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Open Source Filmmaker osfm
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Open Source Filmmaker osfm
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eric 2 Feb, 2015 @ 8:56am
Question: How do you get your project out there?
I've invested almost a month on a SFM project and I'm worried if the project is worth working on. My goal for the project is to create a well developed TF2 story: Meet the Market Gardener that can generate some popularity to both the project and my Youtube channel.

Do good quality SFMs tend to become popular? If not, what makes it popular?
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Showing 1-11 of 11 comments
larry 2 Feb, 2015 @ 2:26pm 
I'll answer your last question: Sadly no. Most of the good ones are generally made by already well known filmmakers.

Most of the time, even if you search up SFM, you're gonna see FNAF shit, which is sad. Effortless content that us SFMers dread, and unfortunately, get overshadowed by poorly made FNAF videos.

Hope this answers your question... :/
LizC 2 Feb, 2015 @ 2:40pm 
Your video is only worth working on if you think it's worth working on. There's no point on working on a personal project if you don't enjoy making it. Making videos for popularity is generally a bad idea cause there is never a sure-way of your video getting popular. Quality does play a part in viewership, though. Good quality work usually is more likely to be noticed, but like I said earlier, it's not garuanteed.
Last edited by LizC; 2 Feb, 2015 @ 2:40pm
eric 2 Feb, 2015 @ 3:26pm 
Originally posted by Klukon:
I'll answer your last question: Sadly no. Most of the good ones are generally made by already well known filmmakers.

Most of the time, even if you search up SFM, you're gonna see FNAF shit, which is sad. Effortless content that us SFMers dread, and unfortunately, get overshadowed by poorly made FNAF videos.

Hope this answers your question... :/

Originally posted by Callegos-Y:
Your video is only worth working on if you think it's worth working on. There's no point on working on a personal project if you don't enjoy making it. Making videos for popularity is generally a bad idea cause there is never a sure-way of your video getting popular. Quality does play a part in viewership, though. Good quality work usually is more likely to be noticed, but like I said earlier, it's not garuanteed.

That's a shame. I'll still continue my project, for I'm already far into it.
Venator Vicain 2 Feb, 2015 @ 4:30pm 
If you really wanna be popular:

♦Slypear [4 SFM Hire]: Vox
♦Slypear [4 SFM Hire]: Vox
♦Slypear [4 SFM Hire]: I have your best answer
♦Slypear [4 SFM Hire]: To jump on whatever bandwagon there is, make animation out to be an incredibly complex thing when in reality your style relies on nothing more but basic movement, and lash out at anyone who says otherwise.
♦Slypear [4 SFM Hire]: You'll quickly form a cult following discriminatory against anyone who does not follow your ways, and they will be vicious
Shad 2 Feb, 2015 @ 4:35pm 
Popularity depends on the interest people gives to your project. It can be well animated it can be one of the most perfect 3D animation ever made, if you don't touch people to the right place you won't get any feedback... But, you must not gives them what they want or else you'll get an ephemeral success you must gives them what they need and make feel them it's what they need..
there's several methodes for that but I would suggest the methode that I call "candy paper" for that.
an ipression of what they want in appearance, for what they can see or how you sell it, and once they torn off the paper they discover your work. It's not as jovial as on the paper, but it is interesting and you keep coming back to it..

but first you have to know how to sale correctly your candy "forums, facebooks, any social network that could be link to it. throw the link on chats group, describe it as how you want to sell it, just make sure people click on it.

one important last thing, if you do something for fame, you're doing it for wrong reasons.
Last edited by Shad; 2 Feb, 2015 @ 4:46pm
Venator Vicain 2 Feb, 2015 @ 4:41pm 
Back on the serious sides of things, to answer your questions:

1. Viewership is based on the demographic you're trying to reach. There's a reason why so many poorly-made Five Nights at Freddy's SFMs have millions of views despite being completely shite:

It has a large, young following.

Jumping on bandwagon is a completely viable option, but not the best. You may attract a fanbase so toxic, unforgiving, and immature to the point of no return.

2. Collaborations with other SFMers will surely boost your viewership, especially if they're well known. Videos by bigger names will bring in more views (EOTL, anyone? That was endorsed by Valve itself.)

3. The quality plays a significant role in maintaining popularity afterwards, as it will keep viewers coming back. I mean more than the animation quality, of course. Original ideas that test out new things will most likely attract more peeps.

After all, bandwagon can only work for so long, right?

4. Endorsements may as well fall under collaborations, but by making videos of audio clips originally made by famous youtubers is a great way to get noticed. Modestcube made a video not too long ago for ImmortalHD, to which he uploaded on the channel and received hundreds of thousands of views.

TL;DR - Work with youtubers.

5. Get your work out there. Spread links to your friends, and have them share it with their friends. Etc, etc.

Hope I could help in some way. Good luck c:
eric 2 Feb, 2015 @ 5:39pm 
Edit: I apologize for my wording, but my main purpose is to make my imagination come alive. Popularity is only another goal to reach so I can receive some positive and constructive feedback on my project.

Originally posted by �shadow2a�:
Popularity depends on the interest people gives to your project. It can be well animated it can be one of the most perfect 3D animation ever made, if you don't touch people to the right place you won't get any feedback... But, you must not gives them what they want or else you'll get an ephemeral success you must gives them what they need and make feel them it's what they need..
there's several methodes for that but I would suggest the methode that I call "candy paper" for that.
an ipression of what they want in appearance, for what they can see or how you sell it, and once they torn off the paper they discover your work. It's not as jovial as on the paper, but it is interesting and you keep coming back to it..

but first you have to know how to sale correctly your candy "forums, facebooks, any social network that could be link to it. throw the link on chats group, describe it as how you want to sell it, just make sure people click on it.

one important last thing, if you do something for fame, you're doing it for wrong reasons.
eric 2 Feb, 2015 @ 5:40pm 
Originally posted by ♦Slypear 4 SFM Hire:
Back on the serious sides of things, to answer your questions:

1. Viewership is based on the demographic you're trying to reach. There's a reason why so many poorly-made Five Nights at Freddy's SFMs have millions of views despite being completely shite:

It has a large, young following.

Jumping on bandwagon is a completely viable option, but not the best. You may attract a fanbase so toxic, unforgiving, and immature to the point of no return.

2. Collaborations with other SFMers will surely boost your viewership, especially if they're well known. Videos by bigger names will bring in more views (EOTL, anyone? That was endorsed by Valve itself.)

3. The quality plays a significant role in maintaining popularity afterwards, as it will keep viewers coming back. I mean more than the animation quality, of course. Original ideas that test out new things will most likely attract more peeps.

After all, bandwagon can only work for so long, right?

4. Endorsements may as well fall under collaborations, but by making videos of audio clips originally made by famous youtubers is a great way to get noticed. Modestcube made a video not too long ago for ImmortalHD, to which he uploaded on the channel and received hundreds of thousands of views.

TL;DR - Work with youtubers.

5. Get your work out there. Spread links to your friends, and have them share it with their friends. Etc, etc.

Hope I could help in some way. Good luck c:

I'm keeping this in mind. Thank you for the comment.
caseytube 8 Feb, 2015 @ 8:33pm 
Popularity is 80% luck, but it shouldn't be your focus. Your focus is to make good stuff, and from that good things will follow.
steve french 23 Feb, 2015 @ 3:38am 
If you aren't motivated to work on a project, then don't work on that project. I understand if you don't want to abandon it, I understand that. But if you work on things that you aren't motivated to do, they can become abit... forced. So like Casey said, popularity shouldn't be your main focus. Sure, popularity can be awesome! But sometimes, it can lead to you becoming Mr.Moneybags, and you don't want that.
eric 23 Feb, 2015 @ 8:34am 
Originally posted by Shauncy:
If you aren't motivated to work on a project, then don't work on that project. I understand if you don't want to abandon it, I understand that. But if you work on things that you aren't motivated to do, they can become abit... forced. So like Casey said, popularity shouldn't be your main focus. Sure, popularity can be awesome! But sometimes, it can lead to you becoming Mr.Moneybags, and you don't want that.
This thread is pretty old. But I already figured it all out. The SFM turned out to become shitty, but I'm not holding any regrets. Although my SFMs aren't popular, the satisfaction of me making them is enough to give me motivation.
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Date Posted: 2 Feb, 2015 @ 8:56am
Posts: 11