuff like

472
00:51:47,400 --> 00:51:52,480
that where you talk about your gears and just singling out a you there because I heard him

473
00:51:52,480 --> 00:51:57,920
talk about the other day. Shout out to a you 24k and also to the rest of the community.

474
00:51:57,920 --> 00:52:03,480
Thank you for your time. I'm going to probably continue streaming after this to to to work

475
00:52:03,480 --> 00:52:10,600
on some stuff for the sandbox down. But Carol, thank you. Thank you. This was great.

476
00:52:10,600 --> 00:52:16,520
Everyone. Everyone hope you have a wonderful day and we're going to go ahead and outro.

