I am working on a lot of different things, but the unavoidable result of that is that each individual effort progresses more slowly. That said, here’s a breakdown of where things stand:
Microtasks. These have become higher-priority as I’ve found some work [off and on] that pays more, as in an average of $7.20/hour. And it’s work that’s available about half the time, each week so… I’ve made $400+ so far this year doing that, most of it since mid-May. I wouldn’t go so far as to call it earth-shattering, or life-changing, but rather pathetically this – minimum-wage part-time work – has a better pay rate than anything I’ve ever really landed in my life before.
Miniature papercraft. I’m updating it a bit in the next couple days with a modest amount of new material tacked onto existing listings. You’ll see more soon. And best part is I do actually have a large-format printer with fantastic print quality, it can go up to 13″ by 19″ poster size. This means my papercraft will be available in TT and HO scales soon and not just the smaller scales (T, Z, N).
Nigel’s Pub, with an optional ‘outdoor seating’ addition. One of several new structures being tacked onto the British papercraft set in the next few days, across multiple scales of printable papercraft. Is there any name more stereotypically British than Nigel? Certainly not a name that is at all common in the USA!
3. Blood… the blood particle effects I have for free on Itch.IO just got an update. And it’s one of a number of updates showing up over the next week there. Watch for about 30-40 more assets to be added across some of my texture and 3d asset packs before the July 4th sale. WHICH IS ONLY ACTIVE FOR ONE DAY – JULY 4, 2021! DON’T FORGET IT!
Blood. For all the horror fans on Itch.IO.
Speaking of July 4 – I absolutely am working towards a gigantic sale on Etsy that will coincide with the Itch one and it’ll be good too. And though promotional efforts have been sort of modest this past month, they’re likely to be substantial starting a couple of days from now.
As in, I’ll be spending approx. $55 on ad campaigns, just between now and the end of the July 4 sale. That is, $35 over the two weeks leading up to that date and $20 on the day itself. It’s extremely likely to produce massive results based on past test runs.
Recall that in the past three years, between Etsy and Itch.IO, I’ve made over 60 individual sales worth over $500 total… almost all of them the direct result of active ad campaigns that were about $150 in all. So given that track record, I figure making over a dozen sales across these two venues in one day… July 4th… is fairly likely. This also means that some of the popular oft-viewed, oft-favorited listings on Etsy should finally sell by the end of that day. If you want them, but have been holding off… seriously, grab them now before someone else does! (Or take a chance on that, and wait until the morning of July 4th, and get the item you want then at 20% off if it happens to still be there.).
In preparation for the new sale I’ll be increasing the total listing count on Etsy to over 20 total listings, 20 different listed items. Granted, some of the new listings will be print stuff – the model railroading stuff appearing in a couple of larger scales they have not yet appeared in. But there will also be some new paintings showing up by the start of the sale.
Final notes: I am still working on both “Miniature Multiverse” and “Panoramic Worlds HD”. As for the latter – in the past month I’ve scrapped the old scene load/unload system and set up a new one with nicer loading screens, I implemented ad and ad-free versions of that loading-screen transition, did some playtesting, identified some situational bugs and fixed most of them, did a bit more graphics polishing in various spots, and in another few days will be doing further playtesting with a handful of other people (mostly close family) and will note any glitches/bugs they find, or any places that are confusing or that get them stuck. I’ll try to fix whatever issues they find, and also will post some trailer and video material on the web (Youtube, Vimeo, the PWHD website, the Itch.IO page, etc.)
Despite numerous failed deadlines, many delays and numerous bugs found and quashed, now I am still very optimistic that it’ll be out there by the time the sale hits. As in, during the week leading into the sale. Keep an eye out for that! It shouldn’t be more than 12 days off now!
Also, I’m working on a MAJOR update for HornbostelVideos.com to go live after that sale, some time in early July. Just know that that is still in the works. I want a lot more of my archived video content accessible but… still, not everything. There are basically going to be several tiers/categories of stuff for legal and other reasons.
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]