Acceleration in late February 2018?

Despite a strongly positive reputation on eBay specifically, I do struggle with some notoriety for being ‘unreliable’ in the timing of new releases. 

This has been the case for years, even before I had any websites allowing a wider audience to notice my work.  Why do I keep falling behind on my scheduled releases? Why do I so frequently disappoint everyone on the web with how slow my work goes?

It is largely due to the amount of my time dedicated to earning money to make content… and the generally abysmal rate at which that money is earned. We’re talking $5.50 per hour in the best cases, and often no more than $2 or $3/hour.

When the total list of videos and video games I want to release [in the near future] looks like it’ll cost at least $10,000 more to complete everything I want to complete – between hardware, equipment, art supplies, miniature elements, and other costs – well, that’s a problem. That’s about 3000 hours of work just to finance everything and probably another 3600-4500 to actually make the content once it’s paid for even if no setbacks or major problems occur.  So let’s say I average 11 hours a day on this, it’s still about 600 more days to get all these things done. And as usual, nothing ever goes as smoothly as I’d want it to.

Now, I’ve had a tendency to drift focus a lot in a rotation, from project to project, making incremental progress on things in a sort of loop, but quite frankly I’m getting tired of the perception that nothing’s happening and I want to upend that.

In the last two weeks, I have made – saved up – a decent amount of money and also upgraded a few critical toolsets. That’s great. But now I’m looking at the mind-numbingly tedious sub-minimum-wage gigs I have been doing all the freaking time to cover the bills and the eBay auctions of artworks for customers that I make no more than $2/hour on or so, at best, and thinking “Why can’t I try to pare this back? Do I really think this is the best use of my time? Is this what most of my audience actually wants to see me doing?”

And the answer’s definitively a NO.

The audience here wants:

-Games, Videos, Comics, Artworks, and assorted creative stuff available to everyone, either dirt cheap or ideally completely free, and they want that stuff soon, they don’t want to wait forever for the content to materialize.

Now, there’s actually a way to make that happen.  It’s a simple well-worn concept that underlies a ton of things from broadcast TV networks, to Google, Facebook, Twitter, to the various blogs you see across the web.

Advertising.

The problem with ads on a website is that for them to be viable, you need a LARGE and LOYAL audience  – a lot of people visiting regularly.

I’m only currently at 1% of the level needed for the ad revenue to be substantial enough to replace my need to sell products or work on freelance gigs [transcription & such].

At the threshold of 100x as many visitors as I’m getting now, advertising covers everything on my network.

At or above that threshold, none of the products [videos, games] I release need to be anything other than freeware.

All the games – free, 100%, and production would double in speed across the board… on everything I’m doing.

I WON’T BLUDGEON YOU WITH REQUESTS TO VISIT MORE OFTEN OR RECRUIT A BUNCH OF FRIENDS SIMPLY FOR THIS REASON.

I want to instead entice you to do that with some cool stuff that’ll make you WANT to come back often and which will make this network EASY to recommend to friends.

So here’s my idea. The last two weeks I earned a fair amount of cash.

The next 3 weeks, I’ll work on wrapping up some exciting things, actually finishing or at least getting to a point of viability, on a few new items you’re all getting tired of waiting for.

Then the final week of February, if all goes well:

-a large but finely tuned ad campaign will draw a few thousand new visitors to my web network.

-systematic restructure of my web network, new content appearing in various places.

-New video material, all the House Trek stuff and a couple of other things too, posted on HornbostelVideos.com, with a higher-quality disc version [with animated menus and special feature stuff] available on this website’s shop for $2.99 download or $11.99 DVD / 14.99 BluRay.

-Some added comics stuff and completion of the several articles sub-sections that are still vacant.

-A new batch of pyrotechnics elements, both real video content and some clips done with advanced gas/fluid simulation, in the stock media section.

Fireball Simulation

The material’s all shot or simulated at 120fps, and slowed down to 24fps and 30fps variants. The free video files will be reduced-resolution 960×540, the paid versions 1920×1080. [full HD!] and the paid versions will show up on HornbostelProductions.com for $5.99 as downloadable content on HornbostelProductions.com, $14.99 on DVD on HornbostelProductions.com, or $16.99 shipped on a data DVD through eBay. (I was considering a $14.99 price on eBay too, but given the typical fees I have to pay there, which come close to 20%, $16.99 is basically As low as I can justify.)

I’ve ordered two new additional high-speed cameras, and will be setting up some black backing, reflective mirrors [really it’s a nice clean thick cardstock type material with a very reflective mirror-like coating on one side sort of like aluminum foil without wrinkles.] set at 45-degree angles, telephoto lenses, fireproofing supplies, etc, for the recording of the real-world pyrotechnic elements. All the equipment required is en route, and I’ll try my best to make the recorded material look amazing. The idea with the mirrors is to minimize risk to the camera. These are old-school Hollywood methods basically, you can set the mirror above or below the effect and align the camera to focus on the mirror, so you get the explosion billowing towards the camera in some interesting ways without actually endangering the camera. As for shooting at 120fps, that makes the effect look bigger and more impressive [and makes it last 4x longer when reduced to 30fps or 5x longer at 24fps] than the limited-scale effect it actually is. Recording at such high speed allows a miniature to move physics-wise as though it were 16 times bigger than it actually is, giving the illusion of immense scale and mass. The effects in question will only be four or five feet or so in size at most, in reality and will dissipate within two seconds. But they’ll seem far bigger as recorded, gigantic even, and the effects elements could each last up to 8-10 seconds when played back at a typical speed.

How the three FX setups will work

-New game content. I’ve had some frustration with WebGL releases from Unity as they were tricky to debug at times, and WebGL apps require that the game files AND the RAM usage fit within a 1GB limit, to run in a web browser. That said, I am now realizing that these limitations aren’t so bad if used for a lower-res demo version of an ambitious game and not a full-res one. So my plan is to release some of my game content in WebGL form, but with quarter-res graphics. That is, all textures switched on export to half the vertical and half the horizontal pixel count they’d ordinarily use. That reduces file size and memory use on all these projects from around 2-4 GB to under 1GB as far as web-embedded release goes.

So I’m aiming to launch a lower-res ‘Miniature Multiverse’ demo and a bit of other stuff like an early ‘Vivid Minigolf’ reworking posted in HTML5 WebGL form near the end of Feb. 2018, barring an unplanned complication. Neither is the full game feature wise or content wise, they’re both early beta releases with a lot of the content not yet included, and lower-res textures.  They will, however, be freeware, and playable on my web network [embedded in the page, with a bit of ad stuff underneath.]

The idea on most of the games, videos, everything, is it is all going to be accessible free in some form, either the full, entire version for free, as with the comics, or some sort of reduced-resolution form, but otherwise as functional as the full version in the case of video and video game content.

If this succeeds, that’d be great. I’m hoping ongoing traffic levels have climbed 10-fold by end of February, covering a full 10% of my production costs, and that most of the other 90% of my costs in running this network can be covered by sales of high-value products that have better profit margins than before either because they don’t involve shipping [downloadables] or because they’re high quality enough and widely viewed enough that they end up selling for a bit more than they would have before.

Update: There’s been an extensive ad campaign ramping up – and fortunately 200+ people have viewed the stock media section of TriumphantArtists.com just in the past 72 hours.

By the time of launch, I think that figure will be more like 1200-1500, and I’m optimistic that the new pyrotechnic stock media / stock footage collection, which will have cost me a bit over $250 in incendiary materials, other materials and camera gear, will ultimately result in an explosion of sales. [Pun intended]

 

 

 

Some things on schedule, others postponed. Sorry!

I’m pushing back release of Miniature Multiverse to January 2018.

This time, there’s no promise of [even more] additional content on release, just this:

I’m unable to fulfill my goals for Christmas 2017 unless I wait on Miniature Multiverse.

There are a few videos and some other things that I plan to show to my family over the holidays and wrapping those up will take some time in December, and even aside from that, there are other [slight] technical issues and delays I’ve had to deal with on Miniature Multiverse.

Those are resolved by now, but now I can’t see release happening any earlier than some time around Jan. 5-10, 2018.  That is, early January 2018.

Sorry, everyone.

In other news, I’m pulling my holiday painting off of Etsy for the next seven days and auctioning it on eBay, so anybody who wants to get that original artwork, this is probably your last chance.

Painting no longer on Etsy, it’s being auctioned on eBay.

It’s a reminder of the ongoing issue with Etsy, that if nobody buys an item I’ve listed there after a while, it’ll be sold elsewhere instead, either locally or online. But Etsy listings won’t stay on Etsy forever. Favoriting an item is not enough; to actually be sure to have an item, you’ll need to buy it before it sells to someone else [there or elsewhere].  There was the kitten artwork, Southwest artwork, the NYC one, and now the winter one. That’s four items which had been listed on Etsy which are no longer there.

Incidentally, the art-supply listings went reasonably well, no issues there really. Some sold and some didn’t, but it’s all working out fine.

I’ve also sold 3/5 of the batches of vintage art books.

As for other things I’d promised in my last post:

-House Trek Ep. 6 will be online in December, a couple of weeks later than planned.

-The comics I’d promised are delayed further, simply because I don’t have time to finish them given the video situation, they’ll be wrapped up and put online in mid-January after Miniature Multiverse is launched.

-Articles section is likewise unlikely to be fully complete until then, but it’s already very close [all sections are finished except the game-dev section, and even that is partially done.]

And what of the things I’m prepping for the holidays?

Well… they include three videos with family and a few videos with friends in Houston. Like “Video Heist” which is now complete but which, like 90% of my finished videos, cannot yet be posted online [usually because of either copyrighted logos on clothing, or snippets of unlicensed audio or some talent release stuff not worked out]

But I can already show the video’s miniature fire effect that I posted as a .GIF earlier on Twitter:

Watch for some awesome things to happen in 2018.

 

Art supply sets being resold at a loss on eBay soon!

About $120 worth of brand new, unused art supply items, are going to be listed at prices that are only 55-65% of the amount I paid for the items, and with free shipping.

I’m trying to get my eBay shop to new heights, and most of my recent ratings are as a buyer, not as a seller. I’ve got over 200 ratings by now on eBay, 100% of them positive, but only about a third of them have been as an actual vendor/seller. I’m hoping to draw in about a dozen new ratings on eBay *as a seller* this week and ideally also one or two on Etsy soon as well.

To that end, I’ll be advertising heavily, for both my art shops and my near-release game ‘Miniature Multiverse‘ and I’m expecting a torrent of web traffic during the next 12 days as I post:

-a bunch of art-supply listings at excellently low prices.

-a handful of auctions for substantial original made-to-order personalized artworks.

-a couple of new artworks on Etsy as well.

-a final batch of articles filling the ‘articles page’ on TriumphantArtists.com – the last incomplete section is currently being written, that is, the one on ‘game design/development’.

-Chapter One of ‘Another Road Taken’ as well as early parts of the ‘Troop 4Uncensored, pt. 4’ comic book, filling out the fairly weak comics section of TriumphantArtists.com and in the process also further improving the Troop 4 site.

-House Trek episode 6 posted on HornbostelVideos.com, and also a Miniature Multiverse video trailer shortly before launch.

-Revision/update of my still art gallery on TriumphantArtists.com.

-And actually launch ‘Miniature Multiverse‘ on major digital gaming shops!

Miniature Multiverse launching soon on Itch.IO!

A few quick notes on what had earlier been teased.  Firstly, Miniature Multiverse, a project mostly stalled since 2011, has moved forward, as I’ve realized that I can now get it done – I have a new high end camera setup, better than what I had during the Kickstarter – and I’ve gotten much better assets and experience with Unity, so… all that was missing was some specialized miniature materials and a few additional weeks of work and I could get this out there.  So that effort began in earnest a few weeks ago.  And now I’m publicly discussing it.

There’s an Itch.IO page and a website that is active again:

MiniatureMultiverse.com.  The site needs some work in the hours/days leading to actual launch.  The Itch.IO page does too, but once the updates to those two pages start flowing faster, you’ll know release is likely just hours or minutes away.

Miniature Multiverse launching in a few days
Miniature Multiverse is launching in a few days

I’ve changed my method of panoramic capture, but the good news is that the last-minute change will improve the visual quality of the tour – and it also means that I’m working through the process of photographing the tour and I’ve figured out the best available approach.  Which in turn implies something is there to photograph… and in fact, all of the three worlds in the initial version of the tour have been assembled as extensive miniature environments.  And by extensive, I mean usually about 4 or 5 feet from one end to the other, with a lot of varied detailing but in a small enough scale that I can get my arms out to my camera over any part of the miniature, and also big enough, that the camera can be carefully positioned in the various nooks/crannies of the landscapes.  They look beautiful BTW, and I’ll post a lot of material related to the project shortly.

But for now, here are some key things to consider.

One, the tour has well over 50 nodes across only three worlds [Pryme, Lokus, and Vyrsul] BUT those worlds are restructured to be a bit bigger than had initially been envisioned, so there’s actually plenty to explore here, despite the fact that the first release only has three explorable locations.

Two, I’m selling this on Itch.IO for $1.75 (plus a tip if you’re so inclined) in hopes of covering the costs involved in expanding the tour to include new worlds, so that the project can grow over time. Those new worlds will, if funded, be released as free updates to the tour!

Third, it has no HTML5 release, only Windows / Mac OS X / Linux versions. I’ll package all those into the $1.75 download archive, so there won’t be any need to buy multiple copies for multiple platforms.

Four, as stated earlier, I am not using the single-shot capture method I started out with anymore, and this image explains why that was a flawed method and inadequate graphically in my view:

Miniature Multiverse happening?

One thing you should know about me is that when I’ve latched onto an idea, I rarely abandon it. Even if that means chipping away at obstacles to completion for years on end.

One good example? Miniature Multiverse.

For those who don’t know about this, it was a concept that I ran a Kickstarter campaign for in 2011, and the campaign was poorly promoted and weakly managed and failed to raise any real funding. That said, the concept was sound and Kickstarter staff gave the project a ‘Projects we Love’ designation. I still get occasional messages and emails from people who only discovered the KS years after it failed but still want it to happen.

Well… I have gained a lot of experience using Unity as an engine since 2011, and have acquired a lot of good assets and tools connected to it. I have a better camera than what I had in 2011, a Sony camera with 20.1 megapixel photo capability, and I’ve figured out a great camera rig setup that is suitable for this project. I also have a lot of miniature supplies now and am actively and rapidly scratchbuilding the baseline content I aimed for in crowdfunding, now quite efficiently on my own dime.  It also helps that I have no physical backer rewards to worry about shipping! And I have a strategy to launch both the HT:TOS DVD and the Miniature Multiverse first three worlds, by September 20th, in just fourteen days.  Two. Weeks. From. Now. And that is also when I post online chapter one of Another Road Taken and the first limited set of video stuff is posted on HornbostelVideos.com.  Nearly all of this is already completed and in position now and all that really still needs to be done is a few final changes and then uploading those things.

And yes, I know I’ve drastically miscalculated timing on projects before – but I think this is so close to ready that even if I miss the mark it won’t be by much.

One catch: I want to build more worlds. Miniature Multiverse was always intended as an ongoing thing. So is the [similar type of project] ‘Panoramic Worlds‘.

There are even other things going on beyond all of that that involve making 3D worlds, including one-off 3D game productions such as Spiral Skies, Isola, and the church project that some of the Redeemer church people fully funded, and a few larger long term things I can’t discuss easily but they’ll involve fan art and more info on that will be known on Sept. 24.

But to make worlds – a lot of them – for everyone to explore, sometimes means funding is necessary [in the case of Miniature Multiverse] or at least helpful in getting things done a bit better and faster.  Now, not a lot of funding is needed, but if I had, say, at least fifty or sixty subscribers as members supporting my work consistently while also benefiting from it enormously through exclusive content and deep discounts across my shops? That’d enable me to get a new world built for Miniature Multiverse every month or two, ongoing. That’d be pretty awesome, no?

Members would have access to the newest builds of Miniature Multiverse – months ahead of everyone else. So subscribing premium members and shop buyers will be able to see some things sooner than the general public. Same with videos.

And while the House Trek DVD is going to be available for purchase, to non members, it’s free [digitally] to members.  Members will get things cheaper or earlier than everyone else. And if you’re a member, you provide a degree of momentum here that is exciting – every member makes things move forward faster across the board for a variety of reasons.  So if you want to help, remember to become a member! 

Not all bad news – good news, bad news post!

Bad news: As stated in the previous post, the transcription work I have been depending on to pay the bulk of my bills, is going to dry up soon.

Good news: It’s still mostly around for the moment, and isn’t gone quite yet.

Bad news: The eBay shop is still losing money each week.

Good news: I made 8 sales there in the past 60 days, and that will hopefully push my ratings to 200+, perhaps leading to higher bidding totals and items breaking even or even being frequently profitable?

Bad news: I thought that’d happen at 100 positive ratings, or 150, so how will 200 be any different?

Good news: It’s different because the frequency of bids on my auctions IS increasing over time, and because traffic on my websites is climbing too.

Bad news: The large wave of bids is concurrent with a hurricane [Harvey] that will likely dump near 20 inches of rain on Houston, flooding everything and stalling all outbound mail.

Good news: I already notified customers that there may be unavoidable delays related to this, and they’ve so far all been okay with that.

Bad news: Two items will sell later this week, and those customers may be confused and frustrated if power goes out here and no communication is possible.  They’ll be wondering ‘What is going on with this Matthew Lyles Hornbostel? Why is he not responding to my questions?’

Good news: Power is not that likely to go out, and I am in a great position to grab a bit of epic hurricane footage that could perhaps be used in my upcoming short art video ‘Storm 2’.

Bad news: This also delays recording of ‘The Annoying Magician!’ and some fragments of ‘Tinyville 2’ until a month from now.

Good news: Plenty of work to do before then anyway.  I am posting the articles section pages a bit at a time on TriumphantArtists.com, plus am closer than ever to to launching a first batch of [fully legal and self-created] content on HornbostelVideos.com, plus the comic ‘Another Road Taken’ and some game/interactive media material is on the way too.  Watch for the Spiral Skies update – showing some more of the small Unity 5.6.3 engine based adventure/puzzle game – to appear before long on SpiralSkiesGame.com, plus some largely empty fan art pages fixed and filled with content, and some even bigger updates regarding the church virtual tour program, as well as a little top-down racing game I’ve been debugging.

In case you are curious here’s a teaser for the historical preservation effort related to the Church of the Redeemer Episcopal in Houston, Texas – the entire building, which is largely demolished now, is being actively reassembled in a virtual realtime 3D form thanks to some $360+ in donations for that purpose from various church members, covering the entire cost of the project.  Too bad the crowdfunding process that worked here, failed on the far more imaginative project ‘Miniature Multiverse’ years ago – but whatever.

Parish Hall of Church of the Redeemer, recreated in 3D
Parish Hall of Church of the Redeemer, recreated in 3D

My transcription work will vanish during the next few months

I’m facing a loss of the transcription gigs I’d been using to pay the bills.  It’ll likely have vanished entirely by mid-2018 and quite possibly before that.  The AI breakthroughs in intelligent speech recognition have occurred sooner than anticipated; Microsoft’s R&D division has come up with an AI capable of understanding conversational context and automatically transcribing large volumes of audio with an error rate equivalent to the average human transcriber.

The best human audio transcribers are able to maintain error rates just below 4% given typical batches of audio – with overlapping conversations, and faint background conversations, muddy static or sudden jarring noises in the mic audio, and really obscure jargon, comprising most of the mistakes made by transcriptionists, and this newly announced program (a new form of Cortana) will have a consistent 5.1% error rate with similar audio.  It’s close enough that it’s not worth paying humans to do the work anymore; the AI can do the task almost as well as any human can.

What this means for me: I was pulling the bulk – roughly 55% – of my income, from transcription gigs. Other scattered chunks of revenue came from unrelated freelance work (10%) and 35% from online sales of art products.  As for where I was spending? 45% of my spending in the past year was tied to ramping up that 35% of my income. Repeat: The art sales were losing money, as in: 20%+ loss margin when the low average sale prices, the shipping, eBay fees, mailers, and other materials, were all factored in.

So basically: My effective total cash flow will collapse soon.  And I was making well below $10k/year to start out with.

I need to figure out a promising new business option soon, ideally by November, or this web network and my creative work in general, is at risk of going under entirely.  What I’m hoping for is consistently available work in the $2.50/hr range or better.  But realistically I will settle for half that much.

Last third of 2017 – eBay extravaganza

Okay, I’m working towards offering you some ridiculously discounted items.  I’ve made it clear that I’m putting a fair amount of time each day into freelancing, and that the bulk of that, the most reliable and consistent segment, has been transcription work.  I also have indicated that most industry experts believe that type of work will be entirely automated by 2020.  So at this moment, I’ve got a source of steady income and know it’ll be gone in a couple years, so I’m leveraging that income as a means to set up a list of things which I *hope* can sustain my online presence and productive work after all the transcription gigs are gone.

Because I WANT to finish my videos and games and creative stuff and I WANT to get it all online for you all to enjoy.

From now until Sept. 7, there’ll be a TON of new auctions posted on my eBay shop.  They’ll all start at really low prices, typically in the $0.50-$5.00 range.  I’d like to get my ratings on eBay, currently 195, up past 250, maybe even above 300 by the end of 2017, and in pursuit of that goal, I’m willing to burn through over two hundred dollars to get there.  In other words, an average loss for me of $2 or so on every item I sell.  I’m literally buying large batches of the best value items I can find across the internet, and reselling them for around 25-35% LESS than I paid for them.  Less than any other vendor will sell them for.

That is, I’m ready to LOSE over $200 overall on my eBay storefront, in the next 3-4 months.

If the gambit works though, it just might propel me into a far stronger position by the start of 2018.

So I’ll benefit from this insofar as I’ll ideally gain ratings faster… further establishing my reputation on eBay.   Obviously, the main upside for you is that you could get some incredible-sounding but very real bargains on items that normally would be expected to cost far more.  These fall into various categories.

Category #1: Used books, some of them vintage and potentially valuable. The pricing of the currently listed books will drop even further tonight [dropping 20+% in addition to previous price drops over the past month] and some more vintage or otherwise somewhat valuable books from my personal archives, will be listed soon as well.

Category #2: Art made to order.  You all might have noticed some recent works like this one, which was a pet portrait made to order, personalized for a customer on eBay, for just 80 cents:

Pet portrait, oil pastel – 16″x20″ dog in garden.

It still amazes me how few people take advantage of auctions like these.  There are some that end with ZERO bids even though the size of the item on offer is substantial [requiring 3-6 hours’ labor on my part] and the opening bid price is below a dollar with free shipping.  I have a 100% positive feedback rating on eBay, which I suppose somehow makes me a risky person to buy from or something?  I don’t quite get it.  Maybe I’m just really bad at drawing/painting.  Everybody says my work turns out great – but not many people will pay a whole dollar for it.  It’s puzzling.

All the same, I’ll be posting a lot more such auctions over the next 2-3 weeks especially.  Around a dozen of them, a new one almost every day!

Category #3: Art supplies: Dirt cheap art supply items, flipped at a loss for me, things like pastel sets, charcoals, sketch pads, paint sets, colored pencil sets, etc.  These will mostly be $2-7 on my shop that ordinarily would be priced at nearly double that.

Category #4: Other one cent auction items: As in a single penny per item, with free shipping.  These include DVDs of ‘House Trek’ [the DVD is almost ready to launch] and the personalized made to order museum.  Even some newly 3d-modeled variants of that museum for different types of occasions are now days from release.


The one other note you should keep in mind is that traffic to my site TriumphantArtists.com has been booming over the past week.  That’s no accident – I’ve been ramping up some huge ad campaigns and they’ve yet to hit anything close to the actual expected peak.  By huge, I mean I’m now expecting 120,000 visitors to the site by the end of the year.  The site already gets about 5000 visitors per month in recent months, but that should spike to 20-25,000/month starting with this month.  So do keep in mind that there will be people looking at the site, and the auction listings. I hope a lot of these dirt-cheap items do actually sell.

Between the ad campaigns, and the active redesign of the site – the eBay page has live updated listings from my shop now, and all the pages load faster… and the articles section is being steadily filled in with some new stuff now… and ‘Another Road Taken’ goes online later this week… yeah, I’m optimistic that there’ll be some items sold, and that some of what sells will ultimately result in ecstatic ratings from buyers who are stunned at what they got for next to nothing…

Take a look at my current eBay listings!

eBay adjustment [new cheaper sale prices!]

EBAY AND ETSY PRICES LOWERED… AGAIN.

Some of my fixed price listings have been sitting for a full year without any orders.  It’s been just over a month since the last sale I made on eBay.

So – all of that considered – I think it’s a good time to lower prices a bit.

So if you’re interested in an original work by Matthew Lyles Hornbostel, now’s a good time to order one.

Most of the custom made-to-order art on my eBay shop is now 10-20% cheaper.  So go take a look!

Also – the Etsy items are also on sale still and cheaper than they were.  An automated Etsy notification was sent to me actually warning me that based on the statistics for similarly sized items in the category, “you may be substantially underpricing your work” and that most other items in my category are priced higher, and therefore able to make a viable profit.

WELL THANKS A LOT ETSY, BUT THERE IS THIS LITTLE THING CALLED A “LOSS LEADER” BUSINESS STRATEGY.

I am well aware of the fact that my prices are low and that I may be losing money on many of the items I make.  That is intentional.  I did that on eBay too for the first three years or so, so I could gain the first batch of ratings from customers and establish my shop as a credible, trustworthy venue with a positive reputation!  After that I could start to incrementally raise prices over time – while still keeping them lower than almost all other vendors’.

Quite frankly, I would rather make under $3-6/hr doing painting or pastel work, or visual effects, video editing/post, game art assets, etc – than make the same level of income doing long strings of tedious tasks like transcription of audio & video recordings for subtitles or other purposes, or repetitively tagging the content of image files on Mturk so people can search and sort through them easily [on various websites, search engines, etc].

And by the way, I HAVE done those things, and they’re a mind-numbing waste of the [creative] talent I have.  But they do pay the bills in times when nothing on my web network is selling, and they do keep the whole thing afloat and inching forward during rough stretches.  I think it needs to be clarified that such income streams, while taxed by the government, are not applicable to [paying actors].  That should have been stated in the actors’ pay post, it was a detail I overlooked… the fraction of my income generated outside of and unconnected to my web network and unrelated to creative work is not considered ‘web network’ revenue and none of that goes to cast members.

ACTORS TAKE NOTE OF THIS FINE PRINT:

This distinction matters; it means that the total revenue generated by the web network I run is the baseline that determines the size of residuals in a given year for each actor on each video or other project.

So while transcription and other similar grinding non-creative ‘in between’ work have generated around $1260/year the past three years, for me, on average… that doesn’t add onto the other income made elsewhere.

The only numbers that count for actors are the other revenue sources that now constitute the majority of my income:

——————————————————–

-eBay sales [avg. $360/year the last 4 years but generally trending upward over time]

-Art sales I make locally at craft fairs, or elsewhere, or on this website shop, including DVD/Blu Ray releases of video collections and video games. [booming like crazy – over $400 the last 12 months locally, but no success on this website shop yet]

-Etsy sales [none yet despite a strong effort to list items and promote them there, at really low prices.]

-third party or affiliate ad revenue if ever applicable [negligible – under $5/year the past 5 years]

-Freelance work involving creative effort; i.e. videography, vfx, 3d game assets, web graphics, previz, etc. [$240/year on average, over the past 3 years.]

-printed swag like T-shirts on Zazzle/CafePress [minimal so far]

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Do keep in mind that most of the art I’ve sold on eBay ‘made to order’ has resulted in enthusiasm, even ecstatic responses, and that if you buy something there you’re likely to be happy with it [judging from past patterns] but that while I am able to do fantastic pet portraits and landscapes, cityscapes, water scenes, still lifes, fantasy/sci-fi work, etc, lots of things I work on turn out well but portraits are a bit of a risky thing to ask of me as the depictions of the people involved will often look a bit ‘off’ from the real people I’m trying to paint/draw, despite my best efforts.

PROBLEMS PAINTING PEOPLE

It’s well known that the human face is generally the hardest image for artists to recreate correctly by hand, due to the enormous portion of our human brains that is wired specifically for the purpose of recognizing who other people are and identifying their emotional states.  Our minds are finely attuned to facial recognition of [humans] and that’s why the phenomenon of pareidolia is so common [seeing faces in randomly patterned things like clouds or wall textures] and why we can tell hundreds of people apart very easily but can’t tell individuals apart anywhere near as well when it comes to other species.  If the image of a non-human subject is very slightly off, nobody will notice.  If it’s an image of a person, though, the image will seem ‘wrong’.

For example, there’s this portrait of my sister Sarah and her new husband (they got married a few days ago – as of early June 2017 – and it was a beautiful wedding.  We jokingly called it the Sarah-mony.).  The portrayal of the couple in pastel looks a little odd and most people will say so but few can say exactly why; it simply doesn’t quite capture the appearance of the two people I was trying to depict.  It’s close but not close enough to break through beyond the uncanny qualities.

Sarah and Sean have gotten married. I recorded the wedding on video and also made this (somewhat botched) oil pastel portrait of the couple.

So yeah – keep all of this in mind.  There are amazing bargains on custom, made to order work on my eBay shop.  However, there is a risk that portraits (in particular) which I make may, despite best intentions and a lot of careful effort, may not look quite like the people I am attempting to draw.  But I’m generally getting better at it over time.

By the way, remember to take a look at my still art section on TriumphantArtists.com for other examples of the amazing affordable art I create!

And to all those of you who want to see my video work, I’ll begin posting it on a little domain I’ve acquired (HornbostelVideos.com) well before the end of summer 2017.  There’s also another new domain – SpiralSkiesGame.com – showcasing the new minigame I’ve been developing, and while nothing’s loaded onto either domain yet the websites will both become active soon enough with a bit of content at first and more posted over time.

 

Troop 4 party has been a success!

Okay, quick notes:

  1. The Troop 4 party went really well.  Terrific food, and I got the two new videos done fairly well by the deadline, so that’s awesome.  Some of the audio needed work and the animation was spotty on the cartoon, but other than that it turned out great.
  2. With regards to two questions asked of the cast payments, yes, if my network is successful that will affect cast payouts, and no, payouts will not go up in tandem with inflation, at least not directly.  $1/year/actor/video remains $1/year/actor/video [that’s the standard minimum payment] unless my income increases.
  3. Realistically, however, my income should gradually increase over time as I gain a more extensive reputation as a vendor, better skills, more experience, etc, and my income is also likely to go up in terms of dollars as the value of a dollar gradually trends down over time.  I am listing a very high income bracket in the chart below, and that might SOUND like pie in the sky for an artist like myself, but I’m not being ridiculous; I’m actually well aware that the only way I’ll ever reach $200k+ in income by the end of my career is if my career somehow gradually improves, and the value of the US dollar is collapsing during the next half a century and inflation is persistently high.  Which could well occur given America’s rising debt levels.  Even if inflation’s at a historically normal level, though, that still means we should expect the dollar to be worth around 20% of what it is now, by 2060.  So that’s when I expect that sort of income is *possible* for me – the final years of my career, and it would be more like $40k in today’s terms.

Here’s the chart:

Payments to cast members, revision 

My aim then, is to hold the residuals or ongoing payments, somewhere just slightly below 10% of my total income, and another 10-12% in one-off pay in any given year.   Residuals can be adjusted simply by adding more or less in the way of new content in any given year.  If my income [after taxes] is soaring, I will make more videos that year than usual, with more cast members and locations than usual, and post them online.  If not, I won’t.  The numbers were revised downwards slightly with the goal of making more future video projects per year, [with larger casts] more likely to be feasible over the next half century.

Note that my plan is for 40% of my post tax income to go to making new videos & video games – perhaps 20% as casting budget and 20% as production budget.  Comics and games use the same payment logic for contributing members that videos do.  So if you voice acted or did FMV or simply had your name/resemblance used in a comic book or video game, that is counted as if it were a video.  Then there’s the other 10% or so in residuals… which makes the total 50%.  5% is disposable income focused on entertainment or for allocation in case something else costs more than anticipated.  Another 33% covers core operating costs of the network, like web hosting, and domain renewals, as well as maintaining and expanding the sale product lines on which the revenue depends.  In other words, an ongoing supply of shipping materials, canvas, paints, other bills, etc.  The final 18% is saved up or invested in some way so I have a reserve in case it’s needed later.

The video channel itself, launches in a few weeks.  It won’t contain much initially, and mostly the cast will just be me, but it marks the start of something bigger.

I’ve toyed with the notion of simply bypassing cast members I can’t reach and posting videos anyway [in a space where they have no way to generate revenue of any kind] but it seems there’s no legal benefit to doing so.  I might as well run ads for my services, with the content, and hold the actor’s earnings in a safe place until they finally come out of the ‘woodwork’ and become reachable again – at which point I’ll immediately offer them the money their video earned, hopefully pre-empting the question of ‘why did you release this without my explicit written permission and make money off of it?’

My rule now is as follows:  I will go ahead and post videos over time, even if one or two random people in it are inaccessible and cannot be reached by phone, email, or any other means.  I will tally up all actors’ earnings on every project annually and pay them.  If they are unreachable, I’ll hold that cash in an organized folder or envelope somewhere secure, marked with the actor’s name.  If and when I find them, I will ask them to sign and will pay them.  They may ask for the video or alternately their scene in the video to be pulled – I’ll remind them that it will upset the audience that likes the video and the other actors who did sign, and who do want the content online, but that if they insist the content be pulled, it will be.

What about the signatures?  Legal documents?

I am debating how best to handle that; I like the idea of the digital signature, but the document was way too complicated and long last time and I’m trying to pare it down and make it clearer and leaner for future use.  I’m using eSignGenie for this.