Hi Biversen,
Hopefully I covered the key points from your questions below! Thanks for engaging. Best, Issy
Q. Do you know if many were active in TSB before upgrading their Claynosaurs?
A. We don’t have official figures, but from what we’ve seen anecdotally, very few members of our community - Clay Nation (not Claynosaurus) were actively engaging with The Sandbox before this collaboration. That’s what made this project so exciting—it introduced a whole new audience to The Sandbox and gave them an opening to explore and interact with the platform. It’s been great to see how many community members have now experienced The Sandbox for the first time.
Q. What you are actually doing is simply taking an existing NFT and automatically Voxelizing it and creating it as a new NFT in the Polygon mesh. Is that correct?
A. Not exactly. This proposal isn’t specifically about the voxelization process itself. It’s more about open-sourcing the mechanism that allows assets to be read between Cardano and Polygon. The bridge enables verification of ownership on Cardano and makes those assets usable in The Sandbox via Polygon, but the voxelization process is a separate step that happens to make certain NFTs compatible with The Sandbox’s environment. Hope that clarifies things!
Q. What properties will NFTs converted as voxels contain? For example, if it is Avatar, will it give IDLEs automatically? Or does it just output them as a basic model. Can we decide what kind of Voxel model it will be?
A. The properties of voxelized NFTs depend on how they are integrated into The Sandbox. When an NFT is converted into a voxel model, it doesn’t automatically inherit animations like IDLEs—those need to be defined separately within The Sandbox’s framework.
As for customization, yes—there is room for creators to decide how their voxel model will appear and behave, though it would need to follow The Sandbox’s compatibility requirements. If a project wanted to define animations, unique traits, or special actions, that would require additional development and integration efforts.
Q. How good a decision is it to keep the conversion process only for approved collections? How does it help if not everyone can implement and use the NFT they want? Isn’t that something that inhibits community?
A. That’s a really good question, and it’s something that ultimately depends on The Sandbox’s approach… We don’t have a strong stance on it ourselves, but one possible reason for keeping it to approved collections is to ensure that assets meet specific compatibility and visual standards.
That said, I do believe this is definitely something that could be discussed further. If there’s a way to balance openness with quality control—perhaps through a structured approval process that allows more community-driven submissions? Ultimately, it’s more of a decision for The Sandbox to make, but we’d love to see a solution that encourages both creativity and community.
Q. How and according to what will the valuation of 2D - 3D converted NFTs be?
A. I’m not entirely sure we can answer that as it may depend on multiple factors. The core value of an NFT will be influenced by the value of its original 2D form, the added usability, uniqueness, and market demand for its 3D version in The Sandbox will be influential in shaping its final valuation.
Q.Can you send me the link to your experience?
A.Here you go!
https://www.sandbox.game/en/users/claynationsmobler/
Q. On what basis did you position yourself 8th in the top 10? A lot of players have been in and out of AS4 games just to take screenshots and stuff like that. But that doesn’t mean that the experience has been played.
A: We didn’t determine this ranking ourselves—these were official figures provided by The Sandbox team.
Our experience, Sonic Sands, had 106,841 players and a total of 27,170 hours played. The ranking was based on overall engagement metrics, and according to The Sandbox’s data, it secured the #8 spot in the top 10 experiences of Alpha Season 4.
Of course, in any experience, there will always be a mix of casual visitors and deeply engaged players, but the total playtime metric (27,170 hours played) suggests that players were actively spending time in the experience rather than just dropping in for a quick screenshot.
You can see more details in our announcement of the broadcast here:
Claymates Tweet