Today we’re taking a look at MetaStudio's Rune Realms, a community-driven GameFi platform that has a deflationary NFT System that allows people to have partial ownership of a game Studio.
MetaStudios aims to solve the problems of Web2 and Web3 game studios, such as bad behavior towards players, boring games, high barriers to entry, and bad tokenomics by reimagining P2E games, making them fun and enjoyable, and adding more utility to the token.
Meta Studio: http://metastudio.pt/ 0:00-Intro 2:45-What is MetaStudio? 5:12-Is Rune Realms the main one you’re focusing on right now? 5:38-What is Rune Realms?How does the game work? 8:22-Is the revenue share for the game of the Meta Studio as a whole? 9:50-Rune Realms walkthrough 12:05-Is this a browser or mobile game? 12:47-Is this similar to Clash of Clans? 16:57-How can people get into the presale? 21:57-How can people get revenue through this? 23:50-Is the presale open right now? 25:14-Are you open to people coming in? 27:45-How much revenue does the studio make currently? 28:57-How big is the team?How long has it been business? 31:28-What’s coming up next?Plans for the future? 35:17-What do you see the studio in 3 years? 38:36-Question 39:47-Do you have any concerns about regulations with your Web3 engagement? 42:16-Any final details? 43:00-Calls to action 48:10-Outro _____________________________________________________________________
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AI Generated·May contain errors
Hey everybody, this is James Pelton. I hope you're having a good Tuesday so far.
I'm here with Carlos. We're going to be talking about Rune Realms, the game that
he's building and his team's been building for quite a while. I'm really excited to talk about
it. Personally, I love crypto. I love passive income. I love, you know, returns and I love
gaming. Okay, so I always love to see these types of projects come together. I've been waiting in
the crypto space for gaming to take off. So, Carlos, I'd love to talk with you a little bit
about that and just how gaming, where it is in this space right now. But before we get started
with that, audience, I need you guys to hit the like button. If you have questions or discussion
topics or anything that you want to bring up, go ahead and ask those and we will direct the
conversation in that direction as it fits into the conversation. So, I appreciate guys who are
here already. Shadow Omni here. Good to see you. Justin is always good to see you. Alif, good to
see you. Yeah, please hit like button and let's go ahead and jump into it. So, Carlos, can you go
ahead and start us off with a quick introduction of you and your background? Yeah, so I'm Carlos
Arthur. I've been working in the game industry since I was like 17. I started as a concept
artist and then I kind of changed careers where I started working. I built like my own marketing
agency. And then from there, even like marketing agency was involved in the entertainment industry.
We were working more with schools that basically teach people how to become like concept artists,
VFX artists and so on. And then I joined a very awesome team at CGMA. That is like one of the
larger schools that train people in VFX, animation, concept art. And yeah, so basically pretty much
my career is being in the entertainment industry and gaming industry in general.
Okay, very good. So, you are a gaming expert, you might say. Yeah, kind of. It isn't like
right now, like I'm just here by myself, but the co-founders of the company of Meta Studio, they're
also industry pros. They are veterans in the industry. Some of them work, for example,
in games like Guild Wars. One of our co-founders worked in Shrek and Kung Fu Panda,
how to train your dragon and so on. So, it's a very experienced team overall that we have going on.
Okay, very cool. I love Guild Wars. That was one of my staples growing up. So, that's awesome. That
makes me even more excited. So, let's go ahead again. Assuming the audience, they have no idea
what is Meta Studios, what is Rune Realms, what's going on here. Can you kind of give us an
elevator pitch of what you guys are trying to build? Yeah, sure. So, Meta Studio basically
started like three years ago now. And initially, we basically worked on creating, the idea was to
create Rune Realms. It was like a native web3 game. And for us basically to show our ability
to bring a product to market, we pretty much started working on Rune Realms rebirth that was
like a very simple idle play to earn game. And that was basically the main idea. We built that
project and we always had the idea of launching that. But one of the things that we never actually
got in line into was the use of a token in a game. So, after just going, we literally have like a
60, 70 page around that documentation on Just Tokenomics, which is still the website.
And we ended up removing the token in the game. So, what we basically decided to do,
because during that time of building Rune Realms, we actually built an entire game studio, right? So,
we basically built other games other than Rune Realms. We outsourced the studio. We are currently
working with another project called Marv and Inu, and they're building their own game as well. They
are like a meme coin, but the game doesn't have a token either. So, with that evolution of the studio,
we basically decided to, it would be a better idea to change the way that we will basically
position the game and structure. And what started as an idea of a play-to-earn game, it kind of
became a play-to-invest kind of game. And it's basically where we are right now with Rune Realms.
So, giving people a chance of owning a piece of a game studio, pretty much, or revenue of a game
studio. And with that, basically allowing people to look at, we are now opening our Discord to
display more of what we've been building for the past three years. And yeah, it's been a very
interesting journey. Okay, very cool. So, is Rune Realms kind of like the main thing that you're
focused on right now, or is Metastudio planning on doing a whole bunch of different games,
or what's kind of the relationship there? Yeah, so Metastudio, we have right now three games in
pipeline, and we are also sourcing studio to build games in Web3. Okay, so Metastudio is bigger than
just Rune Realms. Yes. That's the right way to think about it. Okay. Yeah. So, maybe you want to
talk about Rune Realms and how this game works, and when it might come out, and you know, a lot of
play-to-earn games have not done well. And so, I like that, you know, we almost have to get rid of
that term. It's not working out in the space. You just want to tell us a little bit about this game
and the dynamics of it. Yeah, so, like, initially, like I was saying, like, we started building
the, like, our minigame, but the idea for the minigame was then to transition into a game kind
of like Passion Plan, so it's the one that you see below. And that game, in particular, the idea is
to have a more NFT-driven product than being a token, and also allowing to have an economy that
is owned by players and not by the studio. One of the things that we've seen over and over and
over again, when you have a token, the incentives usually behind that is for players to sell the
token, and studios sell the token to make money, basically, to fund the project. And that is a
dynamic that really doesn't work well, because the incentives between players and studio doesn't
work together, right? So, what you're doing and what you want to build is an ecosystem where,
basically, players, they own their assets, and they can do whatever they want with the assets,
and that is how they can, quote-unquote, earn in the ecosystem. So, earlier, I was talking about
Guild Wars, and you mentioned that you played Guild Wars. You know how, like, in the Guild Wars,
you have the black market, right? You go in, and even the black market, it kind of looks like a
market because you can lease your items to a lower price than other people, and people can buy,
and you have a whole trading mechanism around the game. The problem with that is you have two
main pieces that are very interesting that happen in the dynamic of Web 2.0 traditional games.
That is, one, if you want, for example, to buy a legendary weapon in Guild Wars, right now,
even if it's like a Generation 1, it still costs around $150 to buy a legendary weapon in the game,
but for you to do that, you need to either go on a real black market on the internet to do that,
and potentially get banned, or you need to, basically, to buy gems in the game, and then,
with those gems in the game, basically, buy the weapon instead of the game, right? The problem
with that is it doesn't really allow the player to have, like, a freedom with their own assets,
and that's the way that we think that the space should evolve and just, basically, allow people
to trade what they own in the game, but before that, the most important aspect of everything is
just making sure you have, like, a fun game experience overall for players.
Okay, very cool. So, when we're talking about, you know, getting some revenue share,
is this something that you're selling for Rune, in particular, for Rune Realms,
or is this for the gaming studio as a whole?
It's for the gaming studio as a whole.
Okay.
So, but what we're doing is, just to explain a little bit further, is we're using
the mini game for Rune Realms, what we did, basically, in the past month,
was updating the entire game, and I'm not sure if I can share my screen, but if I can,
I can later on share, like, how that looks like right now.
Sure.
And the idea is, like, we basically created a system where it gamified the whole experience
on what you can do with NFTs, and what you can do in the ownership of the studio.
So, what we built was a system where you have five different golems,
and each golem has, like, a different element.
So, you have, like, a fire, a stone, a crystal, a nice one, and then a plant one.
And then, based on those golems, you can merge four of them,
to basically increase your percentage in the studio.
But it is, like, the percentage in the studio.
So, basically, meaning, what we build in terms of outsourcing, what we build for ourselves,
and also what we build, like, for Web 2, even, that all becomes a potential part of revenue.
Okay, very cool.
I love revenue, so I like to hear that.
And that's been a big problem with play-to-earn games in the past,
is where does the revenue come from?
So, you kind of talked about it a little bit, but do you kind of want to just walk us through,
maybe let's start with the gameplay of Rune Realms.
Maybe that would be a helpful place to start.
And yeah, if you want to share your screen, you're welcome to.
I have it kind of pulled up here, too.
But do you want to kind of talk about what you guys have already?
You said you were kind of working on this rebirth.
Are you kind of abandoning that and going to Clash,
or is this still in the works, or what's kind of the roadmap we're looking at?
The Clash is still in the works.
Like, this game is, it looks a simple game,
but it is fairly complex on what you're building.
So, that is something that we even, we didn't share much about the gameplay.
It's funny, we share, like, gameplays for other projects that we are building,
including outsourcing projects that we are building,
but for Rune Realms, we didn't share it yet,
because right now the game looks like a box in the screen
with a lot of just, like, code and math, pretty much.
It's not very fun to look at,
because it's a fairly complex game that we are building.
The whole idea for that game in particular is,
like, it is set in the world of the nine realms of Norse mythology,
and then we allow players to select,
or we are going to allow players to select what realm they want to be part of,
and then based on that realm,
they'll be able to participate, like, in realm wars, in clan wars, and so on.
So, in order for us to balance that,
it's just, like, pretty much spreadsheets and spreadsheets
and blocks on the screen at this point.
It will take us around an extra, like, six months
to fully finish the game,
and to build, like, the rest of the visuals that we need
and finish the game,
and we are basically going to,
now that we are going to transition,
like, even our rebranding to share more about Meta Studios in general,
we are going to start sharing more about Rune Realms,
because before, if you are basically looking at the project as it was,
it made more sense to just basically display scenes of rebirth,
like, it's beautiful to look at, in terms of visuals,
than just, like, simple plots.
But now, like, because we want to involve people in the process,
we can basically start showing that behind the scenes of,
even if the scene looks, like, scrappy,
there's, like, green boxes on the screen,
people can still understand, like, how the game looks,
like, and see the entire process behind it as well.
Okay, very good.
So, you mentioned it's kind of like Clash of Clans,
so it's going to be a mobile game,
or will you be able to play on your browser?
Browser and mobile.
Like, we'll have, like, the port for both browser and mobile,
and one of the reasons for that is because
the interaction of NFTs will primarily be browser-based,
so even if you play, like, on your, like, iPhone,
or on your, like, Android device,
we are going to, at least in the initial phase,
be a little bit limited about what you can do in terms of NFTs,
and then basically have that experience for web,
just because of how the stores pretty much, like, work at the moment.
Okay, okay, gotcha.
So, in Clash of Clans, you're kind of, like,
building a civilization, right?
And then you, you know, you build houses,
and every so often you have to wait, then,
a certain number of minutes
before your worker can go do their next thing.
Is that kind of the same idea
of what you guys are doing with this?
Yeah, that is, like, a core element of gameplay.
Like, we can go in depth on, actually,
why Clash of Clans does that,
and why it's actually a very smart way of building things.
But, yeah, like, it's the same element.
It's a real-time strategy game.
And one element that we are building,
and it's a bit challenging to build,
more in psychological level of things,
is the way that Clash of Clans work right now,
is this thing is, like, one player versus another player, right?
This is, like, player versus player.
What we are building is, in a way,
that you will be able, for example,
to play player versus player.
So you have, like, your clan battling another clan.
But because you have, like, the realms,
and you need to battle the realms,
at one point, you will have to basically join forces
with one of your enemies inside of the same realm
to basically battle the other, like,
other members from other realms,
and then keep doing your realm.
So you have to have a balance between
how you basically battle between
inside of your realm for resources,
and how you can also grow your realms
so you're not defeated by other realms as well.
Okay, very good.
Can you talk about where the revenue comes from?
So again, I know Clash of Clans,
they kind of, your revenue comes in from,
oh, you want your timer to be sped up
so you can buy this boost.
Are you guys kind of doing the same model?
Yeah.
So for you to have an idea,
Clash of Clans, they make around
a million to three million per day,
just selling gems.
So we are basically using the same gem system.
But one interesting thing that we are doing
is outside of the revenue share for,
and that will be exclusive for Web 3.
So for the Web 2.0 version of the game,
people still get like 10% of revenue share
for the studio.
But for the first year,
what you're doing is basically
every gem sold in Web 3.0,
80% of it will just go to the holders of coins
as a thank you for supporting us
through the process and through the journey.
We've been basically building this
for like three years now,
and building the studio for three years.
If you have people that have been with us
for so long, it just makes sense
for us to reward every support
in a way that is meaningful as well.
Yeah, absolutely.
There's a ton of money being made
in these mobile games.
So if we're able to get some of the Web 3.0 stuff
into that market, I mean, that could be huge.
And again, one of the passions I have for my channel
is helping non-crypto people get into Web 3.0.
And so I think gaming,
I've always thought gaming is going to be a way
to bridge that gap,
but we just are waiting for some fun games
to actually come out.
I honestly believe that the best way
to award people in Web 3.0,
it will be through gaming.
And one thing that we've basically been playing around
in an idea is, let's say, for example,
you start playing the game in Web 2.0,
you have no idea that it's a Web 3.0 game.
Just like play the game because it's fun.
But then you evolve, for example,
your townhouse level five, right?
And at that point, you have a notification on your phone
that says, hey, by the way,
like your level five townhouse is on NFT.
If you want to play with it as a collectible,
you own that piece of content.
And that piece of digital building,
you can just log into this page
and play that for you.
And at that point, you start onboarding people
into Web 3.0 in a way that is more organic
because they feel that they have a benefit
from going to their normal building
and then transitioning to, for example, Web 3.0.
And you can have like perks attached to that
where, for example, if they transition to Web 3.0,
they get, for example, a boost in speed
in terms of building, for example,
so the incentive alignment with the player.
But it just allows basically to onboard people
from Web 2.0 to Web 3.0 in an easier way as well.
Okay, very cool.
No, that sounds exciting.
So maybe you can talk us through some of the details.
So what do people need to do
if they want to be part of this pre-sale?
Can you give us some details about the pre-sale,
how people can get these NFTs?
You know, if they're like,
hey, I want to, you know, Clash of Clans,
like you said, making a million dollars a day
and people want to take part in that,
what can people do?
Yeah, the first part of this would just be like
join our Discord pretty much,
because this is where we mainly update people
about like what we're doing.
And like our whitepaper,
we've had so many changes over like the past month
to make sure that we have like,
such that makes sense for people,
that you're just now like updating our whitepaper as well
to reflect better what you're building.
One of the things, for example,
that is like the Signets
that you have like right there in the page.
These Signets before,
it was like a way that we would allow people
to basically to buy in bulk a pack of NFTs.
And then with those, with that bulk,
they will earn a percentage of the studio.
We scratched that because we want to make a system
that is fair for everyone, right?
Like if you calculate the way
that these Signets were being built,
because you have like a rarity chance in the game itself,
it was basically being built with that rarity in mind.
Therefore, like the price of it was like super high.
So it basically made it sure
that we can basically have like a platform
that everyone can join and participate
without being completely weird.
So I can actually send you a link.
Okay, yeah, that'd be great.
And you also, you can try to share screen too,
but yeah, feel free to send it to me too.
And I'll just pull it up.
Pretty much like the way that it will work
is to be like, it's like a very,
it's a more like straightforward
pre-sell pretty much that we have
where you know, like the idea is like,
you can buy two like chests.
One chest, it has a Signet.
The other one has the Golems.
And then inside of the chest,
basically it allows you to like,
to get the Golems and combine them.
I think that it's better,
like let me just actually go in and open,
just remove the music.
So this can have like a better illustration
of how that process will work.
Can you, just one second.
Yeah, no problem.
And while Carlos is looking for that,
I've forgotten too that I have an audience watching,
but yeah, I appreciate you guys.
And Matthias, good to see you.
Appreciate all you guys.
Please comment where you're watching from.
So PCKP said they're watching from Germany.
And I'm always just reminded,
it's crazy how the world is brought together
in things like this.
So I'm in Lincoln, Nebraska,
and I'm talking to just people from all over the world.
So I love that.
That's nice.
Oh, cool.
All right, so.
That's nice.
Yeah, so this here,
I'm just like stretching it a little bit.
So the way that this will work is pretty much like this,
like ignore the runes on top,
but this works pretty much like this.
Once you have like a shrine, like this one,
and right now, like before we have like these shrines,
and we would allow people to have
multiple rites of shrines,
and we eliminated that.
So whenever like someone meets,
it will always be the legendary shrine here,
like this one.
This legendary shrine basically allows you
to have five golems in the shrine,
and that will be like, will be standard.
And then you can basically connect the golems.
So the way that you think about it is basically like,
your golems is what has the percentage,
and then the shrine is basically
is by activating the staking of the golem.
So when you add the golem to the shrine,
you are staking that golem,
and the percentage is accurate.
So when you basically select the golems,
you can add them into the shrine.
It doesn't really matter,
like you can have like your five golems there.
And then if you basically are collecting golems,
and you want to upgrade them to a higher rarity,
which will be displayed here,
you can just go in and then merge the golems.
So you can only merge them
if they are like on the same type,
and then once you merge them,
they become like pretty much like a single golem.
It will be the same time.
This is like the dev build,
so you can do whatever you want in dev build,
but it will be like,
it will transition to become like a level,
like a rare fire golem in that case,
and then increasing the percentage in revenue share.
This is so very cool.
So this is kind of like the,
this is kind of the marketplace part.
This is where you're getting your revenue share.
I think this is pretty cool.
Gamifying that, I love that.
How can people think through like what,
you know, people are always trying to figure out,
well, what kind of revenue am I going to get from this?
You know, if I'm paying this amount of money,
when am I going to see ROI on that?
Do you want to, how do you guys think through that,
or do you have any estimates,
or just how should people think through that?
Yeah, so right now we are also building,
like besides like our own games,
we are also building the division
where we are outsourcing the studio,
which is something that is actually growing super fast.
People will get revenue share from that,
but like as soon as we have, for example,
Rune Realms done, Rune Realms Splash,
that will be around like six months after the meeting phase,
then people will basically start getting revenue share
from pretty much everything that is sold
instead of the game.
That also includes when we launch, for example,
season passes in the game and updates,
that will basically be included,
not only in Web 3, but also Web 2 sales as well.
Like especially for games like Clash of Clans,
it's easier to sell in Web 2
because you can always launch stuff like Facebook ads
and YouTube ads for the game
and just like push the marketing of the game on that site.
And yeah, and people will be able to basically
get the revenue share from that.
But even outside of Rune Realms,
it is important to notice that it's basically
like a revenue share for the entire studio.
So everything that we build for the studio
is people basically get revenue share from that.
And you have like other things in the pipeline
that we are going to start to share like this week
about basically what we've been doing.
I think that people will be super excited
for what is in our pipeline
and what we've been doing for the past like three years.
Okay, very cool.
So can you buy these now?
Is this pre-sale open right now?
Or are we waiting still?
Yeah, we are waiting.
Like we are going to do the pre-sale
on the 25th of February,
but we decided to postpone that for another month
just because we want to make sure that,
like the question that you asked before of,
are people just getting revenue on Rune Realms
or is the studio?
That seems to be like a question
that like a lot of people have,
and you have to make sure that it is in the studio
and not just Rune Realms.
So we are kind of rebranding like our entire marketing
to basically to reflect that,
reflect basically what we've been pretty much doing
and what the studio has actually done.
Because we've basically just been showing
around like Rune Realms,
there are a lot of things that we never shared
and that now we basically will be able to share with people
and show like what we've basically been building overall.
Like not just like Rune Realms as a game,
but all of the other games that we've built
for the past like year
and what we're basically currently building now as well.
Okay, gotcha.
So it was originally going to kind of be focused on Rune Realms,
but then you realize,
hey, there's a lot more to Metastudio.
There's a lot more to this revenue share
than just that one game.
Like that's just a piece of this bigger puzzle.
So, okay, makes a lot of sense.
How are you currently,
like if there's someone who wants to build a game,
for me, for example,
I've got a lot of game ideas and things like that.
Do they just get in touch with you?
Like, are you open to people coming in
and partnering with them or what's kind of,
how are you guys getting the ideas for games
and tell us a little bit about that?
Yeah, so we have like a very like in-depth process for games.
So one thing that I can say right now
is we have right now five games in our pipeline.
So like the studio is basically like booked in a way
because we have like a lot of games
in our pipeline right now
and we are like a 15 people studio.
So it's fairly small.
But usually the process it goes is we sit down,
if it's an outsourcing project,
usually the person already has an idea
of what they want to do.
And we just basically advise them
what is the best thing that they can do.
So for example, the marketing community,
they're like a very like meme driven community
and what they're building is very meme driven.
Like you have like Snoop Dogg as a dog in the game,
for example, that is like one of the bosses in the game
and stuff like that.
So one of the things for us is like making sure
that even though we want to make it a project
that makes sense for their community,
we basically advise them in creating a project
that everyone will get it.
And even like if it's a web two person playing the game,
they'll have fun playing the game as well.
That's basically the whole idea.
So the process that we go through first
is we basically spent like two weeks
just working on the GDD of the game,
that is the game design document,
making sure that we basically highlight everything
that we're going to do for the game,
all of the ideas to help you build
the lore and story of the game.
And then from there,
we basically pass to the visual development phase
where our art team just like starts to create
like beautiful art for the game.
Even if you want to just like do marketing for the game
with the visual part of the game,
you can start using that to drive traffic to the game
and so on.
And while we are building that,
the way it usually work is
while we are doing the visual development reality,
building the assets for the game.
So it basically works like side by side,
visual assets for the game as well.
And then basically it's like development phase
and then it's polishing it,
like VFX and sound effects and so on.
But yeah, if anyone basically wants to work
with Metastudio,
you can just ping me on Discord
and we can basically go through the whole process.
Okay, very cool.
Davis would like to know,
and by the way, audience,
if you guys have questions,
please bring those up.
I appreciate those.
You guys always have great questions.
Are you guys currently making revenue
or how are you kind of funding things right now
as you're getting stuff built?
Yeah, so initially we bootstrapped the entire project.
It was like literally money out of pocket.
And it's one of those things
that even in Web3,
even people in our community are like,
well, you guys could have launched the project
and they just used the money.
But for us, we prefer to create an actual product
and show people that we can build things
because that's what we do.
And even when we announced, for example,
even when we announced the revenue share of the studio,
we wanted to make sure that we could have outsourcing
projects that we could display.
The license that we are doing right now
and that can be part of the revenue share of the studio.
So for us, it's super important to first show
and then tell.
But yeah, right now the studio is a studio
that is not only making revenue,
but it's profitable as well.
I'm not sure how much I can share
about the profit right now,
but it is a profitable studio to run as well.
Okay, very cool.
No, appreciate that.
How big is the team for studio?
How long has it been in business?
I've found with gaming studios,
a lot of times it's the team that makes or breaks it.
So do you want to talk a little bit more?
You kind of did this in the intro a little bit,
but do you want to tell us a little bit more about the team?
Yeah, so our team right now,
it's basically formed by 15 people.
What we have in the website right now
is just pretty much the head of each department.
We have pretty much me there.
From every single person tied to the team,
then there is me.
You have amazing people,
and then there is me.
Usually that's the joke that I like to tell people.
It's like, when you look at everyone there,
they're just amazingly talented,
and then there is Carlos.
But yeah, you have Ted and Manny.
They both founded CG Master Academy
that is one of the largest academy
for training VFX and artists in general in the world.
And they basically have years of experience
by working at DreamWorks,
working in projects like Pirates of the Caribbean,
Shrek, Puss in Boots.
Their portfolio is just amazing.
Rodrigo, Elton, and Valney,
when we basically joined forces with them,
they had just released a game called Retro Machina
that actually won Game of the Year in Brazil.
So it's a game that you can actually go right now
on Steam, get the game and play.
And they basically are the head of...
So Valney is the head of development.
He's the main dev,
and he's the genius behind every single development
in the project.
Then Rodrigo is just an amazing artist overall.
And Elton, he is a genius when it comes to level design.
That's pretty much it.
And the way that the team is built is in...
Everyone, we have three talks about decentralization,
and we kind of work that way,
where we have each team leader
taking care of their departments,
but we also work together to make sure
that everything aligns.
But then each team leader is super competent
to take care of the department
and just have the best work
that can be done, pretty much.
Okay, love it.
Yeah, no, that's how I sometimes feel
with my team here on my YouTube channel,
is it's all these hard workers
and all these great minds,
and then there's me,
and it's like, oh man, I feel out of place
with what I'm doing here.
So awesome, love that.
Okay, let's talk about the roadmap a little bit,
because I know that's the most popular question,
is when, you know?
So you kind of mentioned some dates.
I assume some of the dates are kind of up in the air,
and there's always this tough balance
because you don't want to give dates
because then you feel like you're held to that date.
So maybe we're just looking for rough estimates.
We're not looking for exact dates,
but do you want to kind of,
let's start with what's coming up next,
what should people keep an eye on,
and then what's kind of,
what are the plans for the future?
If you look out even further than this, five years,
what do you see out there?
But let's start in the near term
and kind of work our way out.
Yeah, so like pretty much everything
that is up to Q1 2023, it was actually built.
If you look like in the roadmap,
even like the Q1 2023,
it was actually, everything was built,
including the mini game,
but we scratched the mini game
to basically just making it to streamline the process.
So what I showed you now in the merging,
we literally have done that in the past two weeks,
if I'm not mistaken,
is when we actually got back
and we built the merging feature in the game
because before, we were basically building
an entire mini game for that project.
And for where we are heading,
it didn't really make sense to keep that.
So we scratched that so we can basically focus
on building RuneRealm Splash,
and we can focus on building
the other projects that we have in the pipeline.
Because even though it's a mini game,
what you're doing was a dungeon crawler,
and that still has like a lot of maintenance to do.
So we basically just like started to focus
on building like the splash version of the game
and also building the part of all sourcing of the studio.
Yeah, we are a weird project
because when you look at our roadmap,
pretty much what is there is pretty much done.
And what we have right now in store for us
is more in terms of looking
in terms of systems inside of the company.
So making sure we have like a predictable system
for the outsourcing part of the studio.
So right now, we're actually increasing the studio size.
So we are basically hiring more people
and increasing the size of the team.
So you can basically start getting
more outsourcing projects.
And on top of that, we are also working
in looking into after the launch of RuneVelm Splash,
how we can basically further the idea
of Web3 gaming in space.
So there are three or four things
that we are looking at that are super important for us.
One is making tools that allow people
to be creative in our ecosystem.
The second one is just looking at
what actually ownership of your assets digitally,
especially in gaming actually means.
And the other one is let's just like build tools
that allow humans to basically thrive in our ecosystem.
So for us, it's important to...
The way that we basically see the future of Meta Studios
is building something kind of like robots
where we create the IP
and then we allow people to plug and play for IP
and build their own things on top of it.
The reason for that is because
it creates a true flywheel effect,
not only for the business, but also for the community.
Because if you think about it,
you have the game that is a single piece of game.
It can be super fun,
but people will get tired of it eventually.
It's just how it happens.
You have a certain rate in any game.
But then if you have creators creating things for the game,
what happens is the initial part of the flywheel
is the studio creates a community.
That community basically grabs creator
to create things in the game
and those creators create content.
And the more content we have in the game,
the higher is the community.
Therefore, it basically keeps the loop going and going.
And that's basically the goal,
is we can create an IP
that then allow people to mix and match
and build their own scenes.
Okay.
So if you look forward,
let's say five years.
Well, that's a really long time in crypto.
Let's do three years.
If you look forward three years,
everything's gone according to plan,
where do you kind of see that Meta Studios at,
at that point?
This is the dream section of the AMA.
Yeah, I would say probably that will sound weird,
but probably a billion-dollar company.
If everything goes to plan in five years,
probably a billion-dollar company.
And when you talk about a billion-dollar company,
it's really hard to look into that perspective.
But the reason that we say that
is pretty much just because of,
again, having the flywheel effect on
if we are able to build the tools
that you want to build in that time,
in five years,
then we really don't see a why not.
If people can, for example,
let's say that you want to build your game, right?
For you to build your game,
you need to hire minimum two developers.
You need to hire a concept artist,
you need to hire a 3D artist,
an animator, a VFX artist,
a sound designer,
and you need to hire a game designer
if you don't know how to build games.
So that person can go in and teach you,
like, this is what you can do,
this is how you can build the game,
this is how you can make the game engaging,
the psychology behind the game, and so on.
What if we can basically take that out of the way
and say, hey, you have these tools here,
and you can just, like,
with a couple of sliders, build your own game?
We don't see why people wouldn't use that
to basically start building their own system and game,
and start building their own games
that make it feel unique to what they want to build.
There's actually a very interesting case study
of, I don't really remember the name of the project,
but he was a lawyer that he started to build,
he started to build a modded version of Skyrim,
where he ended up building an entire game.
I can search that up and then send it to you.
He started to build an entire game out of Skyrim,
and right now is one of the most played games,
like, based on a Skyrim, basically, modded, like, game.
Yeah, yeah.
It is like, yeah, it is a fun, yeah, it's like,
it's one of those things that you look at,
and you're like, okay,
you have, like, a lot of people
that they are super talented,
and if we can basically use our expertise
to be able to assist people into build
and take their ideas to life,
that is basically the goal.
And one other thing that we look into
is right now what we are doing
is we are basically building games
as a for-profit company, right?
People play in the studio, go outsource,
and we build the game.
But one of the things that we are looking into
is in the future, as we evolve as a company,
because we already have the structure created,
I see that what we can start doing
is basically looking at companies
or at communities that already have
an established community,
and they need a product,
and we can basically go behind them
and kind of, like, launch their product,
like, launch their game in a partnership level.
So that's basically building their community
and building products for their community
and getting more people for our community as well.
Okay, very cool.
I love that.
Have you guys thought any about,
like, game engines or no-code tools
that might help people build games easier in Web3?
Yeah, so that's basically the idea behind that.
I'm not sure if you've ever played Overwatch game.
Oh, yes, oh, yes.
Yeah, you know how in Overwatch
you have the workshop in Overwatch,
and then you can basically, like,
there are people that literally build Pokemon
instead of Overwatch.
So initially, the tool will be like a tool
that is more like that,
that we basically visually create in it.
And then eventually, we basically can evolve
into something more interesting
where people can just easily build things.
There are a lot of tools in the market already
that assist people in building in Web3.
You want to take in a different angle of it
where people can just basically plug and play
with our IP at first, build their own things,
and then expand it from there.
But another in that, as any game studio,
just build, like, more fun games.
That's always the goal, just build fun games.
Awesome.
Matthias would like to know,
do you have any concerns about regulation
with your Web3 engagement?
Gensler and the SEC, they're after crypto right now.
Do you guys have any concerns
about the regulation side of this?
Yeah, so, like, the studio is actually in Portugal
because it's where I'm at at the moment.
So we basically registered in Portugal.
But we do have, like, two co-founders
that are in the United States,
so Manny and Ted.
They're in the United States.
And for us, we did look a lot into regulations
on how we can make this in a way that makes sense.
We've, like, right now,
things kind of escalated a bit.
So we are going back to the basically talking
for lawyers and making sure
that everything that we do is correct.
But the way that we are building it
is in a system that you can pretty much,
like, claim every four months,
like, the part of revenue share.
And last time that we checked,
it was literally a month ago.
Everything was fine.
So you're basically going to go back
and making sure that is still the case.
But there's always ways to get around that
in the way that you do the revenue share portion of it.
But it's one of those things that it's tricky
because I feel like in crypto,
especially for a company like ours,
there is a company
that is actually a registered company.
It is tricky because we tend to try to find,
like, ways to always be, like,
to always be, like, according to the law.
And sometimes there are things that we want to do,
but we can't because it's just, like, tricky.
You can't do it because of regulations and so on.
So for us, ideally, if we could,
the way that we will basically do,
like, the revenue share portion,
it will just be, like, an airdrop.
But we can't do that.
So there are things that we need
basically to take into consideration
and be careful how we position the company,
especially because we are an actually registered company.
Got you.
Yeah, well, where there's a will, there's a way.
So I like, we'll figure it out.
Okay, awesome.
Well, this has been super helpful.
I have a much better understanding.
Again, I read through all the white paper
and look through the website,
but there's nothing like talking to someone from the team
just to get an idea of the vision
and to just get a good feel for what all is going on.
So is there any other part of the business
or other games that you want to talk through
or anything that you feel like,
hey, I'd really like to get this out
before we kind of start talking about calls to action?
I would say, like, just if anyone is, like,
interested in learning more of what you're doing,
just keep an eye, like, on our Discord for the next week
because we are going to share stuff
that even people in our community don't have an idea
that we have that going on.
And I see that that will be a very fun experience
for people to actually look into,
like, what it takes to build a game studio
and what we've basically been doing
for the past, like, yeah, three years.
Okay, so, yes.
So I'll start.
So calls to action.
If you're watching this and you're like,
hey, I love gaming.
I love Web3.
I like Carlos.
It sounds like the team is a hit.
If you want to get involved,
the best way right now, here are the freeways, okay?
First off, like this video, okay?
That's very easy.
You're already on the page.
No reason to not do that.
Hop into the Discord.
I put a link in there.
That's where they'll keep you up to date about,
hey, what are we doing right now?
When is the pre-sale gonna be?
Those things, those will all be in the Discord.
Follow on Twitter.
That helps get the word out.
So I left a link to the Twitter.
Just go in and just follow.
And if that's all you do, that's great.
You know, start interacting with tweets.
That helps get the word out a lot as well.
And then if you want to get involved financially,
there's not a way quite yet.
But pay attention in Discord.
Save your pennies.
And soon that will be available.
Anything you want to add to that?
Or did I kind of hit those pretty well?
No, that's perfect.
Yeah, we try to keep the community on Discord updated.
It's one of those things that we've,
we are a team that we are always building.
And we are going to do an extra effort
to just keep people more updated,
moving forward, especially like in studio level.
And yeah, we have like some stuff in the pipeline
that is super exciting.
And we like, there are scenes that I've wanted
to talk about it myself for ages now that I can't.
And now I finally can.
So yeah, so we're super excited to be able to share
like and open that next like part of the studio
and open up like what we've been working on.
And yeah, like the primary place
where we basically update is just like on Discord.
We also have like a medium where we talk about
like not only the studio,
but also like our own like vision in terms of Web3.
Sometimes we write like more like a philosophical blog post
in terms of like how we see the future
of Web3 gaming and so on.
If anyone wants to take a look at it,
they can share it as well.
But the main thing really is like it's our Discord.
Making sure that if you want basically to learn more,
just participate in Discord
and everyone there is like super friendly.
Okay, good.
It's a friendly community.
We need more of those in the space for sure.
So, well, we'll go ahead and wrap up there.
I look forward to, as this progresses forward,
you know, it's great kind of having this kickoff AMA
where, hey, we get kind of the general info.
But I look forward to as things get built, the game.
I'd love to feature some gameplay when it's out
because I'm just excited for the space to move forward.
I feel like I've been waiting for gaming in Web3 forever.
It's just nothing's really moving.
Nothing's really happening.
So I look forward to that coming out.
Yeah, I think that like that one of the things
is that that is super interesting for us
is because you're like a Web2 native team.
When we look at the space
and the games that are in space,
this is like 10 steps backwards from what gaming should be.
So for us, it was like an easy change to be like,
OK, definitely we can do better.
So it was like a super easy change
to start basically building in Web3,
which has its challenges as well.
Like building, for example,
I don't know if you probably saw that in the website,
but we partnered with Sony that was previously notified.
So they're like amazing.
They're like an amazing support in our project,
an amazing team all together.
And they've been basically helping us building
everything that is basically Web3 related,
like the smart contract and so on.
Just because we wanted to make sure
that we have a partner that is strong
and understands what they're doing
because building in Web3 is challenging.
So we can focus on doing what we do best is build games.
And then with their support,
yeah, we have a cool partnership going on pretty much.
I love it.
Yeah, I had an AMA with them back in the day as well.
Yeah, you're right.
I'm actually a software developer
and I'm doing my first Web3 project right now.
And I'm like, this is just such a different way of thinking.
And it's not as easy as just,
oh, program this the same way
you would have programmed in Web2.
It's a different way of thinking.
And there's way less documentation.
So I guess a programmer with Web2,
I can Google anything and there's answers to everything.
Web3 is new enough where I Google things
and it's like, no one has ever had this error before.
How is that possible?
And so it's a challenge,
but it'll get easier as time goes on, I hope.
Yeah, I believe so.
Like even like the guys at Sony,
they're doing a pass at that,
making sure that Web3 is easier as well.
Love that.
Love to partner with you guys and just help.
Let's just make the space more accessible in total.
Well, awesome.
This was super fun.
Again, I love gaming.
So this just gets me excited to see what happens.
So as we close up here, audience,
appreciate you guys very much.
Appreciate your questions.
Appreciate your attention.
Appreciate you watching all the time.
Please hit like on your way out.
If you're watching this as a replay,
please hit like also.
But just want to remind you,
you can't ask live questions when you're watching as a replay.
That confuses a lot of people.
And Carlos, thank you for coming on.
Thank you for building in the space.
I always want to.
It's not an easy thing.
It's not a cheap thing.
So appreciate just what you're doing for the space.
And yeah, keep me in the loop as you're moving forward
and would love to help just get eyes on things.
Love to be a beta tester or an alpha tester, maybe even.
I'll take any Greek letter testing.
But yeah, I'd love to be part of your journey as you go forward.
Awesome.
No worries.
It was a pleasure to talk to you.
And yeah, if anyone like has any questions at all,
like for us, like we are like a super open team.
You just like you guys and ask any questions
and we are always ready to answer.
Awesome.
Yeah, very true.
Carlos is very kind.
That's one thing I'll say about you is you are.
You are kind.
So I appreciate that.
I have a lot.
There's a lot of people in web three that are not kind.
OK, so we need more of that.
So awesome.
Well, hey, I hope everybody enjoyed this.
Hope it was educational and hope everybody has a great rest of their day.
Thank you so much for watching.
Thank you.