Another question I have for both submissions is, do you have a portfolio in which we can reference from?
If you could also provide us with a video to visualise how some of the key mechanics work thatād be great. Even if you are using Microsoft Paint or a piece of paper, or anything.
Alex and Joseph have done more for the Sandbox than 99.9% of human beings. All things being equal they get my vote any day.
That said when I look here my initial take is a team of one developer for $200k vs a professional team with experience with top crypto companies for $60k. I feel much more comfortable going with the latter.
I think the features that the Council team proposed are also cooler, but I have questions about how reasonable it is to deliver them. This access pass thing, since when can we just mint 10M access passes? Presumably they need to be a Sandbox NFT to gain access to LAND which would be prohibitively expensive. Additionally, there is only one dev, does he have Solidity experience to be able to secure such large quantities of money?
Very open to having my mind changed, but I will have to go with the more professional team otherwise.
Just saw Alexās edit, that the team is 3-4 developers. That makes me feel better, but yeah cost still seems high. If I could hear an explanation of the 10M pass mint that would help convince me.
You can find a draft of our portfolio here: WakeUp Labs Featured Projects. We know itās not perfect, but it gets the job done.
Recently, weāve been also creating high-quality landing pages. While weāll have more examples with clients soon, I believe this one is a good representation of our work: Empresa WinWin. (Our new website is also currently in development).
Before completing Milestone 1, it will be challenging to have a solid prototype up and running, as weāll need to allocate time to plan for it. The references weāll rely on will be similar to those outlined by The Sandbox DAO team, which I believe serve as a good north star. From there, we can iterate based on feedback from the rest of the DAO.
Hi @KamiSawZe,
Iāve read The Council Proposal on Google Docs and have a few questions to help me better understand it.
What specific challenges are anticipated in integrating with The Sandboxās existing API, particularly for real-time data sharing and user authentication?
What are the specific strategies for user acquisition beyond the initial 60,000 $SAND promotion? How will user engagement be sustained post-promotion?
With the expected increase in user numbers, what measures are in place to ensure the platform can handle increased traffic and transactions?
What are the criteria for moving from the MVP to subsequent phases of feature development? How will additional financing be secured?
Thanks in advance for your patience in answering these.
Something to consider, if weāre diving into the differences between both projects:
Our proposal, as it compares with the other, offers a stronger potential for earning for the DAO, and a stronger potential for earning from developers in the Sandbox ecosystem. This is a major driver of both the costs and the profitability, but in the end we consulted with the internal Website (Dashboard) team at The Sandbox to ensure that we have the best understanding of scope we possibly could.
Adapting the Sandbox API for real-time data sharing as part of the extended goals means working with team leads (as seen in our consultation) to have open pull requests that are otherwise not available to the public. We can leverage our excellent history with teams we often work with in both real-life events and/or work remotely with every day.
As mentioned in the budget allocation areas of the paper, we have a dedicated āas much as 50% of bottom-line Gross revenueā to marketing your games. Using my RAB Marketing experience in Digital and Radio advertising, we will create Copy for marketable events and promotion of experiences inside the Sandbox ecosystem, which will flow through our portal.
The Sandbox Game manages all server-side allocations for new user acquisition and games/experience services. Our website uses dynamic traffic management through Vercel, which has been a strong and proven service which we use for all other web functions.
As we fulfill the MVP requirement, our team will be focused on the promotion and marketability of the in-demand feature of Minting āAccess Passā assets. Quite different from Assets or Arts built in VoxEdit, these Access Pass assets can be minted in the hundreds of thousands of units, and will be used as a modern CD-Key for developers to be able to sell access to their LANDs. This feature has been missing as a monetization option for Game/Experience Developers in TSB, and with this solution will present a much higher demand for Development on the platform. This will also build a strong pipeline for new players to enter the space, as it will become more viable for studios to create higher quality products with more expensive development and marketing ā now that they have a more traditional way to make money in the Gaming space.
Software development costs differ significantly across countries, influenced by various factors such as labor markets. It might be beneficial if the SandboxDAO could provide a benchmarking guide for the range of development costs to serve as a reference.
Thank you for sharing these proposals. I like that we have two very different options to consider, though I was hoping for more proposals before we move to voting.
Iāve read both and clearly there are big differences in vision, experience, and budget. The Council brings experience, its work with TSB, and strong community roots, while WakeUp Labs brings technical skills and a better budget. That said, both proposals focus on delivering the MVP without additional features.
@Geraldine question please, on ROI: If additional features require more funding, does the ROI from the first round of financing need to be achieved before requesting a second round? How does that process work?
@TheVisionEx Thank you for the proposal, I have a few questions if you could please help with, thanks in advance!
How many developers will be working on this? The proposal mentions one developer at 1400 SAND/day for 90 days (plus 10 part-time days), but in a different spot, it mentions a team of 3ā4 people. If we assume the minimum (3 developers x 30 days x 1000 USD), that already comes to 180K USD.
I didnāt fully understand the Access Pass idea. You mentioned these arenāt assets made in VoxEdit but require Universal Catalysts. Are these passes essentially an JPEG/NFT to gate our experiences? how do they work?
The revenue estimates a 10 million SAND in sales per developer, which I think is very high, what benchmarks did you use to estimate it at that?
Will TSB branded merchandise be the only option, or will the community also be allowed to design and sell items? Also, the 1ā3% revenue to the DAO, since TSB owns the logos, would this revenue go to TSB rather than the DAO, or that is a different royalty deal?
I think the user and developer estimates are a bit high compared to data from BC2, Alpha4 and the ~1,300 live experiences currently on the map. What benchmarks did you use for these projections? and when do you expect these projections to be achievable?
Thank you very much again
ā
On a personal note, I like the vision of the Councilās proposal, but I think we need to combine all the features proposed into one big project with a clear timeline for the final product and a new single budget. Also, I would like to see data and revenue projections based on our current stats.
@TheVisionEx We need to understand the access pass concept better because it seems like your biggest selling point.
Here is how I understand it, please correct me if Iām wrong:
Utility: The pass is just NFT like any other but it specifically is used for accessing experiences on the Sandbox. It can also be used for creating bridged collections.
Technical Execution: You are going to write a smart contract that exists as a delegate of the Sandboxās contracts, meaning that it will inherit the right to mint Sandbox assets. This contract will also have specific access to something called the Universal Catalyst, which I assume is essentially an admin power that allows unlimited asset minting without burning catalysts. This will enable game makers to mass mint assets that can then be used as access passes without needing catalysts or even voxel models, using the current functionality that exists in Sandbox where game publishers can require players to own certain assets to access experiences. Not totally clear on the bridged collections aspect, but I assume it will function similarly to how BAYC avatars work today, where they might say you can only access this area or experience if you have a BAYC NFT.
I donāt mean to be alarmist, and will delete this section if I am misinterpreting the ramifications, but this seems like an obscene amount of power to give your team.
By doing this we would be essentially designating your team as the only entity with the power to mint Sandbox NFTs for free, and you would be taking 2.5% of gross marketplace volume as your fee. Given that itās free and that the Sandbox doesnāt currently offer free mints, chances are high people would go to your website to mint instead of Sandbox any time your features were good enough, leading to you dominating a large percentage of mints. This is a crazy amount of power to grant you, and the 2.5% fee could end up being a ridiculous amount of money.
Frankly, we objectively need some sort of unlimited much cheaper mint option in the Sandbox, because otherwise it will be way too expensive to make mass market use of them. As a game publisher I want to be able to give my players cheap NFTs and have them work their way up to the bigger ones, but the cheapest right now is $0.30 which comes out to $3000 dollars if I have 10k players. So I really like the concept of this, but to give the power to operate it to a third party seems very sketchy.
Please correct me if I am wrong about the above, and I will remove
1/2. To reach an iteration stage, itās necessary to have at least a POC.
That said, given the projectās current stage, thereās no doubt weāre not yet in the iteration phaseāwe still need to finalize the MVP.
For the MVP, there are still some elements that remain undefined and will be addressed with Milestone 1. Over the last three years, weāve completed over 45 projects, and it makes sense that certain decisions are made once the project is fully outlined to avoid unnecessary rework.
In this case, a few things that will need to be defined include:
The exact amounts in the business models.
The backend / smartcontract logic for those scenarios.
Certain screens.
That being said, this shouldnāt be a problemāthe proposal is clear enough to deliver excellent results, and this situation is perfectly natural.
Between $300ā$900 USD monthly, as this can be used to:
a. Cover server costs.
b. Have someone on standby to fix the platform in case something breaks.
As a user, beta tester, investor, and fan of The Sandbox for over 3 years, I have a strong personal and professional interest in this project. While Iāve always wanted to be more involved, I hadnāt found an opportunity as compelling as this oneāuntil now.
Additional thoughts from my end.
First a general comment about the way answers to RFPs are presented via the TLDR. this should be done via a tabular format with exact same wording for each critreria that has been asked in the RFP side by side. DAO admin team spent already significant amount time reading through those proposals therefore having this tabular format will help a lot the community. The remaining work of the community would be to ask clarification questions and list pros and cons for each. @Geraldine
I already commented about āThe councilā proposal (disclaimer: company is not linked to the TSB DAO ) therefore here are my few thoughts on the second proposals. I have not much to say on the technical aspect of the proposals that seems at a first glance very robust and professional. On the other side your proposal is full of disclaimer about the TSB and TSB DAO ecosystem which is a sign of limited understanding of that TSB ecosystem.
In that sense I share the view of @DrMetaverso that I see under my eyes 2 very complementary proposals and of course you are going to hate me for asking this but would you consider discussing both companies together and found a common ground for a collaboration at least for the MVP and the 1 year maintenance period?
The main reason for the ask is at the end of the day nobody will make any money after 1 year if the MVP is not Viable. Why not build on strengths of each others?
Diplo, I think youāve sort of hit the nail on the head. We absolutely would, as mentioned, be a portal for minting those assets to decrease costs to developers and to increase revenue options for developers.
What we did when we concepted this was solve three core problems.
How do we generate a revenue that can refund the cost of development? We know that 1,000 views on the website will generate $0.40 (roughly) from advertisement revenue. We know that there were 500,000+ players in Alpha Season 4. So we know the potential for revenue (in-market only) is just $200 via a platform like Google Adsense or other common advertising. Further, we know that having developers pay for featured ad spaces means that 1/100 developers may want that service. Only 10,000 or so developers exist in TSB today, leaving about 100 developers who may advertise/feature, and at $5/month for this feature, thatās just $500.
So youāve got $700 in revenue, with $50,000-90,000 in expense. We can remedy this with an in-demand item. (This sets us apart from the competition, because we understand the market and platform, weāre not just Web devs.)
Give developers an opportunity to profit. Currently, The Sandbox is not meeting ALL opportunities for developers to earn an income, and specifically lacks a way that developers can operate independently. Often devs are asking for funding through SAND, rather than developing high quality experiences, marketing those experiences, and selling licensing keys in the traditional game development sense. We look to solve this problem, expanding both marketable events in the ecosystem, as well as guaranteeing that a team earns what they can themselves sell, without special restrictions.
Bring revenue to the DAO, The Sandbox, and The Council. First and foremost, as with all potential agreements, we know that until the DAO is refunded, this project will not earn money to The Council. However, as in the Smart Contract, we will be earning money for the developers, the DAO (via refunds as per this contract), and The Sandbox. We want to ensure the better health and well being of all of these platforms, while taking a modest revenue to continue the maintenance and operations of this new website (and later social platform).
To your point, there may be a slight misunderstanding. Our minting contract will not allow users to mint voxel assets (persay) for use in your games. The contract will essentially be a modernized format of the TSB contract under the āArtā tag (as I recall, @KamiSawZe is the expert on this part and did the direct consultation with the team in research. This would not allow for catalyst free minting on assets, as the new asset would be uniquely tagged and said assets can act as a unique Access Pass, unrelated to other asset functions in the Game Maker or other portions of TSB.
Still, the idea of a concentration of power is something weāre just not interested in. Weāve been here for 5 and 6 years in the ecosystem, consistently working to give you as developers what you need to keep giving power back to you. In full disclosure, I love the idea only so that we can empower developers like Tuschay Studios, King of Crypto Games, Sandja, and other great independent development teams. We want to make sure they can fund projects on their schedule, and ensure that development continues of, by, and for the players.
Let me know if you have any more questions. Iāve got this conversation up 24/7!
Got it, thanks for clarification. Yeah regardless of whether you are interested in it or not, we would essentially be giving you a free mint power that nobody else has access to. If the Sandbox made it available through its website and access to the smart contract was public I would be fine with it. Otherwise this is way too much power to give away.
Here is our web developerās portfolio. I have several websites and social media accounts which could be considered portfolios, though Iām not sure they are particularly relevant to what weāre discussing here. Iāve been doing artwork all my life and I leave behind a trail of art spanning nearly 20 years of professional work. If youāre curious you can see some of that here (with links to other sites).
What I think is much more on topic is my work in The Sandbox over the past 6 years. Some of this I go over on the first page of our proposal. I donāt like to brag too much about what Iāve done in The Sandbox, as itās a team effort and hundreds of people have put in a lot of work to make it what it is today. But for the sake of this discussion, Iāll share some more of the specifics of what Iāve worked on. One of my proudest achievements is getting to see my fingerprints on basically anything that is made in The Sandbox. Iāve been involved for so long that my work is intertwined with nearly everything made on the platform.
VoxEdit: Iām the original tutorial creator for VoxEdit, and provided much of the original testing and feedback to make improvements to the software. I pushed for features like full MagicaVoxel compatibility and the workspace system. I proved that animated equipment could work in the game and made sure that the feature was officially supported. I assembled the default color palette, and either made or modified most of the character templates. I also encouraged the Light Tracer team to improve compatibility with our GLTF exports so our artists can have a easier rendering experience.
Game Maker: Iāve often been consulted in the past by various members of the Gamer Maker team on how we can improve the UI/UX and enhance tools. Things like custom assets as the player character and a free and open experience Gallery for all builders are specific things that I championed to make sure they stayed available. Currently Iām working on the new asset libraries that will be coming to 0.11 so creators have helpful palettes of items to work with. I also get to regularly see my contributions to the list of basic assets showing up in games as I made the red and blue cars/wrecks and concrete and brick buildings.
Dashboard: Feature like user profiles, the asset publishing/minting/selling workflows, moderation tools, and avatar builder were all aspects that I had a heavy influence on, helping plan and test with our Dashboard team.
Management: Early on in The Sandbox Creator fund I rose to the top and became a ācell leaderā (or supervisor) for my fellow artists - checking and approving their work. When I became full time staff I was put in charge of selecting artists to also become staff who would go on to make many of the assets you saw for Oracles, Heroes, and Scientists in the early alpha seasons, as well as work for our partner IPs. While I didnāt directly manage the artists for most of the time after establishing the staff workgroup āCell Xā, they are still my pride and joy when I see the amazing things theyāve gone on to create. What I did spend a lot more time managing were a couple hundred artists who joined the Creator Fund during its lifetime. Scouting for talent, developing skill tests and onboarding training, promoting talented leaders, and organizing minting sessions and asset drops.
Community: Early on in being The Sandboxās OG live-streamer I established a habit of free NFT giveaways which have established a long and loyal following of some of the best fans you could ask for. The community around my work are full of caring and generous people who have helped with charity fundraisers, assisting owners of compromised wallets rebuild, and sharing so everyone has a chance at winning. We have nearly 1000 members on our Discord, still active and participating in Sandbox events even after a very long and difficult bear market. Tangent to this are the contributions Iāve made to LAND Owner Rewards, including the Golden Chest you may recognize as where all the SAND rewards were found in the Alpha Season 4 hub.
Partnerships: Some of my earliest assignments when I joined The Sandbox staff was to make pitch videos for potential partners. Iād model their IP characters, build a little game demo, and produce a video that showed what Smurfs, Care Bears, Rabbids and more would look like in The Sandbox. This really cool position has put me in a working position with a lot of recognized names in the space like BAYC, Pranksy, Steve Aoki, Binance, Atari, XCOPY, CryptoKaiju, Deadmau5, Coin Market Cap, Avenged Sevenfold, DJ Blond:ish, RTFKT/Clone X (R.I.P.), and more.
Sales: I fully recognize that I had the benefit of being first in the door with The Sandbox. It is not lost on me that this gave me many advantages, but I try to do the best for everyone with my wins and not hoard it all to myself. The early giveaways helped establish some legendary items as hard to get as people could only win them once. One item I gave away for free began to regularly trade over 0.25 ETH with a couple sales even going up to 1 ETH. By strategically building a positive community, the Wizzy/Wizzyverse/Council of Wizzies brand has remained a strong Sandbox native IP with big plans for the future. Wizzy feature some of the best sales records in Sandbox history: highest ticket price sale (non-auction) at 15,000 SAND, multiple copies of an asset sold for over $20,000 each in SAND and ETH, several other hats and NPCs selling out in mere minutes of listing. The Wizzyverse collection dates back to the original LAND presales when the asset marketplace launched, and is still being built today as I make rewards for community players in Alpha Season 4.
Purchases: for all the sales Iāve made in The Sandbox, Iāve not hoarded all the money for myself, but have used it to build up artists around me. I suppose in a sense Iāve hoarded artwork - and I donāt intend to sell it - but I like to think Iāve been a force of good for the artist community, inside and out of The Sandbox. I currently have the largest private collection of Sandbox assets with over 1000 unique models. I have over 2000 NFTs between ETH, POLY, SOL, TEZ, and BASE with my collection spanning a wide range of 3D models, illustrations, photographs, digital/traditional paintings, animations, interactive media, generative PFPs, avatars, metaverse real estate, and music. I am a true believer in supporting creators with the power of web3. And I intend for this proposed website to do just that.
So not exactly a portfolio, but I hope it shows my dedication to the platform and my history of success here. I know the place inside and out, and I know how to win here.
Also for @DrMetaverso who asked a similar question.
Iām still getting used to this particular forum layout, so Joseph may have already answered this, but basically you wouldnāt necessarily be minting Sandbox assets. It is possible to link external contracts, the exact same way BAYC and other avatar projects are bridged to give you access through your avatars to premium areas/content with the āNFT sensorā feature.
Whether we use this bridging feature or we get delegated the power to help with āuniversal catalystā minting (the way Alpha Season 4 passes were minted in bulk) is yet to be seen. I work closely with the teams that do both of these things and Iām confident we can deliver on one or both of these methods. One of our highest goals is to give ALL creators easy access to pass minting in a way that is affordable and flexible to the creatorās needs. It is critical that LAND owners in The Sandbox have a clear path forward for monetizing their creations.
I think Josephās answers here were great. Just one small addition to the first question: as we interface with The Sandboxās dashboard and data teams to get analytics data, you may simply see these things also added to the existing analytics dashboard all LAND owners have for their published experiences. Putting those analytics on our site might be redundant, though itās also possible The Sandbox dashboard might give us data streams they donāt feel the need to publish on their own pages. That has yet to be seen.
However, what we can provide that The Sandbox wonāt be able to is analytics on our side of the platform. Showing you what social posts are driving traffic to your Play button is key for learning about your audience and how to engage them.
Thanks!
I think I understand it better now. So essentially, we are allowing devs/Studios to use universal catalysts.
I wonder if this could be an SIP on its own to push TSB to open it up for us. I mean it would be more efficient and maybe faster to do it that way!