Happy Holidays (2019)!

Hello everyone, hope you’re having a good time as 2019 nears its end.

I’ve got a few key updates for all of you.

Etsy update – My often dormant Etsy shop actually has some listings available again. One of them has already sold!

https://www.etsy.com/shop/MatthewLHornbostel

Better: All prices are 25% off during the Black Friday/Thanksgiving/Cyber Monday span. So if you want an item… now is a good time for 25% off.

Remember my Etsy shop? It’s active again. Here’s a pumpkin pie painting I made.
Happy holidays, Thanksgiving, Christmas, Hannukah, New Year’s, etc.

Pinteresting… As a result of posting a ton of freshly revealed .GIF clips from my video productions and other projects, I’ve had a staggering 800+% spike in Pinterest views from October to November, which I suspect drives some of the activity I’m seeing elsewhere [the above Etsy sale, for example].

Check my Pinterest boards to see why that’s taking off like crazy:

Pinterest – Matthew Hornbostel’s profile

And also active [through Cyber Monday is a jaw-dropping 81% off sale on all of my Itch.IO stuff [asset packs with 3d models, stock video FX elements, and texture maps] bundled together. Five asset packs (AND) an early Miniature Multiverse preorder, for $1.69.  Here’s a direct link to the bundle page:

Holiday Bundle – Cyber Monday sale!

There are some new GIFs, video clips, and stills scattered across my ITch.IO pages to showcase the evolving status of my asset packs. I pushed a big update recently to some of them and will be posting some smaller incremental updates very soon – fixes to a few texture-file links and a couple of other small but noticeable glitchy details [like the dandelion texture which I noticed issues with] and I’ll also be adding the long-awaited hanging spanish moss to the ‘Marshes & Meadows’ pack. So those fixes will be posted soon. I tried to participate in the Icehouse Game Jam but fell behind my intended schedule and opted not to submit a very incomplete minigame. However, I’ll still finish the mystery game production [teased on Twitter & Pinterest] at some point.

A new plan… I am working on overhauling HornbostelVideos.com and TriumphantArtists.com. 

There will be a lot of new  stuff for everyone, massive improvements in content and responsiveness for various devices and the new drop-down navigation is way nicer, plus my video-player setup is way cooler, with a wide range of professional-ish features. Plus it’s all way cleaner looking and no giant endless blocks of text. And long awaited comics and a few more articles actually posted which are not currently available.

HOWEVER, VIDEO IS STILL A LEGAL MESS:

There is a tangled mass of challenges in terms of dealing with video content I have made over the years. I’d love to hit the ground running VERY FAST the day this large-scale new overhaul goes live in mid January of 2020. I need to convince the assorted family and friends to accept terms I’ve laid out [quickly] but that’ll require them to believe signing on [ie allowing their roles to be public and facing possible embarrassment] will somehow be worth it. I have a way to do this but it’s a bit tricky in a few ways, and I will NOT guarantee the online survival of the site video content beyond its first year. I do think I could pull off the plan [but] it’s contingent on this stuff finding an audience.

TV networks need subscribers or millions of live viewers bombarded with commercials, and I will not intrude on my stuff with video ads stalling the video content, nor will I require a subscription or paywall. There will be a still, not animated, banner ad at bottom of each page below the video stuff, and a widget for social media sharing, and that is *it*. So I expect far less revenue per viewer, as a result, than ‘TV’ because I refuse to be intrusive and wish to respect my audience.

Resulting harsh truth: I’ll launch with about 25-30 videos in the site library, and each of them needs to, on average, hit nearly 7,000 unique, REAL views/month. Minimum. That is, 2 million total [combined] video views in the first year. I have had family express skepticism that my VFX-laden, comedy and/or action videos will be of any interest to the broader world.

Well… Pinterest is a fascinating case study. The REASON my Pinterest views have exploded to 800-900/day has mostly to do with about a dozen amusing .GIFs from my video projects. Some of those have been seen by *thousands* of Pinterest viewers. So I figure, if a 5-10 second GIF loop from me grabs a thousand viewers in the past week… how well might the actual high-res video do? I truly believe what my family finds fun the world will too. So that’s why I’m emboldened to give this a shot.

THE SCHEDULE:

Currently, the Cyber Monday sales are active –  and some Etsy art is viewable and some Itch.IO asset packs updated, but little else is new.

Lots of gamedev, video, and web design stuff is going on in the background during December, though.

Jan. 20th, 2020 – the web network updates go live including way more video content, new design, comics, articles… etc.

Feb. 15, 2020 – the Miniature Multiverse extras pack and a bunch of new preview material gets posted online, generating further buzz.

March 15th, 2020 – the full game (Miniature Multiverse) hits Itch.IO and Steam.

Shortly after that I will be reevaluating my plans based on how successful or not, that game’s been. If it goes well, more will happen faster. We’ll see.

 

 

‘Miniature Multiverse’ launch must be postponed

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.

 

 

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:

Website updates – using Google Fonts and other methods to improve loading times.

I’ll be implementing Google Fonts on my websites, beginning with TriumphantArtists.com, as text links, with images behind them – as opposed to using images *as* the links.  You know those buttons at the top of every page on TriumphantArtists.com?

They all look the same except for the text, and if I separate the text from the rest of the image I can use just one button image as the base for every link, thus shaving a few hundred kilobytes off the page load times.

This – and other similar optimizations – are important because they can improve bounce rates.  There are some people who visit the site for the first time, on slow connections, and immediately leave when it takes more than a second or two to load.  That’s a problem!

I’m also going to compress the main page video further too, making it a bit smaller in size.  The more I can make things load faster while still looking nice, the better!