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VaM 1.x Scene advertising

Threads regarding the original VaM 1.x

jell

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I have a Patreon where people buy subscriptions and I get paid for it, but I'm wondering if there are other ways to increase my income from my scenes? I'm also wondering if there's a way to advertise my Patreon elsewhere to attract more fans to my scenes. I'm also interested in general ways to make money from this game. Can anyone shed some light on this? 💲
 
Make great original quality content? Instead of quantity.
Learn lighting and presentation to make your content look better?
Create content out of passion and love instead of "for the money"?

People are not blind and can feel if something is made out of passion or just to rack some bucks. Dedicating more time to make something better has always a pay off.

Finally, ads can work IF there's a target audience for it. With VAM's content, the only probably plateforms for adds are porn video sites. But, I'll fall back down to the suggestions above: patreon has a great search engine and the algorithm does work quite well. Some people without ads have reached big audiences because they make great content.

So the question is not ways to increase your income. It's looking at successful creators, looking at you and trying to find what are the differences and why they succeed (and maybe why you succeed less than them).
 
Presentation GIF


You can do videos of your scenes. Not everyone is interested in having the scenes. So make videos and upload them on sites that host adult content to build a fan base. Don't have buttons and stuff show up, work on the lighting and quality or animations overall since a Vam scene can be spotted from a mile away. The better you can make your scene the more others would be interested... well that's what I think but I have seen some 3D videos that make me question things about quality. Sometimes you have to think what others want to see over what you want also. But basically, I think it's just make better quality content and most times what fan base are you targeting.
 
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