- I’ll be posting two new stock media packs [3d asset packs] on my Itch.IO page sometime soon, probably within the next 5-10 days. These are the ‘Forests & Flowers’ and ‘Snow & Sand’ packs that I’ve been working on. They’ll be $1.10 each except during sales or in bundle pricing situations.
- I’m trying to update some websites a bit more, I’ve already overhauled MiniatureMultiverse.com somewhat, and TriumphantArtists.com should see a few small fixes & updates soon as well, along with minor improvements across some of my other websites.
- I’m actively ordering a bunch of additional art supplies, shipping supplies, and DVDs/DVD cases. Why? I intend to launch all the Itch.IO content together as a singular $14.99 DVD product on eBay and here as well. I also intend to make a new batch of artworks and sell those too. As in, giant 24″x36″ size artworks, big, beautiful pieces with prices starting around $23.99.
- All this stuff going on will coincide with a staggering mix of ad campaigns that should draw in thousands of people and generate crazy levels of traffic from March 15 – April 15. The total cost is estimated at $45, or $1.50 spent on the campaign per day.
- I have some fan art stuff going on, behind schedule, but it is happening nonetheless. I also have some updates on RedeemerDocumentary.com heading in soon; you’ll see more content relating to the virtual church building tour which is nearing completion. I am also digitally reconstructing my old house in Houston, TX, and between all the various examples piling up, of my ability to realistically reconstruct architectural spaces, well… I’ll be posting a sale item here which essentially allows for people to hire me to make a made-to-order 3d level/tour for them in Unity.
- All the [still unposted] House Trek videos are going to be posted on HornbostelVideos.com shortly, except for the making-of stuff, and the animated DVD menus. And that’s just part of what’ll be posted. Watch for a PDF ebook, and also a printed paper equivalent, that showcases essentially all my work, with an emphasis on the creative process and what I’ve learned by doing all the stuff I’ve done [relating to game development, video production, handmade art, etc] it’s an insightful history summing up the last two decades of my life and it has hundreds of pics – giving you an inside look at a lot of things only friends and family know about so far, massive piles of interesting stuff the internet in general, currently has no idea exists. And no, not a puff piece, I very clearly and bluntly describe my mistakes and errors in judgement, and offer useful advice on solving common issues, that’ll make creative efforts hopefully easier for you than things have been for me.
- All of this sale stuff being launched, the artworks and other items, the book, stock media packs/DVDs, and the month-long ad campaign… it’s all a gambit to secure funding to do all the stuff I’m hoping to do by year’s end. I have three videos to shoot, about a dozen to actually finish, plus game content, including Vivid Minigolf v2, and Miniature Multiverse, those two in particular are challenging insofar as they each still have unresolved costs of over $250, in miniature materials alone. And then tack on the $450+ goals in funding between the three videos I’d like to record, plus all the other stuff involved… yeah, basically I hope this plays out well. If I don’t have close to $1k earned by end of Spring 2019, it means a lot of the goals for summer and fall of this year will fall through. And, quite bluntly, if you’re as tired of the slow rate of progress around here as I am, I’m pretty much begging you to buy something of mine, because if sales volume across my web network climbs high enough, and the percentage of visitors who transition to buyers climbs from a current level of 0.0135% to 5%, that’d change almost everything around here! (I seriously have thousands of visitors – around 2500 – every week, across my various websites and shops, and yet the majority of weeks nothing is actually sold anywhere on my network.)
- It looks like the data on my problem hard drives will partially or entirely be recoverable. It’s an ongoing process that’s expensive and slow, but going well so far and not as costly as I’d expected initially.
- My nephews and niece will be in the new house about 20% of the time, not 40-50% as had been the case my first 3 months in Pittsburgh. That means I’ll have more potential for productivity from here on out.
- All eBay orders people placed from me, were shipped out successfully some time ago, i.e. around October, so I’ve caught up on all of that, and it seems like the frustrations and complaints of several customers will likely be resolved.
- Activity across my web network has been climbing steadily after the resumed operation of the sites and the extensive display fixes for mobile users, which are underway and mostly already applied at this time.
- Itch.IO has become a big focus for me; I launched the TACC2018 content there and the 2018 Bonus Autumn pack in time for Halloween 2018, and intend to have two new products – a Miniature Multiverse extras pack with artbook, and a batch of textured 3D models of plants and details for outdoor nature scenes – released in time for a massive and very promising Thanksgiving sale [Nov. 20th-30th, 2018]*
- The fiscal situation here is good but not great; the Halloween sale was successful enough to show potential but not actually anywhere near enough to cover remaining costs of completing ‘Miniature Multiverse‘. I think if the Thanksgiving sale goes well, an end-of-2018 release is still possible, if uncertain, and if it turns out to be only marginally successful, then you should all expect the completed project to be released around late January 2019 or early February.
- Other things like fan art modding projects and a long list of video productions which were delayed due to inaccessible data may yet be resumed but only after Miniature Multiverse launches. Apologies to the adventure game fans who, for most of the past 15 years, have been sitting around waiting for new content to play! And apologies also to my family who will have to wait even more, until Christmas 2019 for all the family videos I’ve recorded after 2010 [give or take] to make it to the finish line! [I.e. ‘1999’, ‘Globe’ and ‘Fortress Siege 2’.]
The price of downloading TACC 2018 has just dropped from $3.99 to just $1.50. There’s also a completely new $1.00 stock-media pack with 201 new texture image files and 15 new HD video clips of fire/explosions:
BETTER YET: Through October 31, 2018, both of these are 45% off or 50% off when bought together in a bundle. That’s $1.25 for a huge archive of royalty-free stock media that you can use in your own creative projects!
TACC 2018 [Triumphant Artists Complete Collection 2018]: https://matthornb.itch.io/tacc2018
Bonus Autumn 2018 Collection: https://matthornb.itch.io/autumn-2018-bonus-collection
- I’m moving to Pittsburgh by end of 2018 and will try very hard, to have all my files backed up in at least two places [hard copy] and ideally three [cloud backup]. That does, unfortunately, require some extra hard drives to be obtained, so any purchases you can make from my shops in the next 30 days would be super helpful in ensuring that 100% of my project data is safe. I do not have unlimited internet in Houston right now, so although I’ve got cloud backup the monthly caps on my internet, will mean only 60% of my data will be saved in the cloud, by the time I move. So if you wish to minimize risks of loss on some of my key offline project files, like the Panoramic Worlds or Isola stuff, or video projects I’m attempting to complete/revise, etc, buying something from me would be extremely useful in ensuring I don’t lose random segments of my work!
2. To that end, you’ve probably noticed that I have a new Pinterest account I’m shifting to, here, as well as a DeviantArt account, trying to promote and sell my eBay art stuff. And there’ll be a lot more eBay listings posted in a week or so. So just keep an eye on that.
3. House Trek revisions on eps. 6-8 are essentially done, save the ep. 7 intro clip which is rendering now, and some scattered editing on the House Trek DVD edition. You should expect a major update to content on HornbostelVideos.com in the next 2-4 weeks… one which even goes a bit beyond merely additional House Trek and vlog content to include several other classic videos. (By classic, I mostly mean old… though several of these are really surprisingly good regardless of how long ago they were originally recorded.)
4. I’m hoping for additional momentum to develop relating to Twitter / FB feeds – so if you’re curious about what I’m up to creatively, please feel free to follow me on my Facebook page or on Twitter. One cool note is that I’m posting some scattered visual material there relating to the upcoming video content and other imminent releases so if you’re interested in what, exactly, I’ll be putting online this month… please follow my social-media feeds in addition to bookmarking this blog! For example:
5. Comics are inbound soon too. Finally, Another Road Taken chapter 1, along with a bunch of additional Troop 4 material, will go online. That should happen soon, and it’s long overdue.
6. A big ad campaign will begin soon on no fewer than four different platforms, and it should result in a major influx of web traffic directed here, good quality web traffic, between July 12 and July 20, 2018. There’ll be a ton of people probably trying to bid on my eBay listings during that span but right now traffic’s in a lull and there’s one handmade-art listing in particular there that is still at a $1.09 opening bid with only a relatively little time left before the auction ends. So if you want to win a pretty personalized artwork at a minimal cost, you should consider bidding on that! Or the stock media DVD, $1.99, an auction which is ending in 48 hrs. So yeah, this is a good time for people following my work to place orders, before the mad rush of public attention kicks in… and, hopefully, results in enough sales that I can thoroughly overhaul & back up all my data.
7. My decal pack is being updated with normal maps and a few extra things, both for the stock media DVD buyers and for those who buy it on the Unity Asset Store. Yes, I’m planning to try submitting the decal pack there as an asset for game developers using the Unity 3D game engine. There’s also some cool stuff I’m doing with my ‘virtual museum’ – it’s never sold well as an item in the past, maybe due to privacy concerns and maybe due to lack of awareness/interest. But I’m going to release an updated and heavily redesigned version on https://matthornb.itch.io/ – my Itch.IO page before long, which will allow buyers there to load the museum and load their own images into the 3D gallery, then gift the saved modified gallery to a family member/friend on a special occasion. The plan is that the licenses will cost $1 / computer for the authoring system that lets you load your own images into the gallery. The link to download the viewer would, by contrast, be free. So a person can simply buy the authoring app, use it to create a custom gallery commemorating an event like a birthday, wedding, holiday, memorial, vacation, etc, and then save the file that results from this, and it can then be sent to a family member and opened with the viewer app. There are still bugs to solve on this but… I’m working on it and I still think it could turn out really well.
That’s the news I’ve got for now. Keep an eye out for some amazing things in the next month!
Key news items:
#1) Miniature Multiverse is being pushed back. I have discussed launching it by end of May but that is looking impractical, largely due to the losses sustained on eBay recently [see previous post] and while I think it’s conceivable that the game could be finished if concept art sales were to go well, it would not be done as well as it should be, on the tight budget resulting from that. I would prefer to wrap the game up with a budget of $450 more and a span of another 5 months, not $250 and one month – that $450 figure is for another $250 in miniature supplies, $120 in sound design assets [licensed sound effects, music] and an $80 ad campaign at launch to give it a decent shot at success out of the gate. Any attempt to get this done on a $200ish budget means shoddier looking miniature elements on later parts of the game, and sparse, lower-quality sound, as well as a minimal or no promotion for the project which would mean a higher probability of failure. And, I want this to succeed if there’s any chance of that.
#2) I might pivot back to projects that require limited resources in physical-supply terms, during May; just in an attempt to keep everyone from getting utterly bored around here. Projects that might potentially be selected to benefit from this shift include ‘Spiral Skies’, ‘Panoramic Worlds’, the Redeemer tour, ‘Vortex’, and a couple of other minigames/games with limited scope… basically things that involve digital 3d assets, not miniature, art assets. Aside from that, the missing articles pages will be filled in soon, as well as some pages of Another Road Taken and Troop 4 comics stuff. I’m also planning on wrapping up release of the old House Trek videos not yet released on HornbostelVideos.com, plus Send in the Clones 1, and some other stuff. [Superstorm FTW!]
#3) I have also ALREADY coded a dynamic banner ad for the base of some sites’ main pages which may be implemented in more places over time. The banner ad i question uses a weighted probability system to display different chunks of content at different frequencies; there’s ad material for a wide range of websites I run, but also once in a while [less than 5% of the time] a message informing viewers that there are a batch of coupon codes in the banner that could appear but only rarely. Such codes are usable only once, first person to find a code and use it will be the only one to benefit from it… so if you find one, definitely type it down, take a screenshot, take note of it. Because these codes are for the HornbostelProductions.com shop and they grant a stunning 50%-90% off an order [up to $99 order value in the case of the 90% off code] which means, for example, with the 90% off code… you might be able to place an order for something like a gigantic 3 foot by 4 foot [36”x48”] custom painting for only $6 via PayPal, not the normal $60. And free shipping too! That’s useful for you all as a few of you would get an astounding deal, but it’s also helpful for me even with the money lost, as it’d gain me my first few sales on that shop and, ideally, a few ratings too from customers, which is pretty crucial at this point because I think that lack of ‘social proof’ is why the store has yet to take off.
I’m pretty sure you’ll be happy with this video content once I release it.
These are random still frames from the first 14 of the clips I recorded, and there are a few more clips not included in this promo image at all because I’m still adjusting the rotoscoping / masking on the last handful of elements to clear out any remaining random background junk the keying process failed to clean out.
These effects are not flawless – the camera equipment wasn’t ideal, nor the black backing, nor the telephoto lenses that allowed me to get closer views of the effects while the cameras were far enough back to be safe.
But just keep in mind that I did the best I was able to both with the effects shoot and the postprocessing given my available resources. I took reasonable safety precautions and did the best I could given that the entire project was done for under $300.
I’ve stated here my intent to extend the video collection over time with new ‘versions’ – starting with version 2, which is pretty much guaranteed to happen, as an update 2-3 months from now. As for additions beyond that, it kind of depends on how well the product line is selling.
I figure this stock footage DVD needs to sell dozens of copies to keep the releases of new stock media flowing, and hundreds* if the aim is to fund not only more stock video but also massive improvement and progress on my narrative video and video game projects. The good news is that that’s pretty likely to work out given the fact that over 500 people have viewed my stock footage pages & posts in the past two months. If enough of those visitors buy the collection it’ll be good news for me but also for my audiences, and for any indie video & VFX artists who would be getting a fantastic bargain on the new stock video content.
Version #1 has about 20 real clips of explosions, would be more but there were some effects that didn’t turn out at all well or did but were not recorded correctly – maybe they were almost entirely outside the bounds of camera view, or the camera ran out of storage space or battery partway through recording, whatever. Things like that killed about 6-7 shots which I’d meant to capture. It was frustrating but it’s hard to do anything about it now that these mistakes have happened. At least the critical, highest-priority parts of the process – not burning myself and not setting any parts of the house/garage on fire – worked out perfectly. I was focused on safety so much so that the technical [camera work] aspects of the effort were at times overlooked. I think that is as it should be!
So yeah – version 1 has about 20 real-world effects clips against black, varying quality, plus about a dozen digital fire simulation elements.
Version 2 will add an additional 10-15 real-world explosion and fire effects clips, and it should be released in a couple months or so, as a free update to buyers of version 1. Note that the update is, for early customers, digital, and not on the first round of DVDs, but instead will be sent to the email address you used when ordering on eBay or HornbostelProductions.com. In other words, your PayPal email address.
Please buy this collection when it launches; it’s not flawless, I realize that, but even so it is still an outstanding value for any VFX artist wanting real explosion clips on the cheap, and your purchase will help me to continue updating the collection with even more content, so even if you find yourself buying this early and being not all that impressed initially… just wait for the updates, the long term value of your order will wind up being amazing.
I am aiming for some really epic effects in the new collection but that said, the mirror material I used did not work anywhere near as well as planned.
The result is some of the cooler physical effects concepts simply won’t be in the collection as real pyro because they did not turn out well. The mirror surface was only partially reflective and it also tended to wrinkle in complicated ways and distort the image no matter what I tried to do to fix it. I basically gave up on it pretty quickly.
Still, despite a course correction there is absolutely a lot of great material on the way, and the effects which didn’t work well will be simulated with a few variations in setup so for those specific effects types (zero gravity and rolling fire towards camera) you’ll have to accept high-end digital gas simulations.
There are over a half dozen aerial explosion effects (like for a shot of an aircraft exploding, you could position an airplane in frame and then layer over it with the explosion effect, usually the sort with a big fireball and smoke and sometimes sparks bursting out from a central point and bursting outward, then falling to the ground.) and numerous – more than 15 – ground explosions, and those turned out great too.
More material will be displayed at launch, but until then look at the still frame (top of this post) from the later stages of one of the explosion effects as an indication of how impressive these pyrotechnic FX elements will generally look.
Note how fragments of burning debris have gone flying out from the explosion source. Not an accident – the debris was included in many of the detonations intentionally to make it seem more chaotic, more dynamic and more, well, realistic.
I know my digital elements look nice too but they are a bit limited nonetheless in that they seem like the stereotypical gas fireballs always seen in Hollywood flicks. I wanted much of the real stuff to look different than that. More sparks, smoke, random burning debris, and chunks of stuff.
I think there will be between 30 and 40 different video elements in the final version of the collection, more than 20 of them real-world physical FX, and it’s all HD at 120fps. This stuff is all royalty free – buy the collection, all the firey stuff I have been shooting, at a price under $20, or under a dollar per clip, and you can use the effects in your own video projects without limitations. You don’t even need to credit me for them!)
Just because it is recorded in HD does not always mean the effect itself will always be gigantic, filling the frame. Often only 40-75% of the area of the HD video clips have things happening in them, with the remaining areas simply black. I typically opted to get close enough to get a good view of the effect but far back enough to avoid the risk of being too close in and losing some of the firey elements off beyond the edge of the recorded area. Tradeoffs are necessary at times and I did the best I could to get as much of the effects in the frame as possible without making said elements seem small either.
It’s with a heavy heart that I acknowledge the passing of Kent Hornbostel, my outstanding uncle.
He had always been kind, with a sharp wit and great sense of humor.
He will be sorely missed by all, especially by his daughter Emma, who is deeply distraught as a result of his death.
As many of you know, I have made dozens of videos which are not currently online and more are still in the works.
The last performance of Kent in one of my videos was a flashback scene at the start of ‘Fortress Siege 2’ which I added mainly because he did such an outstandingly funny job in the first Fortress Siege video.
His story was over at the end of the first; there was no good narrative reason for him to return but I’m glad he did, and now the sequel will be dedicated to him.
Here are some low resolution stills from that scene [the one with Kent] in the new video:
I hope I can get the more entertaining family videos online at some point. Then maybe you will all know what I do – that Kent was an awesome [and very fun, very silly] person.
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.
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.
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.
-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]
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.
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.
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.