SIP-33: Sandbox Metaversity Campus: Create Your Learning Playground

Previous Thread of the Idea

TL;DR

What We are seeking to build an educational opportunity to develop the skills of builders in the Sandbox and create opportunities for people to develop their skills.
Why This will create a new population of builders who will be able to participate in the Sandbox community and the DAO, and will be required to actively participate in the Sandbox for the duration of the program.
How $64,750 USD budget required to run the program for approximately 1000 students across multiple 8 week cohorts. Introductory video materials will also be available to all.
When Phase 1 - Planning & Metaversity Campus Set-up / Phase 2 - Video Materials / Phase 3 - 8 Week courses
Who Metaversity - led by @biancaygg , Jenna & Miggy https://x.com/bumb1ebee_

SIP Details

Problem Description

There are insufficient opportunities for aspirational creators, builders and even just players to hone their skills and learn the building blocks of Web3 that will help them be more employable and successful in the future.

We are laying the groundwork for a self-sustaining education-to-opportunity pathway: Create Learning Programs → Talent Development → Earning opportunities.

YGG is supporting this initiative by providing access to 180+ of its LAND assets in The Sandbox, which will serve as the home of the Metaversity Campus. It will be used to showcase student projects and become the home for unlocking future earning opportunities for graduates.

We will leverage our extensive network to target senior high to college students nationwide (across the Philippines), with an opportunity to bring these same programs to our regional partners (LATAM, US, APAC).

Solution Proposed

Metaversity Campus

Using YGG-owned LAND, we will create and build a Metaversity Campus in the Sandbox to help develop builder skills and digital skills in an alternative learning institution that bridges skills and real-world earning opportunities.

The Metaversity Campus will continue as an active learning hub, serving as a proof of concept to pitch to consumer brands who want to create digital experiences in Sandbox, whether as marketing activations or immersive experiences for their users. Program graduates will be “hired” to bring these brand experiences to life, turning learning into real work.

The Marshal Residency Program

The Marshal Residency Program is designed to support and upskill 1,000 students over 12 months through Sandbox-based learning experiences delivered IRL across schools, communities, and online through The Sandbox and Metaversity’s digital platform.

The program will kick off with Crash Courses: modular, beginner-friendly lessons built for self-paced learning. Think of it like minor classes you need to accomplish before you “specialize”. The lessons will primarily be in English, making them accessible to learners globally. These certification courses will be available completely for free on Metaversity’s platform and assigned LAND to build on.

This SIP will target mainly students, but also career shifters, and young professionals across the Philippines. Along with schools and universities partnering with us to drive learning and opportunity.

The learning progression will be a mix of modular learning experiences. Sandbox modules will be integrated into existing Metaversity products.

  • Together We Learn (TWL) Online Shows: The first touch point for learners. This is where they will be introduced to Sandbox as a platform, and real-life creator journeys to spark curiosity and build awareness.
  • Crash Courses: Self-paced, foundational lessons that teach practical skills such as UX design, 3D modeling and game logic - skills that are relevant to building on The Sandbox. All lessons are designed for accessibility and onboarding at scale.
  • Marshal Residency Program: A 12-month rolling residency program that blends asynchronous learning, live workshops, and in-person activations at partner schools. Coming from finishing the Crash Courses, learners may apply to this 8-week rolling program.

Pathway to opportunity: Learners progress through the funnel: TWL Shows → Crash Courses → Marshal Program → real gigs, internships, and DAO/community roles within YGG and Sandbox ecosystems.

We are confident that we will have been able to push at least 1000 students through this program within 12 months starting from the grant approval date, with onboarding and activations for schools happening on a rolling basis.


These are issued on our platform. We can easily launch The Sandbox themed certificates for the set of Crash Courses we will create for this program.


SBT’s on Ethereum that are issued to learners who accomplish learning milestones. This feature is enabled by YGG’s Platform. | We will be able to use the same platform to issue SBT’s for this program.

Rewards and Recognitions. Upon accomplishing all lessons under Crash Courses, learners receive a digital certificate on EDU Chain and Soul-Bound tokens (SBT’s) on Ethereum to represent their commitment and learning progress.

Call for The Sandbox Guest Lecturers and Strong Community Participation. In our existing programs, we feature a mix of in-house mentors and guest lecturers from industry and community partners. For the Sandbox x Marshal Residency, we’d like to continue this model and welcome guest lecturers from the Sandbox community to contribute their expertise and insights.

We have a reach of over 4 million people across social media platforms, community partners and school partners. As of writing, Metaversity has 24 school partners nationwide, and is continuously growing with our ongoing IRL events and sponsorship efforts.

We also get regular media coverage and PR mileage through the event involvements and other meaningful efforts that we do. We would be happy to kick off this program with a press release to highlight our big goals together.

We recently concluded an 8-week Marshal Program, which will serve as the model for the upcoming Sandbox x Marshal Residency. Starting with 10,600 sign-ups from our Crash Courses, about 11% applied to join the deeper learning experience. Of those, 506 attended at least one session, and we ended the season with 370 graduates: a strong 73% completion rate. This demonstrates both strong learner intent and our ability to guide them through a structured skills pathway.
We will provide a monthly roundup of updates for the community to share our progress.

Benefit to The Sandbox Ecosystem

  • 1,000 New Users. Students onboarded into The Sandbox ecosystem with real accounts and activity.
  • Increased User Activity in The Sandbox. YGG-owned LAND becomes a live, educational space that will drive steady traffic.
  • Increased The Sandbox DAO Community Participation. Welcoming DAO members to share expertise as Guest Lecturers of the program.
  • Scalable Learning IP. Modular content designed for reuse, localization, and partner distribution globally.
  • Proof of Concept for a Sustainable Learning to Opportunity Ecosystem. This program establishes a replicable model that connects learning directly to career opportunities within The Sandbox.
  • Student-Built Showcase. The Program ends with a demo day featuring learner-built Sandbox experiences.
  • 50+ School & Org Partnerships. Direct access to students and educators across key Philippine regions.
  • Soulbound Skill Certificates. On-chain credentials showcasing Sandbox-backed learning achievements.

Risk analysis

Risk Impact Mitigation Strategy
Resource Limitations Coordinating multiple school partners and scaling to 1,000 students requires significant operational effort. - Leverage the YGG team and activate community leaders (like previous Marshal students) as support roles - Work closely with student leaders in universities to act as our ambassadors - Automate parts of the onboarding when possible
Expertise Limitations Instructors and facilitators may lack deep expertise in Sandbox tools (e.g., VOXEdit, Game Maker) or in digital content creation best practices. - Collaborate with practitioners and builders to ensure that lessons are up to date and accurate, yet fits the learning formats of Metaversity. -Leverage DAO community network & expertise
Internet Access & Hardware Gaps Some learners may face challenges due to limited digital infrastructure. We will provide a myriad of learning formats to learners: - The on-demand crash courses will be accessible on mobile and PC - Synchronous online classes will be recorded in case of connectivity issues. Learners must attend at least 5 of 8 classes and complete output required in order to advance / pass the program. - Partner with schools and local institutions for on-site facilities. Should we need to decide between attendance or level of participation, it should be more important for us to know that learners are able to deliver output at par, rather than have learners complete attendance but with minimal active participation.
Community Engagement Risk of low student engagement in rolling residency and self-paced modules. In true YGG fashion, we will incentivize participation with rewards and community showcases. We will also highlight real opportunities in YGG and brand collaborations so learners have the end goal in mind. E-certificates will be provided for learners to showcase their upskilling efforts. Soul-bound NFT’s on Ethereum/Polygon will be given to prove completion of programs and participation across different activities.

Budget requested

Overall cost: $64,750 USD

Breakdown of the Cost

1. Together We Learn Shows $1,750
Program & Resource Speakers $1,090
Marketing & Rewards $660
2. Sandbox Crash Courses $10,650
Production $8,650
Rewards $2,000
3. Rolling Residency Program $52,350
IRL Activations & School Partners $22,450
Support Programs & Lecturers $15,350
Marketing & Rewards $14,550

Implementation Plan

Milestones How do we measure success? Expected completion date Unlock Payment
#1 Full Program Framework and Metaversity Campus Dedication of LAND to Metaversity Campus and initial building Month 1 $10,000.00
#2 Sandbox Programs Launched A series of 3-5 high quality produced, on-demand, introductory lessons around Sandbox and skills needed Month 4 $15,250.00
#3 Onboarding 500 students At this point, we should have 500 students done with the Crash Courses / about to start their 2 week residency Month 8 $15,250.00
#4 Onboarding 1,000 students At this point, we should have an additional 500 students done with the Crash Courses / about to start their 2 week residency Month 10 $24,250.00

Team/Author Background

Bianca Cruz

  • Co-Lead at Metaversity
  • 8+ years in tech startups & community builder at heart
  • Cofounder of 10xme Academy, incubated by Eden Holdings / acquired by YGG Pilipinas
  • Founding Lead Volunteer at Web3PH, advocating education & adoption of web3 in the PH

Jenna Ilao

  • Co-Lead at Metaversity
  • 7+ years in gaming & strives to empower youth through games
  • Senior Campaigns Manager at Mineski Global, pioneer in esports & tech in esports & tech in SEA.
  • Developed the Youth Esports Program & National Interschool Cyber League

Miggy Azurin

  • Programs Lead & Lead Lecturer at Metaversity
  • 8+ years in marketing & works towards being a full time educator
  • Former Lecturer at Ateneo de Manila School of Management, top university in the PH & Certified Digital Marketer

Voting Options

  • Yes
  • No
  • Abstain

APPENDIX

Alternatives Considered

This program is designed to be modular and easily replicable, making it scalable beyond the Philippines. With the right partners, we can easily bring this initiative to other English-speaking markets and expand The Sandbox’s educational footprint globally.

Due to it’s modular nature, we may consider executing this program on a smaller scale basis (if need be). We would be more than welcome to showcasing success to gain the community’s confidence to further scale this.

  1. We considered creating a purely Sandbox-focused curriculum without integrating it into other Metaversity initiatives, but that would miss out on the power of our learning funnel and opportunity pathway. We would rather focus on a replicable program that we can easily bring to other regions.

  2. We explored short-term bootcamps or hackathon as standalone events, but developer centric bootcamps are not our expertise at the moment. We found these wouldn’t build the sustainable learning-to-earning pathways that Metaversity specializes in. We’re committed to focusing on the communities we already support best: university students and career shifters. Our priority is to solve how to meet and scale our impact numbers for these groups, rather than building entirely new programs for segments outside our expertise.

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Hey everyone, I’m Bianca the author of SIP-33 and I will be leading this effort through Metaversity by Yield Guild Games PH (YGG).

The team is very passionate about creating economic opportunities in emerging tech space, specifically gaming. So you can say that this proposal is very close to our hearts!

Appreciate the community for the support thus far when I first floated this idea. Special mention to @theKuntaMC @Paul who has been very generous with feedback and guidance as we crafted this.

I’d be happy to answer the community’s questions about this. Also very much open to feedback. Let’s make this happen!

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Pulse check!

How are our @Delegates feeling about SIP-33?

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I don’t think such courses, events, etc. are of any use for TSB anymore.

The return is questionable. I don’t even think there will be a return for TSB.

so I won’t have any questions or opinions on the subject. There are enough resources on the internet for someone to learn something.

From my point of view these projects are now just a waste of resources for the DAO.

If it comes to a vote, I will vote NO.

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This SIP goes to vote in 13 days.

Once SIPs have numbers (after curation), they’re destined for Snapshot.

3 Likes

destiny intensifies

Also for those who didn’t see the conversations about SIP-33, linked below is the long discussions we had about this and how I came to support this SIP

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Thanks for submitting this SIP! It’s excellent for educational purposes. I have a few questions and would appreciate your help with them.

Would hosting educational content solely on YouTube or Udemy allow Metaversity to reach a broader audience more quickly than building a virtual campus in The Sandbox?

Platforms like Udemy allow for course monetization, while YouTube offers ad revenue and sponsorships. Could these revenue streams offset the program’s costs more effectively than relying on grants and brand partnerships in The Sandbox?

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Question to @biancaygg, Jenna & Miggy: Can these sessions be recorded and later on uploaded atleast on YouTube/X so the broader SandFam, TSB and TSB DAO Ecosystem benefit from them?

Assuming you are teaching students how to use Game Maker to build experiences and VoxEdit to build assets in VoxEdit. I truly believe your impact can be much larger and broader.

Assuming these will be delivered in FIlipino and NOT English, and now that YouTube has auto dubbing feature on Videos - this could be beneficial to broader SandFam, TSB and TSB DAO Ecosystem.

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While ongoing education efforts like this are valuable, I’m not sure this is the top priority right now. There are more urgent issues that need to be addressed before launching such programs. If The Sandbox itself becomes genuinely fun and engaging, people will naturally be drawn to it without needing formal education. I believe we should focus more on building compelling use cases and experiences first—then education will follow more organically.

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Thank you for sharing your perspective @Biversen! Totally get the concern, especially with so much content already online.

I do want to emphasize that what we’re proposing goes beyond just creating courses and running events. The courses only forms part of what we’re excited to build. We’re creating an ecosystem that connects learning directly to earning through gigs, community roles, and projects built on Sandbox. We want to demonstrate how Sandbox can be part of real career paths for people in emerging markets.

We see a strong monetization path in inviting brands to activate Sandbox LANDs (that we own). I think that’s a win for builders, our community, and TSB, don’t you think?

Would love to hear your take. What kind of initiatives do you see as most valuable for TSB right now?

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Thank you for the support @Lanzer ! Our earlier conversation was a pleasant one and it did get me to think about how to better share our mission for this proposal.

We truly believe that the best measure of a good education would be the clear path it presents to opportunities. So if we’re able to shorten but intensify (haha) the learning curve and get straight into practice and real work, the better!

For everyone keen, I have shared in my past convo with Lanzer how we’ve proven shades of success in terms of getting someone from learner to opportunity ready here: Learning by Building: Creating The Learning Playground with With 1,000 Students - #37 by biancaygg

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Let me clarify my point of view.

If I were a brand, the Sandbox would be purely an advertising medium for me and I wouldn’t expect any profit from it - which is why most of the IPs on TSB are investing in the Metaverse.

Think of it this way, as a brand, you don’t think that you can recover the cost of the land you have bought and the experiments you have done by selling NFTs. Your goal is to advertise. I don’t think that any brand has already recovered the investment it has already made. (In the advertising sense, it definitely has.)

Also as a brand I would prefer Professional studios or creators because you have to have a written agreement. TSB makes money from brands in every way.

As for independent creators. They need to build their own brands and communities to make money and build a career. They have to spend money first. But there is a problem here. Because they will not earn more than they spend. Isn’t that the biggest problem for Creators here right now?

So building an education campus, giving education to people and telling them that they have career opportunities in this field seems to me a bit like selling dreams in the current situation.

The other thing is how many people from these programs have been able to make it so far. So did the TSB or the community get a return on investment?

I don’t find it logical in terms of efficiency - cost.

I agree here.

Many small creators feel that they are wasting their time. Some of the big ones are leaving the system. The small ones will leave after a certain time. The reason for this is that except for TSB’s award-winning events, players do not enter the system and play for fun.

I can see this from my own experience. If I start a reward event today, the experience starts to be played. as soon as the event is over, nobody enters the experience.

So the main problem is that people see TSB as a system where they can make money rather than a place to have fun.

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Hey @hishmad we are open to the idea of putting the courses on platforms like YouTube or Udemy! :smiley:

I’d like to clarify that the core of this proposal isn’t about monetizing the courses themselves. Our revenue model is built around what happens after the learning: pitching our trained learners to build branded experiences on The Sandbox. The courses play a part in creating pathways where education leads directly to work. It’s those activations bring value back into the Sandbox ecosystem.

Happy to discuss this further with you Hishmad. I think most of the community’s thoughts arerelated to your question.

We have ran a pilot program of this with The Sandbox (brand, not DAO) last year. I shared about it in my earlier post on the forum:

IMPACT
In 2024, we did a Sandbox centric program with our chosen school partner, Sisters of Mary. Over five months, 200 students attended classes once a week to learn how to build on Sandbox. The end goal was to create a digital version of Bonifacio Global City (BGC), a dynamic financial district in Metro Manila, that blends modern architecture, business hubs, and vibrant lifestyle spots.

:world_map: You may take a look at the video walkthrough of the city here: BGC Metavercity by SMS

:movie_camera: Students of Sisters of Mary on a fieldtrip around BGC with YGG team and the Rufino family, who masterplanned the modern city: SMS Fieldtrip

Also attaching snippets below:

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Question to @biancaygg, Jenna & Miggy: Can these sessions be recorded and later on uploaded atleast on YouTube/X so the broader SandFam, TSB and TSB DAO Ecosystem benefit from them?

@Tan_MSJ absolutely, we plan to make all learning materials easily accessible to all - across different platforms and in different mediums (article format, podcast style, etc).

We’d love to make the first set of TSB courses a proof of concept and continue to make / keep updating existing. Especially lessons around VoxEdit as I do know the platform goes through updates every now and then.

Lessons also doesn’t have to be confined to TSB specific. We can explore topics around game logic, UX/UI design and other transferrable skills for creators and builders! The possibilities are endless!

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In that case my vote will be a resounding Yes!
IMO, we need more guided courses to teach people Game Maker specially from Beginner to Basic Level

And then Basic to Expert level they can learn themselves using YouTube tutorials - It’s the initial first steps that are the HARDEST.

Same goes for VoxEdit.
I know because I myself have started and given up many times after finding one or the other thing too difficult and self taught just just work for me and I know alot of people in the same boat as me.

Also, topics like Game logic, UX/UI design and others are a good idea too.

I will support this SIP.
My only hope is that in time these videos/guided classes become accessable to all with real step by step and follow-by-follow so the entire SandFam and TSB Ecosystem can benefit from it.

All the best :slight_smile:
Tan

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Thanks so much for sharing your perspective @shont ! It’s a valid point, and one we also asked ourselves as we designed this proposal.

We agree that The Sandbox needs compelling use cases and experiences to thrive. That’s why this initiative isn’t just about education for its own sake. We’re treating education as a top-of-funnel strategy: helping learners discover The Sandbox, then guiding the most engaged ones into becoming builders, community contributors, or even brand collaborators on LAND.

We’ve seen in both Web3 and gaming ecosystems that participation naturally fluctuates, even in the best platforms. What helps stabilize and deepen engagement is intentional onboarding. That’s what we’re trying to solve here: making sure the right people not only show up, but stick around and create value for the ecosystem.

I would invite you to take a look at my reply before this showing screenshots of the Metaver-city made by our pilot group of students last year. This is a case study for how we can invite brands to collaborate with us to build digital experiences on LANDs that we own.

Imagine amplifying this experience across different brands. It’ll drive new users to explore their favorite brands on the metaverse and encourage builders to keep building!

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BIversen I respectfully, disagree - You can literally take part in a Game Jam WITHOUT having to own ANY Land in the Sandbox.

On Top of it you can:

  • Win Land to publish your experience
  • Wins SAND as a Reward.

So, to say Independent creators CANNOT do it without having to spend money - is false. I am sorry but that is ABSOLUTELY NOT TRUE!

Last "Quick Loop Game Jam had the following Prizes:
Top Prizes:

:1st_place_medal: 1st Place: 10,000 SAND + 1x1 LAND + Gold CATALYST Pack
:2nd_place_medal: 2nd Place: 8,000 SAND + 1x1 LAND + Silver CATALYST Pack
:3rd_place_medal: 3rd Place: 5,000 SAND + 1x1 LAND + Silver CATALYST Pack
:military_medal: 4th Place: 4,000 SAND + 1x1 LAND + Silver CATALYST Pack
:military_medal: 5th Place: 3,000 SAND + 1x1 LAND + Silver CATALYST Pack
:military_medal: 6th–10th Place: 2,000 SAND + 1x1 LAND + Bronze CATALYST Pack
:glowing_star: Honorable Mentions (up to 10): 1,000 SAND

10,000 SAND = $2,646 (Now I don’t know where you are from but atleast in Asia where I am from and where Philippines is based out of that is a decent amount of reward).

For a person/or a group to be able to learn and participate into such events - will grow the supply side (the builders) and therefore also bring more micro brand advertises as you have correctly pointed out.

I agree, player retention to experiences is a thing, we have to solve, but the skills to build the games in the first place is a first degree problem and player retention is second degree problem.

Teaching people how to build games/experiences and assets in Game Maker and VoxEdit in guided setting taking them from absolute beginner to at the very least a basic level where they can play around and learn from Self taught YouTube videos is a big success factor in making more player skilled enough to build the experiences in the first place.

Also, for retention, my personal views are as game developers aswell, even with reward pools - we shouldn’t open all the areas all at once and tasks/EP gathering or points for the same should also be time based.

That was the underlying factor of Alpha Season 5, wasn’t it? You have weekly task - jurrasic world related, you have daily social task, and then you have an experience of the day.

The moment you open all access all at once with no expiration date it incentivises people to cram in in one sitting near the end.

Rather if you opened a new area of the experience every day + EP for old ortion of the experience finishes the moment the following days experience opens up you create a Reward pool that works for create as well as users - you incentivise regular users who come back.

I personally, remember having FOMO the day and 2 after Alpha Season 5 ended I was like okay, now what do I do?
If we want players to play more experiences, we also need to present them with new experiences on a regular basis - or at the very least a new section/portion of an existing experience to keep it engaging and exciting.

Lucidity UK, Team have been doing some amazing work with their experiences, and they have used their winnings from Game Jam to do exactly this. THe Founders are pretty communicative, very responsive, amazing team and they literally answer your questions if you ask them something.

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@biancaygg have you also explored Open-Campus (another Animoca Brands Company also) they support Ed-Tech initiatives that support web3 Education. I have a feeling that you might fit their grant criteria as well. Incase that helps too.

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@Biversen I hear you. I can sense that you’ve very passionate about this, and that these bigger platform concerns have been a point of discussion before. It’s fair to question what’s working and what’s not.

But instead of waiting for perfect conditions, this proposal is our way of trying to move things forward in a practical way. We’re not claiming this is the silver bullet, but it’s one step toward creating more skilled builders and meaningful activity within the current system.

If there are gaps, we’d rather be part of bridging them. That’s why we’re not just offering courses. We’re building a funnel from learning to real-world gigs and activations.

Is it ambitious? Definitely.

But we believe it’s worth trying, and improving along the way.

You may still feel differently, and that’s totally fair! But I hope this gives you more context for where we’re coming from. We’d love to have you keep an eye on how this unfolds, and keep the conversation going. We’d deeply appreciate that.

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And correct me if I am wrong but this directly puts the TSB Phillipines in a better position to approach big corporates when and if you have a bunch of skilled folks to bring experiences from just an idea to reality - faster and a much richer and detailed experience.

In simple words, once you teach people the skills, this then also helps you hire, or support them directly in building partner experience in Philippines and other regional parts in ASEAN. It increases the talent pool of skilled builders for TSB to choose from.

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