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

I see that you have not understood the written sentence correctly. I quote the sentence again here. If you see building a brand as participating in Game Jams and maybe getting a degree and Land, I recommend you to change your perspective.

There are many videos on Youtube starting from basic level to advanced level. A person can learn Game Maker and Voxedit very easily with a little practice.

You can find a lot of information such as how to make a game and what to pay attention to on the Sandbox Official Youtube page.

You can also access a lot of high-level information with the Sandbox team’s weekly Live streams and ask questions on Discord. The creators are helping.

A lot of experiences are created every day.

But the idea of constantly offering new experiences to keep gamers playing is pointless. There are no players to play the current one. You say it is important to offer a new one.

and as in the AS5 example you gave. No matter how you configure the award. When it expires, people leave. Just because you had FOMO for 2 days does not mean that everyone experiences it. The gameplay numbers of the experiences already confirm this.

I understand you, but I am still at the cost-benefit point.

Let’s say you gave a training. the success rate in such trainings is accepted as 0.8%. So 8 people out of 1000 people. each one costs 8K dollars. These people are good at their job and can make a really good experience or model between 3-6 months depending on the work. For the game maker, this can take up to 1 year. Of course in this good scenario.

These people may find other jobs and give up completely. may not see a future. etc.

In the worst case scenario, the project may fail and nothing may happen.

From my point of view, it is an initiative that will not benefit TSB at the moment. I do not think it is right to spend resources on an Education Campus based on uncertainty when there are more pressing problems that need to be solved.

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: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

What a cool video. Also, THIS DUDE being super dope. What is he wearing?

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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.

@Tan_MSJ yes, we have! We were part of OCX-06 Batch in Q3 of 2024. Proud to share that we’ve launched our product and hit our grant milestones (5,000 learners onboarded to EDU chain) in under 5 months! :partying_face:

I’m in talks with the Open Campus leadership team to explore how we may help them drive success to the EDU chain and longer term efforts we can do together.

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I’m not quite sure exactly who he’s cosplaying as. But these are just some of the activations that make our YGG / Metaversity events so fun to be in!

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I understand you, but I am still at the cost-benefit point.

Let’s say you gave a training. the success rate in such trainings is accepted as 0.8%. So 8 people out of 1000 people. each one costs 8K dollars. These people are good at their job and can make a really good experience or model between 3-6 months depending on the work. For the game maker, this can take up to 1 year. Of course in this good scenario.

These people may find other jobs and give up completely. may not see a future. etc.

In the worst case scenario, the project may fail and nothing may happen.

I’d have to disagree with how you’re computing the cost-benefit of learning programs here.
It would be unfair and short sighted to compute it for every successfully trained individual.
One-off events and reward activations spike numbers, then fade. That is not what we’re doing here.
A structured learning funnel is stickier: people invest time, build relationships, and keep creating. That long-tail activity is hard to price per head, but it’s what sustains a creator ecosystem.

Because you worry about the time it takes to get someone, I would like to invite you to read more into what we were able to do with the limited time we had with the students from Sisters of Mary – who had just 1 hour of screen time per week . We have proven the ability to do more in under 6 months. Sharing an excerpt below:

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.

Yes there are free resources on youtube and other platforms on how to use VoxEdit and other creator tools. But to get impact, our learning model is proof that progress is possible, even in constrained setups, when the structure and support are strong.

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From my point of view, it is an initiative that will not benefit TSB at the moment. I do not think it is right to spend resources on an Education Campus based on uncertainty when there are more pressing problems that need to be solved.

I think it’s too narrow to frame this proposal as just building an educational campus. That view overlooks what we’re really trying to do. The campus is only the starting point. The bigger goal is to train skilled builders, produce real outputs, and use those as proof of concept to attract brand activations and paid opportunities.

Calling it an educational project alone misses the full scope: we’re building a talent pipeline, not just a place to learn. Imagine being able to scale the working iteration of this program across different regions. That is really what excites me.


I understand there are other pressing matters that deserve attention, and I truly hear the frustration behind that.

Do you think the DAO hold back from supporting initiatives like this until everything else is “fixed”? And if those issues take years to resolve, or never do, what kind of builders or communities will be left by then?

We’d prefer to be part of the group that tries and provides a fresh, practical approach on creating opportunities. And we are more than open to collaborating with creators and other subject matter experts from the TSB to enrich this program and the pipeline of talent.

If you have ideas or suggestions aligned with that goal, I’d genuinely love to hear them @Biversen !

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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.

100% what we’re after @Tan_MSJ . The PH is just our pilot country. After running it here, we’d love to bring the polished version to different regions through other passionate TSB communities across the globe.

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@biancaygg Also, I think it might be worth a try reaching out to TSB partner studios and add an “internship” element of this L&D learnings that these students will gain and give them a real life experience of having to build and submit a asset or something to a studio like Smobler Studios, ASHARA Studios etc. Reach out to them and see if they would be willing to give these learnees a 1 week hands on experience - that may be a great motivator and actually show them how their skills can be used in real life. All the best.

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just a comment here that the metaversity campus could also have a web accessible version soon as we plan to establish the SANDBOX web builder.
The Sandbox web builder could enable hosting and deployment of some Sandbox worlds on the web as well in addition to be a builder for the client.

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Ohhh that is a great idea! I have contacts to a handful of studios, but definitely strong partnerships we will work towards setting up. We may incorporate studio internships after learners finish the residency program. Great in between as we lock in brand activations. The more contributors and partners to make this a success, the better.

Voting for SIP 33 is ongoing. I hope to get your support! :folded_hands:t2: Thank you @Tan_MSJ!

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You can count on it @ozonemetaverse - anything that would make the experience better, we’ll go for it. Thank you for the advice!

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Full support on this :saluting_face: :saluting_face: :saluting_face:

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Hey y’all! I’ve been in a bunker of sorts for a while, but have been fished out by some of my students to show me SIP-33, and I must say, this feels really personal, having been the one who not only created the course and curriculum for the Metaverse Builder’s program, but also taught it for a couple months in partnership with The Sandbox, Metaversity, and YGG.

For those unfamiliar, I’m EL Bonuan from XOVOX Labs, a trusted partner studio of The Sandbox in the Philippines :philippines: . I know I said in a previous initiative proposed to The SandboxDAO that I have been, and always will be, a supporter of educational pushes to on-board and build with new creators, this has been a core advocacy since 2021 - being part of @SANDcultivator 's first few students at The Sandbox Bootcamp, and how The Sandbox has literally changed the trajectory of my life - granted it be executed properly, consistently, and nurtured until the teacher can pass the torch to their students.

That said, being in the space, I’ve seen the pitfalls and shortcomings ill-prepared execution and commitment can cause. On top of my head, having taught thousands of students both online and offline for institutions, brand partners, our studio, and The Sandbox events, only a fraction of them actually explored further beyond the Zoom call or classroom, of those that did, only a handful would eventually build experiences and create assets during Game Jams and Voxedit Contests, beyond that, only those who got employed or kept winning competitions would stay and build in the ecosystem as #Sandfam. Anecdotally, I’ve seen more success during live hands-on training where the students convert to builders vs online sessions. Which is to say, I’m more inclined to support anything that pushes for education in a live in-person setting.

That sentiment is especially true from XOVOX Labs’ collaboration with Metaversity before teaching almost 200 students weekly for over 4 months. It was- rocky, to say the least… but I did admire the goal of providing tools for the students at The Sisters of Mary to be able to work as Metaverse creators through The Sandbox. Having the setbacks I experienced during the term though, I’d like to provide some insights that could make this program much more successful, for both the students and The Sandbox.

  • Aim to have live hands-on training as a key part of the programs. (Online sessions tend to be low-commitment and problems in power, devices, connectivity, etc. make teaching and learning that much more difficult)

  • Study the curriculum design so that time is dynamic across lessons. Ideally catering for longer sessions for topics that tackles the Game Maker and Voxedit. (Some lessons don’t have to be an hour long, and some need at least 3 hours including hands-on training - it varies depending on the topic)

  • Have a living document that updates the curriculum based on the newest versions of The Sandbox software. (The curriculum I made for the previous program uses information dated May 2024, since then the Game Maker and Voxedit have gone through a couple of major version updates)

  • Have your partner institutions prepare the devices the students will use for the Game Maker and Voxedit before the sessions even start, not after it started. (This was a crucial roadblock that made facilitating the program nigh impossible last time)

  • Treat the program as a studio incubator, and not just a single-person ladder program. (This I found true after the fact, having taught groups of students for SoM. A studio incubator that gives the students agency to pursue game development, design, asset creation, and operations would make for a more well-rounded program vs an individualist approach that have, so far, been hit or miss)

  • Use the lessons as content across social media to spread word of the work. (This helps for posterity, and boosts The Sandbox beyond the class and sessions - giving a worldwide audience that could potentially build in the platform as well)

  • Use a capstone project for the program as both an assessment and an incentive for the students to build with others in their groups, like a practicum for doing studio work. (A lot of the students feel forced into the prior programs having it as a “requirement” for a class, but it was always my intent to have a contest at the end to encourage collaboration and incentivize further learning with prizes)

  • In addition to the previous point, it would be more encouraging to have partners be involved in the capstone. The promise of a job or project after the program would prove to be a good motivator especially for graduating students pre-employment. (This is also a good insert for your brand partners to be involved in The Sandbox ecosystem, potentially leading to officially entering and creating an experience within their LAND - and the students themselves could be their hired builders!)

That said, I am extremely proud of the works created by the students of The Sisters of Mary. In a perfect world, all of the students would have had the chance to learn more beyond the 1 hour classes, all their computers would have been sufficient to create the entire experience just by themselves, and we would have been able to on-board more builders into The Sandbox from their co-hort. I see this as an opportunity to build on the previous program, fix mistakes, and have a more holistic agenda. I know @biancaygg from her work and in events, and I trust that they would proceed with this program and push for education that uplifts and sustains, here in the Philippines, and beyond.

I’m hopeful that with the proper management of an educational push, The Sandbox would be reinvigorated with new creatives and builder studios that create not just for brand projects, but also their own IPs built within the Metaverse. We need it, because only getting more builders that are just waiting for jobs is the exact disease ailing this platform. With big studios and creators leaving or going on hiatus (sorry, guilty as charged) the past while, The Sandbox now, more than ever, needs fresh takes and ideas that go beyond what brand partners can give. Game Maker 0.11 allows for games that are not possible a year ago, and I’m excited to see what young blood can do with the tools we give them!

As always, cheers and good luck, sandfam! :clinking_beer_mugs:

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Hi everyone!

Hey, @MALAMAYA! :waving_hand: :smiley: I appreciate you sharing your experiences from learning and educating in The Sandbox. Lots of gems shared! I’m amazed at what you’ve been able to accomplish. :heart_hands: I also understand that it can be a struggle to get things to grow even when you cultivate the environment with so much heart. It requires a lot of patience.

I think my only disagreement with your input is that in person isn’t the only effective way, but other methods require some extra detailed planning and accountability measures to ensure things you’d normally oversee in person are being done remotely, like being prepared with the software installed and an account created before joining an online class, for example. Remember those VoxEdit Community Challenges I operated back during bootcamps? Lots of pre-planning to decide what the right limitations should be to target skill development without letting participants lean on their strengths too much to win the prizes. Sometimes people found a way to get around the rules, but most of the time people found it refreshing to do something that made them think differently and try new things. It was a blast designing those weird challenges, and it was filling a need for more guided holistic VE education when documentation wasn’t pretty minimal and not easy to find.

Below I’m going to add some thoughts that hopefully can help anyone readding this understand my vision of edu for TSB (I no longer work there, btw).

I heard many pitches for educational programs for TSB, and I strived to use the resources available to improve what TSB offered directly, but the preference for a long time was to prioritize guiding external initiatives. Even after shifting to prioritize core content improvements, TSB’s structure made it challenging at times to develop edu initiatives I determined were needed, but there are some “wins” I’m proud of, like:

  • delivering production knowledge from internal experts (Expert Workshops, documentation overhaul for content expansions and updates, etc)
  • the always open “First Time Tutorial Square” experiences that teach basics about TSB, from controls to earning and claiming NFTs/SAND
  • educational livestreams/videos/templates to boost skill growth during game jams
  • a self-paced video series to learn the fundamental functions of GM (and hands-on practice with common logic schemas)
  • the OG bootcamp El and many others took part in before I joined TSB team internally
  • the Advanced Builders Bootcamp launched in-person in multiple locations globally
  • other internal things I contributed like cross-team collaborations and workflows to deliver more accurate and up to date information to players and creators

A lot of these things were ideas/prototypes I catalyzed or were part of goals I had, but the resources, delivery, and timing were sometimes not what I’d prefer or I wasn’t as directly involved as I thought would make sense given my role. Still, a lot of value came from these things even if I couldn’t maximize value everywhere.

I like that this proposal includes self-paced learning. That’s why I designed and directed the “Begin Game Maker” series. It’s scalable, even in its format, which made it easy to localize. It introduced all the main systems and concepts of GM while creating “scaffolds” to gradually layer new information so as not to overwhelm (though sometimes it’s hard to avoid that). It put basic beginner needs first (learning controls in order of complexity while learning very basic tools/concepts). I had a similar series planned for VE (sadly unfinished, but some of the rough framework is in the VE docs). In that flow, I start with the Block Editor’s simpler UI and basic tool and camera controls, then expand into modes with the Modeler. Almost every edu pitch I heard for TSB put the Modeler first and Block Editor second or even last after the Animator because it was deemed less important for production, but it is fantastic for teaching core skills (and blocks are an easy way to make a game much more unique and have negligible “technical cost” in terms of game performance). :sob:

  • Put yourself in your audience’s shoes first (whether you’re designing for in-person, online, self-paced learning, game-based learning, or a combination). Carefully consider even the most basic needs. If you don’t, they’ll be focused on something else they’re stuck on while you’re teaching them a concept you think is the right starting point. Don’t infodump a whole system’s content knowledge if it’s better to touch on it and see how it relates to another system to make basic sense of a concept, for example. Scaffold.

Self-paced is the most scalable, but motivation is needed. This can be done through game design in cases of game-based self-paced learning, or it can be done through social connections that encourage practice and knowledge-sharing (livestreams, discussions, video comments, etc). A lot of what I did at Participate (before working at TSB) was driving participation in practice and knowledge sharing within that community for TSB. Livestreams are a great natural option, but it needs to be meaningful, valuable, and consistent (when the Begin GM series launched, we didn’t have resources prioritized to drive that as I determined was needed).

  • Livestreams are a great tool for all skill levels – if they’re well lableled for users – but they need planning, depth, and brevity for maximum participation and content structuring (playlists) for always available learning content that can deepen understanding that’s mainly been delivered in “gists” from marketing and other “scratch the surface” content.

One thing I proposed after noticing a pattern of largely the same people participating in contests was to offer a new type of contest/challenge to guide intermediate creators through the production process in a 5-6 week “game jam” where you share your work every week (for other participants to review/play/provide feedback), with livestreams to engage in each others’ projects in progress and model the creating/learning process to novice creators/players. Participants would be highly engaged, supporting each others’ growth, and choosing winners for the greatest growth, best UI, most immersive, best flow, etc after multiple sprints of active game/asset production. Again, priorities weren’t there to deliver this initiative. The usual contest formats were preferred, and one reason I think they didn’t like it is because sharing your game weekly means others could “steal” your ideas. My point was, well, that’s a learning opportunity. If someone is inspired by your idea and does it better, they deserve credit and you get a valuable learning moment from that. When creators hold all of their cards close to them all the time, the community misses opportunities to observe, ask questions, share knowledge in the most relevant moment, experiment communally with variations of ideas to thoroughly explore options, and acknowledge others methods, creativity, and skills more meaningfully. This different kind of learning contest is the kind of stuff my educator friends who had similar roles at Microsoft and Epic did with Minecraft and Fortnite back in the early days when we were all still teaching in classrooms. Teaching is not just about delivering and assessing, it’s strongly about building community to make the cognitive stuff “click.” This facilitates networking so organically.

  • Think outside the box. Question what you think you know about how contests/challenges/learning should work. Test new ideas and get a lot of feedback from participants to see what’s fun, what’s confusing, and what could make it more valuable. Most of all, think about how it can bring people together.

Capstone projects are great. However, almost every pitch and every suggestion internally was to finish with or frame it all around a game jam. While these do drive people to push themselves to finish by a deadline and motivate them with cool concepts, unless a game jam is really well structured the participants are not going to have many overlaps in what they’re learning during them (meaning your educational goals could be filled with gaps/holes in the end across your learner group). Add structure: give them a highly specific mechanic, art element, etc. to implement in their game somewhere and follow up to have all learners observe the variations and share feedback. Talk about what makes the submissions great in depth and what could make them better. Have a post analysis and discussion to brainstorm potential mashups of submitted games.

  • Go wild with idea sharing. Don’t just end on the submission and the rewards/credit. The time saved with scalable solutions like introducing basic concepts in self-paced learning formats opens up resources like time to invest in this meaningful stuff that deepens learning.

And I’ll finish with this… While it sounds fun to engage with IPs and brands, I think TSB has a lot of that. It’s challenging to get eyes on “indie” creations. This is why I think it’s important to focus on your own ideas and what makes them unique. Sure, you can do some market analysis on what games people play a lot of on Roblox or other platforms, but what really matters is if you can mold something special with the engine you’re using. Special doesn’t always mean complicated. Some of the simplest games have been community favorites driving heavy replay, community discussions, and new ideas. Have fun and be your awesome, creative selves.

Love and miss the community vibes of the earlier days, and hope things can be reinvigorated like El also hopes for. :blue_heart:

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Hey fren!!! @MALAMAYA :grinning_face_with_smiling_eyes: was wondering when you’d see this! Hehe thank you for sharing your thoughts about the proposal!

The team always spoke highly of you when we looked back on the Sisters of Mary project. I joined Metaversity toward the tail end of that collaboration, but I truly admired how you were able to deliver such great work with the team despite the constraints we were working with.

Since we last saw each other (I think during the YGG Play Summit in November?), we’ve made big strides in how we approach our educational programs. We’ve sharpened our learning funnel to get learners from “curious” to “skilled” in 8 to 10 weeks, and we’re backing that up with real paid gigs post-training.

We also took to heart the lessons from the SoM pilot. It made us realize that long-term impact happens when learners are opportunity-ready. So this time, we’re focusing on college students, fresh grads, and career shifters who are already exploring creative work.

I appreciate all your insights. Many of the things you brought up are already built into SIP-33’s design, and your note honestly affirms we’re heading in the right direction.

We will of course continue to work with thought leaders and experts in the space like yourself to make this program rich and always up to date. Would be awesome to have you back shaping the next wave of creators with us!

Thank you for the kind words and support fren :folded_hands:t2::yellow_heart:

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Wowww @SANDcultivator thank you for taking the time to comment on this proposal! With your background and all impact you’ve contributed with TSB, I appreciate you hopping on here. I really value the insights you shared :purple_heart:

I see so much alignment between your reflections and what we’re trying to build with SIP-33. Both you and EL bring thoughtful perspectives and I believe there’s real value in combining the depth of in-person learning with the scalability of remote tools. We’re working toward that hybrid approach.

Your points on curriculum flow, challenge design, and scaffolding were pretty much on point. Especially the idea of structured game jams with weekly check-ins. We don’t have game jams in the program but check ins will definitely be something we’ll incorporate as students go through the building phase.

And on the indie creations side, I appreciate your take. While our current model leans on well-known IPs to help draw interest and open doors, your reminder about nurturing originality and student voice is something we’re actively keeping in mind. I believe there is enough space to do both (eventually).

Would love to keep in touch with you as we pin this down. We’re about a week away from rounding up the votes. Thank you again for such an insight filled comment. I’ve already bookmarked this for future reference! :folded_hands:t2:

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Thanks for the follow up, @biancaygg. I’m not active in TSB’s community these days except for occasional posts in my wheelhouse (edu, encyclopedic platform knowledge, creative possibilities, community development, etc.) if I’m tagged. Glad to share what I’ve learned along the way.

My strongest advice to the TSB community is to prioritize edu SIPs that build community and heavily facilitate knowledge sharing, even if it shakes up how you think things should be.

Whatever strategy proposed, the opportunity to share what you learn will drive collective success (even if people don’t learn directly together). It massively motivates by showing that everyone (even the experts) have something to learn (even from beginners). Confidence boosting is often overlooked when seeking to increase engagement. Run every program/activity/contest you’re considering through this filter: How much knowledge sharing does this support in its current format?

My personal opinion is that the current contests create too many silos to fuel the kind of growth the platform needs, and I’ve already communicated and modeled with VE and GM how to break down the barriers I see.

  • Example:
    Self-paced Begin GM series includes forum posts per video for evergreen peer-to-peer support, livestreamers promoted it with Q&A, and documentation links to “next steps” content to further build confidence so learners will grow and participate in community events, contests, etc.

Advice to programs: Don’t reinvent the wheel, use existing resources.

TSB’s docs have evolved to organize materials by what you want to make, software guidelines, technical reference, etc. Embed TSB’s docs into your audience’s learning resources (that’s what I did when I wrote the Advanced Builders’ Bootcamp and the original TSB bootcamp). I made sure the docs were formatted well for embeds by topic and added “big picture” guides to lead learners down their chosen paths. Though I had bigger plans for docs, they’re in a solid place to support external programs today.

Regarding IP and brand integration in this SIP, a lot of TSB creators have been craving that kind of opportunity for a very long time. :clap: Even Roblox recently opened up a licensing platform to connect rights holders with creators. It’s a great bridge to build where a chasm has been communicated by the community (by those who didn’t know someone to get their foot in the door at a studio or start their own and work with brands/IPs). This SIP could model a way for greater accessibility to more visible content while building great connections, and I would hope that it would have a ripple affect into how TSB operates with its partners for something like what Roblox is offering now (if that hasn’t already been communicated by leadership – I’m out of the loop now).

The Content Team I worked on did an amazing job improving visibility for indie content while our devs built automated tools for that, but I think a key aspect TSB still needs improvement on is more balanced marketing and season participation of partners and indie creators (things were moving in the right direction when I left).

I joined the TSB community in 2020 and saw so many people join with dreams of creating their own brand/IP and tell their own unique stories. I personally think things have moved away from the wildly creative freedom of the earlier days. I’d love to see someone solve the puzzle of how to let that spirit flourish in an environment where uniqueness is valued over brand/IP recognition, but a lot of platforms are having trouble with that balance to keep creators engaged. Not everyone wants to build someone else’s dream, after all. What you’re offering here is a great step to build relationships so that creators can develop the skills and connections to have more choices, and I deeply respect that. :blue_heart:

I wish you the best of luck in getting the support you need and hope the community will continue supporting education so everyone can be successful!

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I voted yes.

YGG clearly laid out their effort differentiates from SIP-12 and how the outcomes are unique enough to justify two education programs in the same country.

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Clear structure and scalable, worth supporting given its potential impact.

Voted yes.

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SIP 33 has passed! :philippines: :graduation_cap:


Congrats to Metaversity, YGG, and @biancaygg!

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