Yep, we're on. What's up everybody. My name is Lancer. And today I'm joined by another
special guest in the same way yesterday we had Pepe from Sandrush. Today we have another
guest who is another author of one of the draft sips. There's only two out there right
now. Pepe's magic palette. And now we're going to talk to the author of creators first. So
scope of the talk today. This is our we're gonna be talking about our own SIP submissions
and how we we filled out the SIP template just like we did yesterday. Only this time
we're gonna talk about it from the perspective of zero. So this is our interaction with the
process. So if you'd like please go ahead and this is the Sandow podcast, by the way.
This is a podcast all about the sandbox Dow. It's exploring it since its announcement and
really flesh out what exactly we think about it, bringing on as many guests as I can, and
also exploring as many topics as I can. And looking forward to this one. Really, really
glad zero that you were able to make time for this. Thank you. And if you could please
introduce yourself and also pronounce your name so that everyone can understand.
Yeah, my name is Kiro. I joined the sandbox community not that long ago. My background
is actually in media and games media in particular. I've been working for as long as I can remember,
which is like almost 20 years now in video game industry. And I will mostly was working
in the kind of PR marketing capacity, helping share stories about video games and how they
work and promote them and so on. And the last 10 years I've been working in a large media
company which I helped found and grow to like substantial numbers. And for the for the sip
on business entrepreneur. I am I mean, definitely very business oriented. I'm from humble beginnings
and not really whatever. Word was silver spoon or anything like that. Yeah. And you mind
saying everything from from Ukraine, myself, the whole family's from you. Still a lot of
people. prayers with the people in Ukraine, Ukraine. Yeah, correct. Yeah. So you've been
in with the sandbox or you've been involved in the sandbox for how many years would you
say? Let's say a couple of years. Years. Okay. It all first started when we when I learned
about that sandbox and I saw all those wonderful ads that they were showing. And my biggest
draw to it was not actually the land not not kind of like the blockchain angle or the ICO.
It was mostly the visuals of the game itself. Gotcha. Because I really love voxels. And
it's been like a tremendous discovery that there are these games that are being made
with voxels and stuff because it like it, it used to be a very popular technology, like
an end of 90s beginning of the 2000s. And then it's kind of slowed down and the polygons
kind of took over. But now you just seen the way that it works right now. It's just amazing.
Great. Well, thank you. And you pronounce your name Kyril. Yeah, that's Kyril. Not to
be confused with Cyril, who is also in the sandbox community. He's he he's involved
with the sandbox DAO as well. Cyril Cyril and Seb helped founded the sandbox DAO. Kyril
is a one of the SIP creators first authors. So there's a difference in this. I talked.
Yeah, I did talk with Cyril as well. And just like fun fact, my English teacher back in
the day, she actually called me Cyril. Because she said that was like this was a more correct
way of kind of like, interpreting my name or adapting my name to the English speaking
countries. But the guys at the passport that they gave me the passport, they decided it
cited their own way. So I'm Kyril. I'm going to go one step further. And I'm going to put
the pronunciation underneath your name. That way, everyone knows. Here. Oh, that's not
right. That's not what I wanted. Duplicate it. I'm still learning how to do this exactly.
But we're stream labs is a wonderful tool. All right, here. Oh, there we go. Thank you,
Cyril. Appreciate you being on. So we're going to get through this. I'm Lancer. I'm the host
of sand out podcast. And I've been a community member of the sand fam since midway through
season one. I am avatar owner, landowner, and published floor droppers. And we have
Porter run and lava defense upcoming the next couple months. And I'm president of meta worlds.
I'm also also authors of two sips, which are still going through the back and forth with
the sandbox project management team before they end up in the place where heroes is right
now, which is the SIP draft. So what's that? Let's get into it. Disclaimer, Kyril and I
do not represent the sandbox game or the sandbox foundation. Again, Kyril is not zero or surreal.
Kyril is part of the sandbox foundation. Kyril is not he is a SIP author. So we speak for
ourselves as sand fam community members. And we are not your financial or legal advisors.
Don't take anything we say as financial advice, please. You need a you need a CPA, you need
an investor is someone who is qualified and professional career in that not not us. All
right, interesting fact. We say SIP. What was that Kyril? I don't take financial advice
from me. SIP when we say SIP, it's a sandbox improvement proposal. Dow decentralized autonomous
organization. Each SIP requires a core to be eligible to pass that is 1% of the sandbox
supply, which is currently 30 million. Each SIP after it reaches quorum has to have a
simple majority which is more than 50%. If you own land, you have 4,500 voting power
per land. If you have one sand, you have one voting power per sand. There have been five
SIP submitted so far. Five have passed to or in draft. One we talked about yesterday
magic palette with Pepe from Sandrush. And the second one is creators first with Kyril.
And then I have two drafts submitted that I emailed the cut on the past week and waiting
review. Okay. The overall process SIP review per the forums step one, you initiate your
submission, you send it to the email, step two, project management team reviews from
the sandbox. Three moderator review for community review. That's the 14 day public comment that
Kyril's is going through right now. Then special counsel review. So it goes through a legal
redundancy ethical check by Seb and the rest of the council. Then it gets voted on by the
community just like the past five steps did. And then it gets implemented. If it passes.
Okay, and there's a visual of what we just described. So we can go ahead and move through
this. And here we are starting a fresh today. So the SIP template is a pretty daunting thing.
It's got a lot of content in it that you need to address. And it's all about it's mainly
broken into two sections, the CLDR and the SIP details. But it first starts with the
title, you put in a snazzy little title, then you the council will recommend it, which we
learned that they remove from the final, the final thing. So you don't mess with that in
the template, then you choose your category, fill out all the TLDR details as to who, what,
when, why, SIP details, that's the specifics of your plan, voting options, any appendices
you may have, and then resubmission about how you're, you're going to work really hard
to submit things if it doesn't work out. Okay, so let's start first with a very, very
beginning part. Carol, on the SIP template, we have a little thing here at 10k character
limit. Did that influence yours much at all?
I wouldn't say so. Not really. Okay. Let's I'll tell you a story. So when I first got
this draft, I mean, they they share this kind of document, which is like an answering the
basic list of questions and all the information you had to supply. I was a little bit daunted.
I was like, No, this is like, huge, humongous, like, how am I going to do it, what I'm going
to do. So I had to kind of like, find some time to do it, and also create an environment
where I would be, I would not be distracted from the whole thing. And I went to our local
library to co opt out laptop with me and just kind of sat there for like a day. Now it's
just kind of filling out, finding the right words and putting it on paper to make sure
that, you know, all the ideas and everything, how kind of like, eventually gets the, you
know, gets the, the views and represented in this document, actually started. Okay,
gotcha. And then, so didn't really influence you too much. It didn't influence mine either.
I think mine's well below 10,000. Okay, next up is the title. So we have the title, the
council recommendation, which we know gets removed before it goes to the draft SIP. Because
they haven't, the council hasn't yet recommended anything. And then category. So your title,
you have creators first, creator first, creator focused media platform, ensuring sand dominance
in professional communities. How did you come up with that title?
I was thinking how to cram as much information as possible into a super short outlay. Right.
And then I don't really think it's a very good one. It is what it is. That was kind
of like the idea. Like I wanted to make something that actually that's at least interesting.
People would click on it. I think I really missed the mark was the word platform. Cause
I think when people think of platform, they start thinking about Facebook or something
like that. My vision is not as audacious or emissions. It's a little bit smaller, but
maybe like further down the line, but it is what it is. And then there's that. I think
our main goal was we want to do something for creators. We want to do something that
creates value for the community in general, but also for a wider audience. I think because
we are all here talking about sandbox and sand, we're kind of like fixated into this
particular community. What I'm thinking is creative first is the media of all creators
out there. Anyone who's working on any other living, breathing, user generated, powered
platform.
Gotcha. Okay. And so when you say platform, you're not really mean like a Facebook competitor,
more of a space. No, I'm more like a media company. Media company that publishes stories.
Gotcha. So expand your successful media company. Yeah. Yeah. Yeah. Yeah. Makes sense. Okay.
And then which category? Oh, so for mine, I just put window sizing and resolution options
for game client, game maker, box editor and launcher. And then the second one was creative
roadmap for sandbox release. So pretty easy there. Yours is much more specific. Okay.
And then category, you chose what category?
I think it's a platform or something, right?
You chose platform. Got it. Yeah. And yesterday, Pepe said that he didn't, he chose platform,
I think as well. But he was confused about the explanation. Did you find the explanation
confusing when you did this?
I think it's very hard for these projects to fit within a particular description. Yeah,
you know what I mean? Yeah, like there are every every single project has something different.
And you want to differentiate you want to be different. I only put in this as a platform
just because it's more or less fit. But I did not think that this is like 100% accurate
description of what I was building. It was close enough. That's why I got you. So I didn't
really go into, you know, my philosophy is like you make a choice and you move forward.
You don't really think for hours about what just could have been different and so on.
Yeah, just like not send it but like make a choice and just go with it. Like because
don't be analysis paralysis forever. Yeah, yeah. I chose for my window resizing. I chose
game content and for my creative roadmap, I chose platform as well.
All right. And the next one is so once you get through that beginning portion, then you
start getting into the first biggest portion, the TLDR, the what, why, how, when, where
and who. And so for your what, it says a media and talent platform that informs, educates,
builds a community of like-minded creators, you know, excuse me, united by common aim
to improve creator economy through decentralized incentives. That is a mouthful. What does
that boil down to? You said it wasn't a platform. Yeah, basically an expansion of your current
successful company. Yeah. It's kind of like, it's not even connected with the company
that I'm in over, the company that I was rather. It's a separate space that tells stories about
user generated economy. There are a couple of angles to it. Like we do cover the creative
angle and how to build something. But we also cover all the angles on how do you monetize
content. This is heavily curated. This is not a forum. This is not an open platform.
This is, if you think of it, it's sort of like Apple arcade compared to the Apple store.
There's an Apple store where, let's say, Steam has an analogy. You can just post anything
you want, any game you want, you pay a hundred bucks and you can publish. With Apple arcade,
you have to have a relationship, have to understand how everything works. You have to be chosen
and so on. We are building a media platform where we choose what stories to tell. We want
to highlight only the best and we want to create kind of like a certain level of trust
around this user generated economy that is currently blowing up. Got it. Okay. I'm looking
at Apple arcade now. I see. It's a curated experience where they can see here like Fruit
Ninja, Super Fruit Ninja is featured.
Yeah. I use the Apple arcade analogy more to highlight the duration aspect. I think
if you want to think of creative first in terms of analogies, I think a good analogy
would be something like New York Times. But New York Times is basically telling stories
from what happened around the world. We want to tell stories what happened around the world
of user generated economy. I think that would be a good analogy.
I would go to newyorktimes.com, but apparently you have to subscribe to even get to the front
door. There you go. Click here. Okay. Yeah. Got it. Thank you. Okay. And then my what
for Windows resizing was we request that Sandbox and development team prioritize updating the
graphics settings to allow for Windows resizing and resolution options for the Game Maker,
VoxEdit, Sandbox Launcher, and Sandbox GameCline. Sandbox. Yeah. So just like normal everyday
thing where you can Windows resize and then the resolution here, you can choose your resolutions.
But you can't really do that for in-game client for anything above 1920 by 1080. And you can't
do it at all for VoxEdit or Game Maker or the Launcher. And then for my second sip for
creating a roadmap, my what is to create an easily accessible development roadmap for
San Fam that shows a schedule of GameCline, VoxEdit, Sandbox Launcher, Game Maker, and
the website. And then I have different ways of how to do that. But there's an example
of what that roadmap can look like. Something that's easy to reference and that helps studios
like mine to arrange my experiences in a way that takes advantage of the functionalities
that are being released versus guessing on all the experiences and what they're going
to be useful. Okay. And then the why. The why is all about why should the sandbox DAO
do this? And you said to master the minds of the creative community, you need something
more impactful than financial incentive. Creator first builds one of the most important elements
currently absent in the market, trust, and a new way of pursuing creative endeavors supported
by clear and transparent token and reliable financial technology. So then you have your
principles after that. So what were you aiming for here in the why?
From my perspective, why is basically you're describing the market and where the pain point
is, and how do you alleviate this pain? I see the current market, especially in a user-generated
economy, is something that is heavily skewed towards the benefit of platforms. Roblox,
Facebook, YouTube, Steam, whatever else is out there. Creators are there. They just kind
of like they go through the meat grinder without any opportunity to really influence. And this
is why I think DAO is so different and why it is so important to have these conversations.
Because I don't know if you follow that much the competitors, you probably shouldn't, but
maybe you should. There was a huge scandal around Roblox where they changed their payouts.
They were doing the payouts one way, and then suddenly they introduced some socialism and
everybody was being paid out the same amount, which was huge for people who were really
involved in this economy, like making a living there. And I think this is something that
we want to change, and this is the priority and this is the first principle. We want to
make sure that there is a space that is heavily skewed towards the creators. We want to support
the creators. We want to fight for whatever is beneficial for them. We want to give them
the opportunity and the knowledge to know how to sell their stuff, distribute their
stuff, where to go, what to do, how to do it and so on. Believe me, I know maybe thousands
of creators from all over, from big studios and small, from indies to established companies.
You're all struggling with this. There is not a space out there where you can go and
say, hey, you guys are on my side. You guys are on my side. It's not Facebook, it's not
meta, it's not Apple or anything like that. It's like I am number one. I'll ask you the
question like who created the characters for Frozen franchise?
Don't know.
Or Lilliland Stitch or something like that. And Disney is like a billion, gajillion dollar
company that's making millions of dollars just from the parks alone. Forget everything
else. I just think that this is incredibly unfair. This is super unfair and this is something
that this SIP is here to try to challenge the way that things are right now. And this
kind of brings me to the second principle, which is security and inclusivity. I'm trying
to build a media platform. And we want to be the filter that defines security. Sometimes
there will be no shady stuff. There will be no cash grab or anything like that. We want
to build a space where you can go, maybe tell about your story, maybe hear about the story
of other creators out there, how they are building their businesses, how they're building
their whatever the creative endeavor there is. Maybe it's a home, maybe it's an animation,
maybe it's a game, maybe it's some kind of experience or whatever. We want to be something
that's safe, secure and heavily curated. And last but not least is we want to help great
creators. Our idea is that if you have enough stories of how people are doing in this business,
sharing not only the good stuff, but also sharing their challenges, sharing the fights
they have to fight every day, you will eventually find a way to unite people or for small teams
to come up together and working together with the sandbox community and trying to build
something out of there. This is like the why.
So you want to you want to message or you want to amplify the presence of the the experience
makers, the game makers.
Yeah, and I encourage you to think bigger outside of just the idea of the sandbox. I
think about it as any game creators out there. There are thousands of games right now. There
are thousands of games being published. I worked with game publishers. They get they
get 100 submissions per month. Some of them getting 100 submissions of video game projects
per day. And in this environment, with this this kind of like, you know, output. Of course,
they don't want to give you a best deal. They don't want to give you the best deal. They
want to give you like whatever deal they want to get the most from themselves while you're
going to do all the work. And our goal is to change that. We want to bring an opportunity
for developers to get
get their money back in a way, you know, to get some power to what they're doing. And
we are here to educate about that.
Makes sense. Okay, the next section was how we have about 30 minutes left if we want to
make it within the hour. How team and budget. So you said the first phase of the project
entails building the platform within three months, and then three months of operating
it after that. And execute this phase, you need about you need 385,000 sand.
Did I capture that right?
Yeah, I think that's what's on the forums.
So you build it. And then what is operating it for three months mean? Oh, that's operating
expenses for months. I see. Okay.
Yeah, yeah, got it. Yeah, it's a media platform. It has in order for it to run, you need to
get started, right? So you need to have the team there for them to publish stories, or
stories to do the interviews to publish news. No, that's kind of like operational stuff.
That's kind of like where the money is required.
Okay. And then the when you expect if it were funded, and we're about hit the 14 day comments.
So let's just say next week, another week after because it'd be 14 days after that.
Yeah, development would be planned to last three months and then product platform launch
expected beginning of quarter four. So October. So you'd launch it by October. Okay.
Yeah, yeah.
And then who? I mean,
go ahead, go ahead.
No, I just wanted to say like, as an any project manager, it's always a stretch.
Yeah, it's always difficult to like delays and all those.
Yeah, but the plan is that Yeah, that is true.
Yeah, that makes sense. And here's the part that threw me by the way, where I thought
your name was surreal. Serial I mean, and here I would pronounce this surreal. But I
really listen to Ukrainian. So that's how that's how I would pronounce that. And that's
where I kind of got you mixed up with surreal from sandboxed out.
Yes. Yeah.
So it was a great guy and had a couple of holes with him. He has a he has a very nice
audio system at home.
Nice. That's cool.
Yeah, he has like a nice high five stuff. I don't really know about the music, but he
does have very nice speakers over in the background. So that's cool. That's what I like at my eye
of it. Yeah, I really enjoyed that kind of stuff. Yeah. Yeah. I mean, the whole basically
I gave kind of like speeds in tens up because my family is back home. So I don't I won't
have much time. But I just kind of gave my background highlighted the stuff that I've
been working on my experience. I do come from corporate I worked in large companies was
very large. Oh, you know, my team and my previous job was about 30 people in total. I kind
of like gave my background so on and I'm only putting my background there to, I guess, give
a little bit more confidence to the Yeah, you know, the holders and the exact same thing.
I put my background and all that like, you know, that we're you're you're not just coming
from.
We're real people with a real offering. Yeah. Yeah, that's true. So you went to Harvard
and Stanford.
They were executive programs, I wouldn't be able to manage paying both of those schools
off. Never, I think I got a I had a wonderful experience at Stanford. And for they did a
small program that was during the COVID times. And the program was called emergency mo. And
it's just like a wonderful place where you meet a bunch of like minded people and you
listen to some interesting conversations from, you know, people at Stanford, like how they
look at marketing, what's the next thing and and so on. Gotcha. And I did a more extensive
program at Harvard Business School, which is like an experience of its own. And then
I was chatted.
I did like three programs there, by the way, was it was amazing. Like maybe we can get
together some other time and could share some of those war stories. It was pretty eye opening.
I really liked it.
Yeah, then that's good. That'd be good. So then ever since then you've been doing game
development media. Cool. Yeah. All right. Next up, after you clear the TLDR, you now
have the SIPP details, this is starting to get into an advanced explanation of your plan.
And for you, you kind of go over the who and the what again, where you explain how this
is all about fighting for eyeballs and amplifying, pushing out all the good things that sandbox
experience and game makers and artists are doing. So you want to amplify their presence
so that more people see what sandbox is doing.
Exactly. I just think this is a problem with a lot of these community driven projects,
where community is very defensive of what they have. But at the same time, you don't
really get a lot of exposure outside of the community. And my goal is just to bring the
exposure to highlight the cool stuff. And you're there. Right. And in this section,
I kind of just go over the details to the risk analysis, the implementation plan. It's
a shorter version. So you know, I think our original one was much more developed. It was
like a little bit more. But it's kind of like the general understanding of how we're going
to get to where we're going.
Okay. And then after that, there's a description, which is a detailed explanation of what the
SIPP aims to achieve. And for you, you want to create a web based community platform for
professional creators that helps inform, educate and help them monetize. So there's also a
monetization aspect of this.
Yeah, I think the monetization aspect, I kind of touched a little bit. The first part is
I want to explain to them how they can monetize. Like if you look at whatever other surveys
being done, this field, especially around games, kind of like my field, majority of
developers, they just want to go on Steam, or use Apple or something like that and just
sell their games that way. This is like the, this is the way if you want to quote Mandalorian
a little bit. But for people who are kind of like in the weeds that they don't really
see the forest, you know, I want to explain to them that there are other options. You
can do A, you can do B, you can do C, you can engage with sandbox, you can self publish
a book or Amazon and so on.
What's an example of something they can do?
That's what I'm trying to say. Let's say you're building an experience, right? Or you're building
a game. And the question that you will get is, how am I going to sell it? And majority
of developers didn't really even know how. What they want to do is they want to they
want to go somewhere, somebody take care of it. Because, surprisingly enough, developers
don't really care about the business part that much. And what ends up happening is that
they're going to publisher and a publisher takes 30% cut, times much bigger cut of the
all the potential profits. And they're stuck with this deal forever. Then this is like
a vicious cycle that keeps repeating and so on. What I want to tell them is that there
are these options as Dow, for example, where if you have an interesting project, and you
can build it with sandbox, you can get, you know, community on board, work with the founders
and find a way to do this in a much more interesting, open, transparent and fair manner. I think
this is like something that is completely missing from today's market. And there are
no spaces where you can just go and read about it. Gotcha. And that's kind of like what we're
trying to do. Okay, that makes sense. So rationale and benefits next. And that is to explain
why this sip is necessary or beneficial to the sandbox Dow. And what about the ecosystem
does it bring value to? And for you, it said the project builds trust increases engagement
fatales facilitates and the narrative around the sand and the sandbox. So it helps if I
could connect it to what sub says, it helps the sandbox in its goal to, to be the cultural
capital of the metaverse. And then for the user, it amplifies their message in spaces
where they would lead wouldn't normally have access to or wouldn't think to engage in.
Absolutely. I 100% just kind of like trying to engage a broader audience, bring more awareness,
and eventually create kind of like unbreakable moat around sandbox, it is going to differentiate
it from all the other competitors out there. And to be clear, Carol, you're successful
already in the media industry. So you're doing this. But for other things, and now you want
to apply that expertise. Hi. Yeah, yeah. Now my daughter is famous. That's all right. I
can blur that out later on if if if you'd prefer. Yeah, that would be better. Thank
you. You got this is exactly right. Yeah, I mean, I've been doing my previous project
for 10 years, with incredible numbers. Very well respected in the community. And this
is just kind of like the next project I want to build. Is the help of the community with
the help of sandbox. No problem. Cool. Just making a note to do the blurring later. We
don't forget. All right, cool. Next one up is the rationale and benefit which we just
went nevermind the risk analysis, identify any potential risks or downsides. And for
you, you said risk or assess is low. The most significant is one competition content risk,
which is the potential emergence of competing platforms, such as Roblox or fortnight, and
offering similar or same attractive services of which Roblox already does. They have quite
a big up similar to to Apple Arcade in New York Times, where they have a curated thing.
I don't know much about fortnight and how they do their stuff. Okay, so basically competition,
other other things crowding the space. Yeah. Which is like the risk number one for any
kind of Yeah, and not really super original. So now we zoom back out, we're done with those
portions of the SIP details. We're jetting right along. And next we get into the next
portion of the SIP details, which is the implementation plan, the steps or phases and the realistic
timeline for implementation with key milestones and deadlines. And you there it is right there.
So the first phase you're going to actually you have a rolling list of milestones, everything
from the content management system to the user interface, team forming and training,
content policy forming, okay, then publication channels and then platform launch.
Yeah, to kind of like to make it very simple. Parts it first part is like the development
itself. The second part is building the content and the pipeline content production. These
are like the two big pieces that are kind of like outlined here and the graphs and explanations
and so on. Now that makes sense. All right. And then next we have resources require we
did that metrics for success. Oh, no, we did skip. So resources required the first phase
three months to execute that is going to be 385,000 sand or roughly $154,000. I assume
that was at 33 cents on the dollar for sand or somewhere about during this period, probably
does not yield revenue. Okay. So that first platform building phase is 178 sand. And then
the platform operating expenses for three months, that would be 206,000 sand. Okay,
got it. Got it.
So quickly breaking down the costs and everything. I think it makes it clear what's being paid
for here.
Yeah, we share this with Cyril as well on his team and give a very, very detailed breakdown
of the all the things involved and worked tirelessly with them, you know, went through
every number or like date. So it's been a little bit of a journey. A lot of research
in that cost estimate.
Yeah, yeah. But like like you said, I had experience with that before. So we have a
team and we have people who can capable of doing that.
All right, next is metrics for success. How do we know that we've made an impact define
how the success of the proposal will be measured? And for you, you put audience and viewers,
active creators, so I'm assuming that means the number of viewers, the number of creators
on your platform. Yeah, yeah. How many views your top blog has. So so they'll all have
blogs is what I'm gathering from this.
They're going to be not really blogs, but they're going to be like articles or publications
about them. Okay, so we're just going to measure. Okay, exactly. Got it. Okay. So that's where
you can share the record the number of reactions, shares and comments. The red percentage of
a blog. Very nice. I'm glad you thought of that. That's good. What an experienced media
person would have I assume. How much? How what is your penetration your penetration?
Really look like?
Okay, cool. Like a life and blood of this kind of business. Yeah.
And then next up, we have the voting options, which from yesterday, I thought you could
choose. But turns out it's all fixed at 14 days rather than where it says seven, you
abide by that. So yes, no stain for 14 days.
Part, I am completely relying on the art management. I don't really know how it works.
And then the last two sections of the details is the appendix, the appendix appendices,
which will have contact information, alternatives, amendments, additional resources, and then
a little blur about resubmission. So for you, you put creative first platform encompasses
a collaborative portal. So there's a backend to it where people can can engage to send
powered monetization tools. What does to sand mean? Oh, there will be two sand powered monetization
tool paid subscription and user support. Okay, got it.
Events focused on content creation, indie game development. The second third steps are
described here. So your main goals are building an implementation of a mechanism that facilitates
incentivization of valuable professional info sharing. And then you have a development of
a robust sourcing mechanism that builds a flow of new and exciting projects. Okay, so
these will be sips that you want to do after the fact. So you'll have to do a sip for yeah,
that's like, yeah, yeah. First, you launch, and then you kind of like to build the next
two. Yeah. Alright, that makes sense. And then you'd
also have to do a sip right to to continue beyond the six months. Yeah. Okay. And then
he has a nice, nice page. Actually, let's switch this one up to so you can see so everyone
can see on the big screen. Take a look at your schedule, or your flowchart, or your
milestone flowchart. So you have you have a the content management design, then you
have your team and content policy, and then you have your MVP launch, okay. And then platform
tools, Dow leads generation to so over a two year period, you want to do the rest of these
here and the development? That means that that's the hope. Yeah. That's the hope. Okay,
so more sips would follow that would enable that. Okay. Yeah. Okay, makes sense. And then
we go into a larger portion. Metrics for success. Oh, you, you copy and paste a lot more stuff
down here. Okay, so and more details for how you're going to to look at success. Audience
active creators, new, unique active wallets, hot leads, what is a hot lead? People coming
to Dow, the this interesting project. Gotcha. Okay. And then down below you have the content
information. hero Tokarev. Yes. All right, is email and its phone number. And alternative
path for investment through VCs and banks are not pursued due to time constraints. Cool.
And lack of centralized financial goal that solidifies alignment between the partners,
right? Because everyone who's investing has their own interest for investing. And then
if the exactly exactly like, then yeah, then we know what they're in it for. That's why
this system is so beautiful. That's why I like the this approach, the centralized approach.
Then there's a vision document and there's a creator for financial model. By the way,
when I click that it says I have to ask for access. So that's not publicly viewable, by
the way. And looks like you've had a very interesting reaction so far. It was 13 days
ago. 18 people replied 200 people have looked at it already. 28 likes. So awesome, man.
Awesome. Awesome going on there. Yeah. Yeah. Oh, I love it. There's like a discussion and
debate and emulating. Yeah, you know, like, at least people are not. So that's great.
Yeah. So now after that you submitted it via the to the sip at sandbox.com email. How long
did the back and forth go between you and and their team? Before it reached the it's
been a while, man. It's been a while. I think it's like a couple of months at least. Wow.
It was like instantaneous. A couple of months. Didn't we only know about the Dow like a month
ago? I've been working on that even before that, when it was still in development. Did
you know that the Dow was that? Or was it just lucky? No, it was just like I was I was
working on it as a pitch. And then when I learned about the you can pitch it to the
community, I thought, okay, I'll just adapt it to this format. That's why I got it. Awesome,
man. And then so your public comment closes in two days. So on Wednesday, and then it's
on to review by the special counsel and then it's on to vote. So everyone, please take
a look right now. Now is the best time to get your your comments and because Carol and
his team can make adjustments per your per your comments. So you can see how many people
your Dan Koy von fronten is a lot a lot of good stuff.
And then Nano metaverse. So all right, shout out to metaverse. So awesome. And then others
that I haven't I looked at the past couple days, I will also put in my response as well
and can participate just like everyone else will. Cool, man. That's awesome to see. So
Carol, do you have any questions or anything you'd like to say? Before we wrap up? No,
not really. I mean, my personal thank you so much for inviting me. It was fun to chat.
Everyone else who left comments or participate or just was expressed interest. Thank you
so much for me. It's like very much an experiment just as for you. I just love them, you know,
engage with the community and I hope we can work together in the future. There's something
around it. But if not, it's still has been a wonderful experience. I'm glad to have these
conversations and I hope to continue them in the future. Thank you, Carol. And if there's
anyone in the the community who has any questions, please post them now. I'll wait a few seconds,
about 30 seconds. And then if we don't see anything, we will move on to closing and wrapping
this up. While we're waiting, future episodes. So creators first, and actually just creator
first is no posture. Yes, my mistake. Creator first with Carol and his team. Did your team
have a name? What's the team name? No, no name, no name, the same as a couple Carol
and his team. All right. And then tomorrow we have Community Reactions part two, with
crafter and Joseph. Looking forward to that one. And then after that, or before that,
I'm going to be doing a deep inspection of the founding documents for the Sandow. So
I'll be reading over all the articles and corporation and that sort of stuff. I have
a contract negotiation and business background. So I enjoy looking at that sort of things.
And so I'll be streaming that going over my thoughts as I read through all of it. And
after that, we have a pretty big, just thing after thing after thing, I have like 17 episodes
planned. And, and Carol, I really appreciate your time. I am, I was really surprised. Now
that I understand you and serial are two different people. And everyone else should understand
there are two different people. Carol is a very successful, well experienced media person
who wants to expand his current media business to encompass amplifying the voices of the
sandbox game maker, studio creator and artist. So a you 24k if you're watching this when
you talked yesterday, a couple days ago about in San Can Can Cafe, how you wanted that voice.
And Carol, his proposal will seek to do that where you can submit articles and stuff like
that where you talk about your gears and just singling out a you there because I heard him
talk about the other day. Shout out to a you 24k and also to the rest of the community.
Thank you for your time. I'm going to probably continue streaming after this to to to work
on some stuff for the sandbox down. But Carol, thank you. Thank you. This was great.
Everyone. Everyone hope you have a wonderful day and we're going to go ahead and outro.