about
The Metacrasher Project is a 3 phase project to initiate the connecting of all virtual worlds for commerce, content development, software development, and the creation of large networks of p2p and 3d web spaces that will communicate with the growing number of virtual worlds, MMOPG and any other kind of digital social network, allowing virtual content, services and goods providers the means to present themselves to millions of consumers and potential customers immediately.
Phase 1 of this project is The MetaCrasher Magazine which is both a print on demand high quality quarterly periodical magazine/catalog of all things virtual and an on-line directory of 3d web spaces which act as windows and portals to advertisers virtual spaces, products and services.
the magazine is open for advertisers, big and small, to list their services, products and ventures to a vast number of consumers, both virtual and real life. the most unique feature is that every advertiser also gets 2 virtual spaces(web and P2P) that coincides to their printed ad space, plus a Metacrasher plot in the virtual world of their choosing(second life for example ) or, if they already own land, we arrange a reproduction of their plots for their other virtual spaces(web and p2p). A one time fee applies to larger reproductions. In addition, all advertisers receive a free download of the first of our ease of use tools. Archepelis Designer.
Phase 2 is the further deployment of our Tool set to our advertisers and listing holders. these tools were designed and created by us to make the process of digital content creation and asset management more powerful yet extremely easy. the tools and all upgrades are included in the advertisers package.
through this project we hope to raise the bar for the look, feel, rendering, interworld and environment connectivity and content creation aspects of the Metaverse. it is our primary goal to allow regular people to be able to take their avatars in and out of all virtual worlds and allow them to sell their virtual and real life services and goods through out multiple virtual worlds and also to real world consumers and clients.
Phase 3 is the launch of a viral campaign by Metacrasher to embed 3D web portals throughout the world wide web with directory portals to all advertiser spaces. it will also see the availability of free consumer web portals with limited avatar modification tools and the opening of the marketing and sales of advertiser virtual goods and services to those consumers. And lastly, it will mark the full launch of all advertiser peer2peer spaces, connected to their respective virtual environments, worlds and spaces.
Metacrasher environments are not meant to be an alternative to worlds and environments like second life, there, outback online, and the numerous MMOPG's being developed at present. they are meant to be bridges and portals between them and shin a spotlight what they each have to offer. it is our goal to work with all of these various world builders and the content creating members of these worlds to facilitate these bridges.
when an advertiser buys a listing or ad space in the Metacrasher magazine and online network, they receive their own private p2p environment which they own on their computer. this environment will connect to their 3d web space and eventually the other 3d worlds as well as other advertisers and millions of consumers.
The idea is that if you pay money for a virtual space for business or leisure, you own it, and it is accessible to to you at all times, as it resides on your local computer.
that being said Metacrasher will also provide advertisers with corresponding spaces in the virtual worlds of their choosing ie: second life, there, kenava, as the goal of this project is to form bridges from world to world. another point of sale is that advertisers own their part of the MetaCrasher network.
circulation
Our first efforts are to market Metacrasher Magazine strictly online through a number of press releases announcing its pending release as well as through virtual world, technology, and gaming forums, blogs as well as social networks. we plan to have our preview issue ready to print and ship at the end of august 2007. We have garnered the attention of a number of large scale periodical distributors, and are hoping to gain distribution for the 2007 fall issue(mid-october) throughout continental north america. Our plan is to translate the publication into French, German, Dutch, Portuguese for the winter issue and Chinese, Korean and Japanese for the spring issue. We are actively seeking distributors for those markets.
the entire advertiser roster and corresponding listings and links to advertiser web spaces and limited samples of magazine features will be placed online. this online version is, of course, free. the printed version's cover price will be determined by the number of advertisers that sign on pages in the final page count as of july 25, 2007
who we are
the company
Mike Nilon
Corporate Liaison and Strategist
Mike Nilon brings a unique combination of Corporate expertise and large-scale product design and implementation experience to the Metacrasher team. Mr. Nilon has extensive experience designing, negotiating procurement, and management of large Corporate system implementations in the financial field.
Prior to joining the Metacrasher team Mr. Nilon was the Vice President of Technology Services and Infrastructure for Merrill Lynch Credit Corporation. In this role Mr. Nilon was responsible for the end-to-end design, support and management of all systems supporting Mortgage Operations for ML. Mr. Nilon also worked for PHH Mortgage as Director, Business Intelligence as well as Director, Technology Services. Prior to working for PHH Mr. Nilon worked for Cendant as Director of Technology Services managing all technology for the Jacksonville Florida offices. With a fifteen-year Corporate background , Mike Nilon is experienced with implementing key strategic business initiatives in business continuity, emergency management and continuous change management.
more to be posted june 14
we are a group of animation professionals, artists, virtual entrepreneurs, business people, publishing industry professionals and small investors. many of us have been in second life pretty much from the beginning and have had a great time, yet at the same time, wanted to see it do better than it has. that said, we still believe it can live up to it's potential, but decided that what we had in mind might help.
as animators, we were fed up with 3d content creation and animation software designed by programmers, rather than artists, and set out to design our own solutions as those who design and own these softwares didn't ,and still don't, seem too concerned that their solutions were too technical to be productive for the individual. if we are master drivers, why should we have to also be master auto-mechanics to tell our stories and be creative?
we also found the idea of second life to be great, but the tools lacked back then and they still do now. We began the Metacrasher project to give all virtual worlds the tools to create, and the means to transcend boundaries of platforms and environments in order to communicate.
we invested our own money in these tools and incorporated. our company" doesn't have titles like "CEO" and CFO.. everyone is an equal partner with a function..we prefer for our cards..Principal Financial Partner and Principal Corporate Relations Partner. as we have found that artists and creative types seem not to be taken seriously by business folk(though artists usually are vey good at business, self marketing, and financial matters), we have brought into our fold a just recently early retired vp of business relations from Merrill Lynch to handle all our corporate dealings. Our energy, then, is better spent creating the tools, the magazine, helping you and ourselves make money through the networks.
we are survivors of the dot com bubble burst. from those experiences we have garnered a great distaste for business driven by hype, speculation, and empty promises. as a new era of internet is beginning, we thought by giving EVERYONE an equal chance to participate and make money on their own, through our networks, our magazine and our technologies, we could do our part to ensure that this time the web would transform into a medium of productive and collaborative interaction.
we do not seek to be the power elite of any virtual world, movement, or revolution. in fact, most of us will remain anonymous, simply because we prefer to make our stuff and live in relative peace. but we challenge anyone reading this overview to find another situation where the company offers you ownership. "the network" lets you own your part and we have our lawyers investigating SEC laws and rules as far as what this could mean and what the possibilities are to share the networks future and company's future. stay tuned.
we all seek to create a situation where we make a nice return on our investments, create environments where others can do the same and pursue that which brought us here in the first place: art, machinima, virtual and visual music, and, above all, the advanced education of our most valuable resource..children. this above all, is our main agenda. we will be announcing an education environment for kids after phase3 is completed.
in closing, we would like to summarize our position by an interesting short story: one of our principle partners had dinner in New York with the very talented and wise beyond his years Open Metaverse project architect. Our guy was explaining what we were trying to do as far as helping all creative people in the virtual economy having an equal part in shaping it and prospering. the architect made a great comment,"when your raise the water, all the boats will rise". wise beyond his years. we salute you young man.