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How to be a successful VaM creator (financially)?

If you're in for the money : do average sex loops, once per week. Or do looks (hoping you're extremely talented). At some point, you'll get at least a tiny bit of audience.
If your goal is anything but that (plugins, enviro, sound, VFX, extremely high quality scenes with months/weeks of work...) you're in for a disappointment.

Yes this has always been a shame. As a creator I make it my responsibility to support the plugin creators that make my work possible. I'd totally sign up to your patreon hazmhox, if you had one. But even so, I can't express how much I enjoy your work, it really is invaluable to me. That goes for Acid, MacGruber and the rest. You all deserve more.

If you ever want to be stunned by what makes a successful Patreon you should check out the adult visual novel space. I'm afraid you might have opened the flood gates with your latest plugin:ROFLMAO: In all seriousness though, I can't wait to mess around with VAMStory as soon as I'm done with the scene I am currently working on.
 
Yes this has always been a shame. As a creator I make it my responsibility to support the plugin creators that make my work possible. I'd totally sign up to your patreon hazmhox, if you had one. But even so, I can't express how much I enjoy your work, it really is invaluable to me. That goes for Acid, MacGruber and the rest. You all deserve more.

Couldn't agree more. Yesterday I started putting the story in VAM, and gratitude may have been the emotion I felt the most while I was at it. It's really a shame that those who do this essential work don't have the support they deserve.

If you ever want to be stunned by what makes a successful Patreon you should check out the adult visual novel space. I'm afraid you might have opened the flood gates with your latest plugin:ROFLMAO:

I remember a GDC video of a guy analyzing the amount of sales on Steam by genre and the guy said he was surprised to find that visual novels, in general, have an unexpectedly good sales numbers. ?
 
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With out the creators and contributors, I would probably not even bother. I could not learn, nor build this stuff on my own. I would maybe try it for a while, then get bored and quit. Now everyday, there is new high quality FREE stuff! And even more for even higher quality paid stuff. What a joy it is! Skyrim and Fallout are the same way, without modders, they are no where near the games they are. And they have 1000s of mods. It would be interesting to see the total number of VAM creator patrons compared to Meshed VR patrons.
 
My personal advice for you is simply: Do what you love and nothing is holding you back. The moment I started with VaM years ago I got headache from the steep learning curve lol but I simply refused to release anything I am personally not 100% proud off. I didn't care if creator XY releases 5 scenes / looks a week while I was crawling at a rate of 2-3 scenes per month. Quality over quantity - from day 1 until today. Sadly I have to agree that quantity is a selling point for the majority. But also this will change. The market is pretty much saturated with low effort content. I saw creators coming in trying to make a quick buck and quickly disappeared after being crushed by other quick buck makers. The market regulates itself and will always do.

If you have a dream - go for it. But whatever you do, do it with passion and effor. Maybe not today - but in the future it will come back to you. Build up a network of people having the same targets like you have or at least the same spirit ;)
 
My personal advice for you is simply: Do what you love and nothing is holding you back. The moment I started with VaM years ago I got headache from the steep learning curve lol but I simply refused to release anything I am personally not 100% proud off. I didn't care if creator XY releases 5 scenes / looks a week while I was crawling at a rate of 2-3 scenes per month. Quality over quantity - from day 1 until today. Sadly I have to agree that quantity is a selling point for the majority. But also this will change. The market is pretty much saturated with low effort content. I saw creators coming in trying to make a quick buck and quickly disappeared after being crushed by other quick buck makers. The market regulates itself and will always do.

If you have a dream - go for it. But whatever you do, do it with passion and effor. Maybe not today - but in the future it will come back to you. Build up a network of people having the same targets like you have or at least the same spirit ;)

I agree with you. I said I was going to make stories but I decided to make plugins after all, since that's the kind of stuff I love to do. I'm a bit worried because it will be a bit difficult to maintain a good release rate, but whatever. At this time I'm trying to make particle-based cumshots that are more realistic than what currently exists in VAM. I hope people will like it.
 
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I've been making request for free for a little while now and not wanted to set up a patreon. I'll spend hours of my time modeling something I care about for free to make people happy, but I won't model something I don't care about for a few pennies an hour.
That being said, I've noticed no one has asked the obvious question.
If there is a horny millionaire reading this, can you pay me an eye watering sum of money to do what I'm going to keep doing anyway?
 
You simply have to look at one of the most insane dev of the community, Acid. He has under 150 patreons and yet releases the best plugins around here.
It is almost a crime that Timeline has 3 million + downloads and yet so few people contribute to Acid.
 
It is almost a crime that Timeline has 3 million + downloads and yet so few people contribute to Acid.
I wonder what % of patreon creators use his Timeline in their paid scenes, actually contribute to him, even if it was just for one month? Someone should start a GoFund me page ASAP, even at $1, enough contributions would add up. He should have a quick popup every time its first used in a scene with the GoFund me url. I admit I have not contributed yet, but will work him into my rotation, as I am currently maxed out on Patreon! (by the way, I did contribute to you Vihper for a few months in the past, I am pretty sure)
 
I did contribute to you Vihper for a few months in the past, I am pretty sure
Thankyou :) He does have a "creator" tier on his patreon, which i agree everyone that profits from his plugins should subscribe to.
 
So I've been making content for just over six months. When I started I tried to keep my expectations low but I wasn't expecting the first few months to be so brutal! But I stayed dedicated and now every time a new patreon member shows up, the endorphens start pumping and I get back to work! Not making nearly enough to call it 'a living' but its nice to make a little extra on the side if your going to be doing stuff in VAM anyway. Here are some things I wish I knew when I started though:

1. Just start releasing stuff! When I first started I made a super long movie that took me almost six months to make. IMO was worth the $7 dollars I was asking for but because nobody knew who I was, they didn't pay me any attention. If I was smart I would of made my movie in chunks and released it as I worked on it because pacing out your content is super important for engagement I am finding out. You can make the best scene ever and you'll release it on a Tuesday and your biggest potential fan will be on vacation that week and when he returns to the hub you're scene is now pages down on 'latest resources' and they just don't find it.

2. Really dedicate some time to understanding VAR files! People really wanted the movie I made to be a scene but I didn't plan ahead and now if you look at the dependency list it says you need 112 Vars. (That's not accurate you actually need much less) But I know that is a hard pass for many users. Keep dependencies low. My latest project only uses like 15 VARs and they are all some of the most widely used VARs on the hub.

3. Try to have a free component. I have seen this done in many ways, for me I always have free demo versions of my scenes. But one creator I saw (can't remember who) did a really good job on a look that you could download for free but the clothing set that was featured on the model (where they clearly put the bulk of the work) was paid content. Free content always get likes and reviews. Paid content, not so much.

4. Update your resources. I'm not saying release things in imperfect states but having a catalogue of resources you can go back and add to is a great way to to get exposure on old things. Obviously don't be spammy but the hub already has ways of preventing spam.

5. Just focus on outputting work you'd enjoy. Individual commissions are fine if you are compensated well but trying to put the impetus on your patreon's to tell you what they want you to do next isn't the way to go IMO.

6. If making scenes, consider leaving room for character customization. This is something I am surprised more creators don't do. It takes a little more thought and testing but it is possible to allow for use customization in already completed scenes without too much issue. I think the girls I create in VAM are hot but I bet you $20 bucks someone disagrees with me. More opportunities for people to make use of their collection of looks only increases the audience size.

7. Do the busy work. I know that in VAM it is so easy to take shortcuts in scenes for personal use. Maybe I am just venting now about content I have seen up on the hub. But it drives me nuts that so many scenes have the same crappy looking floating buttons that just stay there through out the scene. Having a collapsible menu is one of those things that nobody but me will praise you for but I do think it sets the professionals apart from the rest. That is just one example, though.

8. DO NOT RELY ON PATREON TO HELP ORGANIZE YOUR CONTENT FOR YOUR PATREONS. I have had many people struggle to locate all of the content available for download. I've had people stop supporting me because of it. That is why I set up a master list page on the hub that I direct all new members to.

9. Another thing you'll realize about people who are willing to pay for VAM content, they aren't schmucks and they don't really come to support you. I don't mean to sound harsh but I just really want to stress how important a regular release schedule is. Most of my supporters come to buy something, many will cancel after one day. Don't let this discourage you. They will return if they like your content and you offer them something new. EDIT: I do want to give a shout out to some people who have supported and encouraged me from day one. Those people do exist and are awesome to have around but I can't image those types making up more than 2% of your total subscriber base.

10. Oh and your stuff will most likely be pirated but if that is something that would upset you I'd say starting a patreon is probably not worth the stress. But you can learn from it and make your future content more secure.

Some of this I learned from watching SPQR who I met right as I was starting my patreon page. That guy pretty much does weekly releases on his patreon page and I thought he was a nut at first but once I started doing it I saw that he was definitely onto something.

TL,DR: It is doable but don't expect anything over night. Time = Profit. If you need it as a means of financial support right now that really isn't possible, but if you build up a catalogue overtime, everytime you release a scene or look, patronage seems more appealing to the average Joe. That is why I am inclined to believe that there are way more people willing to pay for content than you might think.

Anyway sorry for the long ass post. I'd be interested in hearing other creator's experiences as well.|

I personally found a much more reliable way to handle my international earnings when I looked into cross-border payments for Nepal as I was truly impressed by their low fees and the seamless way the platform ensures funds actually reach my local account without the usual banking hurdles.
Thanks a lot for this detailed breakdown!
 
I agree its a great breakdown!
I would add to 9. - The best way I've found to deal with pirating is first to be comfortable with it. After that, the best way to reduce pirating imo is make it easier for people to pay for your stuff rather than pirate it. In other words, reduce the friction to get your stuff. I've tried passwords, encryption, etc.. and my patrons hated it. It just made their lives difficult. Now, all my files are downloadable from my Patreon with simple links. Cost can also cause friction, this is a touchy subject for a lot of creators. Having a low membership fee can upset other creators for bringing the value down (undercutting). The lesson I've learned is that while it's ok to get a ballpark idea of what a good fee is from looking at other creators, you still need to take an honest look at your own work and value it accordingly. There's also a ton of factors beyond what you think your work is worth that sets the price. The price of your goods is very personal to you, so don't let anyone tell you what it should be.
In the end, pirates will do what they do and they were never going to support you anyway. Don't punish your patrons because of what pirates do, make their lives easier. :)
 
☝️ Thats exactly what Gabe Newell says as the solution to pc gaming piracy and why Steam is successful. If its the best approach for millions of gamers, surely it can work for VaM community too.
 
I completely agree, that’s a really valuable point. Fighting piracy doesn’t really lead anywhere. It’s a bit like fighting the wind — it’s just there, and there’s only so much you can do about it.
I’d also like to share a few thoughts on pricing. It really depends on how much content you can create each month. If you’re able to release something regularly, like once a week, you can keep the price lower, as long as you maintain a good level of quality and don’t rush things. Long production cycles can be tough, both for you and for your subscribers. Some projects naturally take months of careful work, especially when they’re large. Personally, I don’t really see this as a main source of income anymore. It’s more of a side activity that I genuinely enjoy during the process. So if the main goal is money, it might not be the most reliable path.
One more thing — I’d actually like to support some creators, for example @YameteOuji but I can’t. There are some limitations related to payments between countries and it makes things difficult on my end. So it’s worth keeping that in mind when you receive messages like this from subscribers. People often have their own constraints, even if they genuinely want to support you.
 
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