Spot an error? Highlight the words or lines you want to fix — an “edit” button appears, and the panel opens with your selection ready to edit.
Will: All right, hello and welcome everyone to another episode of Waiting to Be Signed. It's a special interview episode today, and we're joined by remnynt — or Jimmy, as I've come to know him — who just released the Architectonica project, which I was lucky enough to get a couple curated seeds out of. It was a very interesting experiment. You might also know Jimmy from his work on Art Blocks with Proscenium, released toward the end of 2024, plus some projects before that, which I'm sure we'll get into. Jimmy, welcome to the show.
Architectonica — remnynt
Jimmy: Thank you for having me. Awesome to be here.
Will: It's great to have something positive and interesting to talk about in the world of generative art on the blockchain these days — it's a difficult time, which I think we'll get into later. But first, can you introduce yourself and tell us about your background in art and coding?
Jimmy: I've always been a creative type. Starting in elementary school, I got really into writing stories, then making comics, then poetry, then coding and games. I taught myself to code in middle school — I was going to math competitions, and we'd just gotten TI-83 calculators, which I was completely obsessed with. We'd write little math helper programs to bring to the tests. One of the first things we tried to do was measure how random the calculator's random number generator actually was — you can imagine how well that went for a bunch of 7th graders, but it hooked me. That ties in a funny way to generative art, looking back.
I eventually learned QBasic and started making little games on my PC, which led into computer science in high school and then a BS in computer science from UNC Chapel Hill. That's also where I built my first generative system. I was a big gamer growing up, and I loved the generative systems in games like Diablo 2 — the random level generator — or SimCity-type games with randomly generated maps. So when I was studying computer graphics, my final project was a random terrain generator. It was way too hard for a college kid to take on, but it was a genuine work of passion, and it became my introduction to generative systems.
Will: I think I was in a similar math league back in middle school. The thing I remember most was learning to invent operators — they'd give you something like "7 star 4 plus 3 star 9," then define "a star b" as "a plus b, squared, times b," and you'd have to extrapolate backward. Pretty novel stuff for middle school. Same kind of experience?
Jimmy: 100% — Math Olympiad, state competitions, all of it. Super fun.
Architectonica — remnynt
Will: I never transitioned that into coding, unfortunately, but I really enjoyed it. So you got into coding and algorithms — but what about blockchain, NFTs, and actually releasing long-form generative art? What was your journey there?
Jimmy: I started as a trader. I was still working in the games industry — about a decade in — when COVID hit, and I started thinking about what to do with my savings, which was about $60 grand at the time. It felt like a lot, and I wanted to invest it. I'd stumbled onto WallStreetBets on Reddit, which was a blessing and a curse. I believed the pandemic was going to be a big deal, so I bought a bunch of puts, and that $60 grand became $800 grand very quickly. I didn't sell any of it. That E-Trade account is now worth $2.48 — I lost my entire life savings. It was a huge mistake, but it made me realize I needed to actually learn how to manage my finances instead of just playing with it.
Somewhere in there I stumbled on Bitcoin — maybe through Anthony Pompliano or one of those podcasters. I thought it was really cool: cryptography, the idea of trustlessness. I got into Bitcoin and decided I should hold some for the long term. Around that time, my game-jam buddy — my best friend, an art director at the games company I worked at — called me up and said he'd met a guy who told him he needed to buy this NFT release, something to do with "the Ethereums." I had no idea what Ethereum or NFTs were. That particular NFT didn't amount to much, but it got me into Ethereum.
At first I was skeptical — I viewed everything as a derivative of Bitcoin and didn't want to trust it. But then I saw Art Blocks, I saw Terraforms by Mathcastles, and I discovered people were making generative art on-chain. The idea that you could meaningfully preserve digital work trustlessly on-chain fascinated me. I became ETH-pilled, started trading, got NFT-pilled, and fell in love with the whole scene.
Terraforms — Mathcastles
Will: That's a pretty common story — same for myself and my co-host on the show. We both got into crypto through COVID, with nothing to do but sit around watching YouTube between meetings, and that led us into art. Though we came in through Tezos, which I think is unusual — I've got my fx(hash) shirt on right now. I don't know if you ever looked at fx(hash) or Tezos — a lot of people ignored it and stuck to ETH — but it was an interesting scene, and it spawned this entire show, which we've now been doing for almost five years.
Jimmy: I regret not having looked into it. I was coming from such a skeptical place, and by the time I found out about it, that scene had already grown up and I'd missed it.
Will: There's still a bit of it around, but it's obviously very different from 2021. Let's jump into your work. The project I most want to ask about from your early NFT days is the reliquary, because I saw in your writing that it was connected to the Loot project. Loot was something I became aware of early on through friends who were really into Ethereum development. Back then, a big pitch for NFTs was gaming — the metadata attached to them — the idea that you could take your NFT into any game and it would just work. I work in games too, so when I heard that pitch, I thought: that is absolutely not going to happen. But the whole Loot thing was still super interesting. How did you become aware of it, and what's the actual connection to the reliquary? Does it read metadata off Loot?
Jimmy: No. Around that time I was getting really interested in exploring generative art. I asked for time off for my birthday because I wanted to go make generative art — the CEO refused, and I quit on the spot. Kind of a crazy thing to do. But I'd been introduced to Loot and Dom Hoffman's work — I think I stumbled on a Terraforms Twitter Space, heard 113 speak, and just fell in love with him as an artist. You start getting pulled into that on-chain scene, and that's how I learned about Loot. There was also the speculative boom — Loot was one of the projects that really popped off.
Terraforms — Mathcastles
Because Loot was fully on-chain, I used it as my "hello world" to Solidity. I'd started a gradient study that eventually became vibes, and I wanted to store that on-chain, so Loot was my crash course in making that happen. the reliquary built on top of that, partly because I realized I'd jumped in the deep end with vibes and made some mistakes I wanted to correct — the supply was too big, the price was too high, things like that.
I was also in love with 113 and Terraforms — I'd been drawing on Terraforms pieces and collecting them, and I wanted more canvas space, so the reliquary is in part just a slightly bigger canvas to draw on. But I'd also been into writing and poetry early on, and wanted to do something different, so I treated the reliquary contract like a work of literature as well as a game mechanic — there's a dungeon puzzle to solve. In some ways I was directly copying what 113 did with Mathcastles because I thought it was awesome, but I was also trying to find my own lane. Part of what the reliquary did was burn vibes, give discounts to vibes holders, and create on-chain mechanics that interacted with that earlier work.
Will: Did you collect any Loot yourself? Coming from games, did you think NFTs-in-games was actually a feasible vision, or were you skeptical of that too?
Jimmy: Very skeptical — I never got Loot-pilled on how that could fit into games. I'd give it the benefit of the doubt and listen to people talk about it, but from the inside, the games industry is all about click-through rates on ads, retention, analytics — are you getting people to play, how often are they coming back? The idea of integrating a blockchain, having people set up a wallet — it gets complicated fast, and I just saw it crashing all the metrics game devs are forced to optimize around, for better or worse. So no, I didn't buy that vision. But I did get pretty addicted to Clone X for a bit — I'd gotten into anime on Adult Swim, and Clone X had that anime aesthetic, so I gave it a shot. It was very chaotic — Murakami actually bought a Clone from me that I'd listed at a crazy price because I didn't actually want to sell it. So I was trading, just not Loot. A lot of fun.
Will: I don't think you had any releases between those projects and Proscenium — I know getting onto Art Blocks was a goal of yours for a while. There's almost a two-year gap between the reliquary and Proscenium. Were you heads-down working on Proscenium that whole time, or doing other things on the side?
Proscenium — remnynt
Jimmy: NFTs — trading and making art — has been my full focus this whole time. The trading was mainly in those early days; the reliquary was a slow burn, it didn't mint out immediately, but people spent time with the contract, thought it was cool, and it suddenly minted out one day. That gave me the runway to build Proscenium. I was unemployed the entire time, so this was my full-time focus — making art and being present in the space. Proscenium took about 500 days; I wanted to build a custom WebGL engine I could put fully on-chain, so that took a long time. Looking back, it feels like it was a crazy gamble.
Will: But yeah, if I remember right, it did pretty well at a time when Art Blocks was slowing down. They hadn't announced it yet, but they were surely percolating the idea of what became the Art Blocks 500 program, which we now know, as of 2025, has basically shut down the whole curated model as it existed. You were one of the last artists in there that really made a big splash with both minting out and secondary action. It must've been a great feeling to have that. What was the application process like? Did you get interesting feedback along the way, or any part of it especially worth talking about?
Jimmy: I remember getting some feedback, and talking to the Art Blocks folks about it, but my ability to recall things spontaneously is pretty weak these days. I've been experiencing seizures, epilepsy, for about ten months now, and to be completely honest, I've been grieving my past self a little bit. I'm a meticulous, precise person — I want to be honest about whether or not I actually know something, and right now I can't even pull up the word half the time. I want to be precise about my confidence level. Computer scientist stuff, you know.
My ability to recall has been kind of blasted, and I've lost my ability to form new long-term memories. Quick example: after fifteen days, I thought an HVAC repairman had visited five months ago. He'd actually been there fifteen days earlier, and told me I needed to clean something out once a month. I thought it had been five months, so I was freaking out, telling my wife I had to go do this, and she was like, "Jimmy, he was here two weeks ago. What are you talking about?" After a couple months I can usually remember things if someone takes me there directly — if you tell me what happened, I'll say, "Oh yeah, I remember that" — but getting there on my own is almost impossible. It's really strange. Good news is I'm on meds now, and they seem to be helping.
So all this to say, I can't remember every step of the way, and I wish I could answer more clearly. But I can tell you it was a dream come true. Working with Art Blocks was amazing. As for the broader market, I remember feeling that things were winding down too — the first indicator was that mine was the first project with a 30% cut going to the platform. That was a tell that they needed to make things more sustainable on their end, which makes sense. I was just happy to be part of it.
When the auction happened, my dad was watching and called me crying on the phone. You always want to make your dad proud, and that was a moment I genuinely felt it. He's an outdoorsy guy — a fisherman, a hunter — and I'm a computer science art nerd, so I always figured I'd never really connect with him that way, since I'm not as good at catching fish or catching a football. But he was so proud, and that was incredible.
Proscenium — remnynt
Afterwards, I struggled with what to do next. My wife kept saying I was the dog that caught the car — you chase this thing you really want, and actually getting there is mind-boggling. And, like you said, the platform was shifting under us. So I started releasing small doodles on Rodeo. But then that shut down too. Art Blocks Curated shut down. Foundation, so many platforms — gone. That's part of why I started thinking: should I go back to releasing on my own?
Will: I think that's a good segue into Architectonica, which came out just a couple weeks ago. But first — I'm curious. For a lot of the time you were working on that release, you were dealing with the seizures. I'm not a coder myself, though I briefly experimented with learning some p5.js, and even I know that coming back to a project after a month away, I look at it and can't make sense of the code anymore. If you're having memory issues, are you leaving yourself elaborate annotations so you know exactly where you were? That must have been a very different process from your previous releases.
Jimmy: If I'm hitting something every day, it sticks with me pretty well — short-term memory is still strong. But that disconnect definitely happened a few times. The bigger hit was to the story I wanted to tell as an artist. I started this project before I had epilepsy. I was working on a noise study — you know the kind of work Zach Lieberman does, how he plays with noise. I've always loved that, and noise was also a tool I used a lot in game development. I wanted to really get into it as something I could craft physically — or digitally, at least — get my hands on it.
In the process, I tried projecting it isometrically, and that created a contrast between the chaos of the noise and the structure of the projection. It started reminding me of all the isometric games I'd played — Diablo, StarCraft, SimCity — this way of bringing structure to chaos. That's how the project was born. But months later, once the epilepsy hit, it became hard to carry that thread of storytelling, to remember what I was feeling or why I was making certain decisions.
I should mention I'm also dealing with a lot of stress and anxiety generally. I work from home, we're homeschooling, and we have a five-year-old, a three-year-old, and a one-year-old — so you can imagine how loud it gets. I love them, and none of this is their fault, but it's about finding a way to navigate that and protect myself. The seizures started a week after my third was born, so that whole ten months has been a blur. I kept thinking, I have to support this family — and I couldn't even remember how long I'd been working on this piece, or how much longer it would take. It became this crushing anxiety, especially when I'd need to step in and help around the house, babysit, or handle something else, and it got harder and harder to focus. I put more and more pressure on myself to finish it, until I just needed to get it out — finish it and let it go, just to get that stress off my plate. My neurologist has been telling me I need to find ways to reduce anxiety and stress, because it's going to be very hard to get seizure control otherwise. That felt like one of the biggest things I needed to just finish.
Will: So was self-releasing simply a necessity for expedience — you wanted it out, didn't want to spend time shopping it around, even though there are still curated options out there? Verse, for instance, or galleries that support online releases, or you could have sold prints — which I know you're planning to do anyway — but that route means someone tells you, "We can slot you in in October," because they have to plan far out. Was it more like, "I want this out, I need to earn from it, I can't afford to sit on it"?
Architectonica — remnynt
Jimmy: It was more that the feeling of it being unfinished was unbearable. I don't know why it became that, but it was crushing. Hindsight being 20/20, I wish I had talked to folks about it, relaxed, and found the patience to release it more thoughtfully. The work deserved that — I put a lot into it. Maybe I panicked. Where I'm at with the epilepsy is we're still trying to get the seizures under control — the first medication didn't work, and I'm titrating up on a second now. I think it's working, but at the time I released the piece, it was unclear, and I wanted to get as much stress off my plate as possible to help figure out what I was dealing with.
Things do look good, I have to remind myself of that. I had a spinal tap — they took fluid out of my back and showed it to me: "Look, it's clear like water." Meanwhile there's a needle in my back and I'm like, I don't know if I want to look at that right now. But it's not autoimmune, and the first MRI suggests there's maybe nothing structural going on. All signs point to this being something we can figure out and get under control. I honestly should have talked to Verse, or other galleries, and taken it more slowly. I do wish I had — but at the same time, I don't know if I could have handled that, if that makes sense.
Will: I'll say, I thought the way you released it was really interesting and pretty thoughtful. I'm sure you have opinions now, post-release, on things you might tune differently. We've talked a lot on this show about collector-curated releases and the pros and cons. My biggest critique in the past has been that artists who can command more money per mint tend to trend toward smaller and smaller collection sizes, chasing an ETH or more per mint — and when you let collectors curate, you're essentially saying only the richest people get to decide the final canonical set.
Verse and other platforms have never done the two-stage system you designed. For anyone who didn't see the release: collectors could play with the algorithm on your website, curate seeds, then for a small amount — about $15, or 0.007 ETH — submit seeds anonymously. From that anonymous pool, you picked the final 250. Anyone whose seed got picked had it minted to their wallet for free. So collectors took some risk upfront, submitting seeds that might not get picked, which also acts as a natural filter against people spamming thousands of seeds hoping to snag free pieces. I thought it was elegantly done — and given your background in gaming, I could see the design sensibility behind it. How did you land on that system? Did you socialize the idea with other artists or collectors, and what were your concerns going in — aside from the internal pressure to just get it out and done?
Jimmy: That part was designed before I hit that boiling point. I'd originally called it "the Curation Game," which leaned more toward the gambling, degen side of things. I wanted to lean more into the art side, so I went with the algorithm's name instead of that mechanism name. The idea was inspired by QQL — Hobbs was probably the first person to do collector-curated, if I'm not mistaken.
Will: That I can think of, yeah. There's always someone who technically did something first, but yeah — probably the first notable one.
Architectonica — remnynt
Jimmy: I think it's awesome that they did that. That was an inspiration. And the thing that stuck with me was it's still going — it's not complete. That itself is a facet of the artwork, and that's super cool, but the idea I wanted to spin on and build on was: what if it did complete, and how would you do that? So that release mechanism was to take collector-curated and find a way to complete it. What you mentioned about the $15 price — it feels more accessible, especially when the market is down so bad. The one flaw that still sticks out to me is you have to trust me to curate fairly. You have to trust that I'm not going to go look at wallets and think, "Oh, I should give this person that." The cypherpunk in me thinks, okay, that's a flaw. But overall, I like how it worked.
Will: You published your criteria for picking — 30% based on this, 30% based on that. There's pros to that: the transparency of knowing it's going to be fair because you're considering the novelty of the piece, how it fits into the collection as a whole, making sure all aspects of the algorithm are represented in the canonical 250. I think you did a really good job there. The downside is it becomes a little gameable. For me, in particular, the one you tweeted the other day that I submitted and got picked — I liked it enough to curate and submit it, but I knew if I was going to get any picked, that was going to be the one, because looking at the palettes alone, I figured it being such a good version of that palette meant people were going to gravitate toward just two or three palettes. And you even see it in the final outcome — there's still skew based on what was submitted. Someone who really wanted to be gamey about it could have only submitted what they thought were the least popular palettes and tried to optimize around that. That's an interesting emergent possibility coming out of it. Did you think about that at all? Or do you dislike that I'm even bringing it up?
Jimmy: No, that's totally fine. In publishing the criteria, I'm trying to communicate a vibe — I didn't actually type out a score for each factor, but I'm communicating how I'm generally weighting things. The reality was, when I was refining the algorithm — and this gets into how long-form is designed versus how collector-curated is designed, which I think is a fascinating separation — I did a little long-form-style refinement on the algorithm for a bit. I'd generate a batch of a thousand, then curate it down to my favorites. I had a script that would show what percentage of each palette was getting picked, what percentage of each trait was getting picked, and that would give me a sense of, "Oh, I actually don't like this palette."
Then I'd know I need to go work on it or cut it. I did that for about fifty days — a thousand a day, bam, bam, bam. So when I was finally curating, I had that habit of just going through and picking. In terms of design, with long-form you have to feel like every random output has to be perfect — the possibility space has to close down so tightly, which in itself is a challenge and a craft worth pursuing. But I was exploring the opposite with this: let's see what can emerge from these layers of systems that surprised me, that I never saw coming. What I would have loved to see, if more seeds had been submitted, is what else we would have found instead of pushing toward this tight little ball of similar traits and outputs — finding all the edge cases out at the far reaches of the algorithm. I think that's a really exciting place to explore.
Will: It's for sure the biggest advantage of collector-curated. There have been some great larger releases on Verse, but they don't really do that stuff much anymore — they've shifted their focus more as a platform away from generative work and toward AI. But going back, some projects had 800 or 1,000 editions that were collector-curated, and you can see the algorithm was just allowed to go wild, because at the end of the day, people get to pick, so no one's going to be unhappy. The only person who stands to be unhappy is the artist, looking at what the community picked without their input. That's the downside, I guess. What are some of the stats? How many people interacted — were there any wallets that outperformed, or anyone who got nothing?
Jimmy: There were, and that made me sad. Six hundred thirty-one seeds were submitted, 250 in the final supply of tokens curated. There's been a little secondary activity, so it's a little hard to know now, but I don't think it's enough to matter — roughly three submissions per submitter, a little over that. One thing that surprised me is some of the largest submitters really had a good hit rate. The largest holder, I think his name is Will Peester — he's awesome, I've just known him as a person on Ethereum, I think he works with Bankless — he submitted a ton, which was awesome to get that kind of support. In the end he got a ton of tokens because he did such a good job connecting with me and finding stuff that I wanted in that final bunch.
Architectonica — remnynt
Will: What did you learn overall? You said earlier that after this release you might be trying to find a way to go back to work in some capacity. Did it underperform your expectations in terms of participation? I'll say for myself — I don't think I saw anything about this until three days before it closed. I didn't realize it was a multi-week submission process. So what were you hoping for? Do you think there were things you could have changed about the release that would have optimized it closer to what you expected financially, or do you think the market is just the way it is? What are your takeaways?
Jimmy: Frankly, I totally screwed up. I had essentially gone offline — occasionally posting, and with Twitter Premium I can see impressions per day. I was flatlined for a month or two because I was dealing with this health thing and trying to get control of it. It's exactly what you said — I wasn't making it known. You have to do the work on Twitter or whatever platform to let people know, hey, this is coming. You have to get your work in front of people, and the algorithm on X specifically rewards building up your impressions per day over time. I went from flatline to suddenly releasing — I announced it two or three days before the week started. If I'd been a little more patient, given it more time, maybe even extended the submission window...
The upper bound, if all the seeds sold out — 10,000 seeds was the max, at about $15 each — would have been about $150K, which is like a low-end game-dev salary for a year, and I spent sixteen months on this. That felt like a reasonable upper bound, and it also makes the work accessible. My expectation was that I'd hit maybe 10% of that, around $15,000, and it sold for about $10,000. So it vastly underperformed — about 33% of my modest expectation, and less than 10% of the upper bound. It's really clear to me that I wasn't marketing myself, wasn't building a social media presence, and didn't give people time to digest the work. I was genuinely panicked because I wanted to get this stress off my plate. I regret that now — literally, the week I got my spinal tap, my lumbar puncture, was in the middle of this thing releasing.
And you get the lab tests back, and it's like, multiple sclerosis test? I didn't even know I was being tested for that. It's like opening a treasure chest and seeing what's inside — not fun. But overall, I'm trying to be positive, be optimistic. I know this isn't that big a deal in the grand scheme. I think I'm just mourning where I thought I was — healthy, eating well, exercising. I'm so grateful for my kids, they're healthy, I taught my son to read, that was such an amazing experience. Things are going really well, and I just need to get back there and accept that this is okay. It's low-key maybe a midlife crisis or something.
Will: When I saw the outcome, I figured — well, I know anecdotally, seeing some people reply, there was definitely some fear from collectors: "I don't want to submit seeds if I'm not going to get something." So you probably lost some people to that, though I don't know if that accounts for the whole delta between expectation and result. But in my head, the upside is that everyone who got one was someone genuinely interested enough to risk money on it. So your conversion rate on an upsell into a print or something has got to be pretty good, hopefully — though it'll come down to size, pricing, and other things. Where are you in the process of planning that out? Are you trying to get it out relatively soon? I hate to say "upsell" in the context of art, but we're talking about a pretty novel way of releasing this, so it feels like just a business term.
Jimmy: No, 100%. I don't think of prints to NFT holders as a big source of income. If I look at Proscenium — I have so many of these right here because I went and bought them on secondary. It's a stretched canvas over a wood frame, trying to highlight the texture of the paint. I wanted to do a special print for this project, working with a local print shop, doing signed prints. I didn't sell very many of these, and I don't regret doing it, but it wasn't meaningful financially. I think it was meaningful to the collectors who got them, and I want to keep doing that — these are people supporting my practice, and getting a physical object in their hands that represents that support and the piece they collected, being able to live with that, is really awesome.
Proscenium — remnynt
The other thing I'll say — we talked about how much this raised, around $10,000. Talking to my dad after doing this, he said, "You sold an artwork for $10,000. Do you know how many artists would kill for that? Van Gogh died having never sold anything."
Will: Yeah, right.
Jimmy: Perspective matters a ton when thinking about this. This particular piece was actually a print from that same shop that did my Proscenium release -- maybe a halfway point in the algorithm for Architectonica prints. It gets at something I've been thinking about, given where we're at with the market, with NFTs, with crypto in general. The people who are still here are here because they love it. I think they're in it for the long term. They like the idea that we can put something on a blockchain and trust it'll be there essentially forever -- cave painting of the digital age. That's cool. But right now, we don't have broad adoption. Maybe we'll see another exciting step up, maybe we won't. Maybe it'll be 100 years before people treat this stuff like cave paintings again. But the point I'm getting to is: if I want to keep doing this as a generative artist, if I want that to be my focus, I need to reach the internet -- not just our scene. I want to reach both. And maybe the way to reach everyone is by making really awesome prints. So I'm exploring that idea.
Architectonica — remnynt
Will: Not making people use a wallet, right? Same issue as gaming. I'm curious to see how more artists navigate this, especially with Twitter struggling -- crypto still lives there and has dug in, for better or worse -- versus Instagram, which is more natively visual and isn't going to bury you for sharing images. If you get 100,000 followers on Instagram, you don't have to worry that 10,000 of them only do Tezos, 20,000 only do Ethereum, and one guy only does Cardano for some reason -- you don't have to worry about your fan base already being split into silos based on how they collect. But you also don't get that rush of watching an auction, that Art Blocks thing. You don't get that speculative immediacy that's so unique to crypto -- or at least what it used to be.
Jimmy: I think you can still separate it. With Architectonica specifically -- I don't actually know if people have done this, but have they printed out of bounds? I have to imagine some have printed from the algorithm outside of the NFT tokens. The NFT still represents ownership in the artwork; the print is a print. So you can design tiers: the most accessible tier is the most affordable, with some reasonable baseline of archival quality -- whatever you deem appropriate for your practice. Then you have step-ups: I'm going to work with this special shop locally, ensure the quality myself, put my time and effort into being there for the print, and sign it so you know I was there.
And maybe if you have an NFT, the only person who will ever have a print of that specific piece is you, because you own that token. But there's also an exploration where the artist curates a set of outputs that would make great prints, and for folks who are really jiving with that style, you show them the generator and let them make their own print. Maybe there's something to be done there -- for people who only want to spend $30 or $40 and want that accessible tier.
Will: I've seen some artists do this -- I don't know if they'd technically call them "out of bounds," but prints of pieces from an algorithm, maybe an earlier or alternate version of the one they're highlighting and selling as one-of-one signed prints with an NFT. Then they'd offer, at a much lower price point, a collector-curated experience: an unsigned, unnumbered print with no NFT. Personally that doesn't appeal to me, but there might be someone who it does. In a situation like what you did, for anyone afraid of submitting a lot of seeds that don't get picked -- hold on, let me show you something.
Jimmy: Okay.
Will: This is something I just got in the mail recently, from a plotter artist named Marcel Schwittlick. He did a plot, went on Twitter, and said, "Anyone who wants me to send you a postcard, let me know." He's been on the show, and I've collected a big piece from him -- it's back there on the wall. So I gave him my new address since I moved last year, and I'd love to get one. It came surprisingly uncreased -- arrived in great shape. And shipping something with a postcard stamp in the US is pretty cheap. There could be something to do there: everyone who submits a seed at least gets a postcard, and if that costs you $5, you just bake that into the submission price. Then you get that after effect on Twitter or Instagram where everyone's posting "look what I got in the mail."
Architectonica — remnynt
There's so much advantage to having physical stuff, even though it's not "crypto digital," because then people talk about it for more than just a day. You get a lot of talk the day people receive their NFTs, but not always a month or two later. But when prints arrive, or people get stuff framed and hung, that's when you see it percolate up again. It's a hard time, man -- I feel for you, it's such a tough time. But would you release something like this again? All things being equal, if you'd had the attention this needed to give it, did you like the mechanism overall?
Jimmy: Oh yeah. I want seed claimers to have access to the same level of print that a token holder gets -- some might disagree, but they essentially supported me in the same way, and their seed is protected, on-chain. The whole script is on-chain, so you can plug in that seed and get the artwork. That's one of my favorite parts about generative art: not having to pin anything or pay to keep it alive over time. It's there, it's done.
We're at such an interesting time with AI agents making everything easier to build. The code isn't always as elegant as it used to be -- you won't find as many Solidity smart contracts that are also works of literature, unless you really get your agents spiced up on that. My wife calls it a calculator: calculators are amazing if you already know math. You'll have a much easier time building something reasonable with AI if you already know what a reasonable thing looks like. So I think building a print shop -- doing it justice, reaching more of an internet audience while still catering to the folks who've made this whole practice possible, making prints available to token holders and seed claimers alike -- why not give it a shot?
Will: Definitely, I'll be looking at it when it's available. Though it also depends on what my wife thinks gets hung up sometimes.
Jimmy: A hundred percent.
Will: I've got some non-project questions. You work in gaming, you grew up a gamer -- but between teaching your kids to read and coding art full-time, do you still have time to game? Are you playing anything these days?
Architectonica — remnynt
Jimmy: Yes and no. I played Breath of the Wild, Tears of the Kingdom, Visions of Mana, the FF7 remake -- all kinds of JRPGs. But over the past year, it's been zero. We're at capacity with three kids -- it's overwhelming, we're going to make it, but my goodness, it's a lot. I used to play games with my son -- he's five now, but when he was three and four we'd play some of those RPGs together. And oh my God, I played way too much World of Warcraft. I spent a year of my life in that game, maybe more.
Will: Did you play WoW Classic when that came out?
Jimmy: Oh yeah, 2004, day one.
Will: No, I mean when they remade WoW Classic, around 2019.
Jimmy: I might have logged on just to say hey to somebody. I don't really remember.
Will: It was a huge moment. I was also a big Diablo 2 player back in the day, and I've still dabbled, even though I've been pretty offline about it. Did you know they released a new class in Diablo 2 this year?
Architectonica — remnynt
Jimmy: No, what?
Will: Yeah -- I'd have to look it up to remember the name, but it's based on the Diablo 3 class that's kind of like the Necromancer.
Jimmy: Witch Hunter or something?
Will: They called it the Warlock. They went with modern game design philosophy on it, where you basically can't make a bad build -- all three disciplines have a viable build. That was not Diablo 2. Diablo 2 was, "you're going to be all-in on this or your build's not going to do anything" -- the ice orb sorceress or whatever. People say the new class is really overpowered, very casual-friendly. Anyway, I thought I'd put it on your radar for when things settle down and you can jump back in.
Jimmy: That's awesome.
Will: Do you collect? I know you said you traded a lot throughout your crypto career, but on the art side, what do you gravitate toward? What are you actually holding in the vault? Have you got prints or plots up around the house from other artists?
Architectonica — remnynt
Jimmy: I have some stuff from Marfa 2024, a lot of my own prints, and a good number of NFTs that are really special to me. The biggest one is probably Terraforms -- some in their native state, and some I've drawn my childhood heroes on. I've got a Terraform with Link, from A Link to the Past, holding his sword up. I've got Ness from EarthBound.
I also collect retro games -- when I worked in games, I lived in Tokyo for about a year, bouncing back and forth, and there was a store there called Super Potato where you could buy a lot of old retro games. I started collecting things like the Super Boy, a Super Nintendo handheld version, and I have a lot of those cartridges -- stuff only released in Japan.
Some of my favorite pieces: Autoscope by Erik Swahn, Cycles by Material Protocol Arts -- Matto and those guys. I've also got a piece by Andreas Rau, James Merrill, Jan Robert Leegte, Eric Calderon -- a couple pieces that just resonated with me, so I collected and held on to those. I did have to sell my forever Clonex to tax-loss harvest, unfortunately.
Will: We've interviewed a fair number of the folks you just listed, so you can go back and listen to those episodes if it strikes your curiosity. A lot of those are some of our favorites as well.
Jimmy: Cool.
Will: Let me ask you this -- I'm on a big music kick right now, and I know a lot of people listen to music while they code. Is there anything you'd shout out or recommend on the music side? Or are you a quiet coder who needs complete silence?
Terraforms — Mathcastles
Jimmy: Oh man, no. Back in the early days in the games industry, there was this website called Turntable FM. I got really into EDM and dubstep. We'd go into the big public rooms and try to play the newest remix while we were coding — long hours, game jamming, stuff like that. And then sometimes we'd have our own private rooms. Super fun.
Will: Turntable, where you'd take turns being the DJ and people would vote you up or down.
Jimmy: Yes.
Will: Do you know who was a big part of that project — I don't know if he directly founded it, but we interviewed him a couple years ago. The guy who started Bright Moments.
Jimmy: No way.
Will: I'm blanking on his name — Bright Moments has been done for about two years now. He was always all over the world hosting these events, and when we talked to him on the show, he mentioned he'd done this thing called Turntable FM. We were like, you did Turntable FM? He's a serial founder type. Such an interesting connection between that platform and NFTs.
Terraforms — Mathcastles
Jimmy: It was so sick. Such a moment, so much fun. When I was a kid I was into punk, a little screamo — any band whose name ended in "day."
Will: Okay, yeah.
Jimmy: Thursday, Taking Back Sunday, Saves the Day, all that. Got really into Radiohead in college, especially In Rainbows — awesome album. More recently I've been getting back into classic '70s rock. Yes is my happy place right now. Beatles, America, Elton John — we were listening to Jimmy Buffett the other day too. Anything upbeat, the stuff our parents would've played. It helps with the kid chaos, gets some good vibes going. Yes is my current happy place, though.
Vibes — remnynt
Will: What's the Yes album — Tales from Topographic Oceans, or something like that?
Jimmy: The—
Will: I got really into collecting records the last couple years, because of my kid — I wanted a physical way for her to interact with music that wasn't just Spotify. A curated collection she can hold. Let me see if I can grab it — yeah, Tales from Topographic Oceans, that's it. We're going to Japan in July, so I'm hoping to find Japanese pressings of a lot of this classic rock stuff, just as a novelty for the collection.
Jimmy: Yes.
Will: This one's pretty good. And Close to the Edge is the one I think everyone knows, right?
Jimmy: Yes, that album's great. We've been jamming on that — "And You and I" especially.
Vibes — remnynt
Will: I want to look for Crosby, Stills, Nash & Young too.
Jimmy: Oh yeah.
Will: We really like listening to that. A cool Japanese pressing would be great.
Jimmy: Sick. I was the same way with retro games.
Will: I feel like everyone in NFTs has some collector in them — Pokémon cards, vintage whatever. Surprisingly few people played Magic: The Gathering though, which is how my co-host and I know each other.
Jimmy: Oh, wow.
Vibes — remnynt
Will: We went to school together but bonded over being Magic players. You'd think, given how many quantitative people play that game, it'd be overrepresented on the crypto side — but it's just not, for whatever reason.
Jimmy: I did play, actually. I had baseball cards, Pokémon, and Magic, but I got into Magic the most when I was living out in Mountain View for a bit — Silicon Valley for the games industry. We started playing locally, in person, and then some folks turned me on to Magic Online. That became really addicting. I went through a phase where I was playing a little too much Magic.
Will: The original NFTs.
Jimmy: Yeah.
Will: Magic Online digital objects.
Jimmy: You could sell the digital cards on the online version. That was wild.
Vibes — remnynt
Will: It was this old bulletin board system where you'd post what you had and how much, but they wouldn't let you transact in dollars — you had to use event tickets, and then there were places to cash those out. My understanding is that was all because of AML, anti-money-laundering rules — they didn't want people washing dollars through the platform. People still did, probably just not to the degree they would have otherwise. That was honestly kind of the original... I mean, Diablo 2 had its own out-of-game economy too, people trading on bulletin boards.
Jimmy: You think MetaMask is hard?
Will: Back in my day you had to trust a website, hoping someone would actually meet you in-game to deliver the goods.
Jimmy: You'd see mules and transfers — you'd get in a public game and someone had just thrown all these items on the ground.
Will: Such a crazy time. Before we finish up — what's next for you? You just released this project, you're probably taking a bit of a break, but do you already have an idea for something new? Would you self-release again, or shop it around more? What do you want to plug?
Jimmy: I'm going to give this print thing a shot — I think I can do it justice and want to see what that looks like. I've also got the WebGL engine I started with Proscenium, which this was built on too. It's called Snowball, and I keep rolling that snowball bigger — I'd like to keep making within that if I can. I generally just start sketching to get something rolling, and I don't have the idea yet, so I'll have to get my hands dirty and see what comes out. Next time, I absolutely want to shop around. If I have an idea for a new release mechanic, or want to reuse this one, I think a lot of platforms would be open to it.
Proscenium — remnynt
Will: Especially since you already wrote the contract and have it all figured out — you're bringing that to the table. Looking forward to the prints. I'm interested, and I'd bet a fair number of people will look hard at it, because the way you did this felt like more of a thing to get picked — you want to honor that.
Jimmy: I should say thank you to Will for supporting me, and to everyone else who took part in this experiment. You're all awesome, I really appreciate it.
Will: I love to gamble, and I trusted my taste. I thought I'd get three picked and got two, so a little under expectation there, but—
Jimmy: It was really tough. I went through several passes — saved half of them, decided that was still too many, did another pass.
Will: Were you curating along the way, or did you wait until everything was done and look at them all in one big pile?
Jimmy: One big pile, after everything was done.
Proscenium — remnynt
Will: And you were experienced enough from doing this yourself that you got it done in about two days — pretty quick.
Jimmy: I put a lot of pressure on myself, because I felt like people had given me money — where's their NFT? It's hard not to feel that looming over you: make sure every i is dotted, every t crossed, before it goes up on OpenSea. But I'd had so much practice curating — that's honestly the whole reason it went fast.
Will: Thanks, Jimmy, for coming on. It was awesome getting to know you better — we don't record the show that much anymore, so it's always nice to have an occasion to talk to someone. What you did was really cool; we're always interested in someone taking a risk like this. And the art was very good — in retrospect I don't think we talked enough about it, but I'm just so interested in how you released it. It's definitely my favorite of your work so far, so kudos on that. Really fun algorithm to play with, and it got me to risk a few seeds — I think that's a sign of something well done.
Jimmy: Thank you for having me. Honored to be here. Sorry to miss Trinity — send my love.
Will: Will do.
Jimmy: Thank you again, Will.
Proscenium — remnynt
Will: All right, everyone, that was remnynt. Hope you all enjoyed it. If you won some seeds, keep an eye out for instructions to claim a print, if that appeals to you. Check out his website, vibes.art — it's an amazing site, made exploring his back catalog a real pleasure. I'll put as much as I can in the show notes for everyone to cross-reference — Diablo 2's new class, all the important stuff we talked about. Thanks again to Jimmy. Hope you all enjoyed, and we'll be back again soon-ish. Bye, everyone.
Speaker A: All right, hello and welcome everyone to another episode of Waiting to Be Signed. It's a special interview episode today and we are joined by Remnynt. Or Jimmy, as I've come to know him, who just released the Architectonica project, which I was lucky enough to get a couple curated seeds out of. And it was just a very interesting experiment. So we thought, let's have Jimmy on. And of course, you might know him from his work on Art Blocks with Proscenium, which was released towards the end of 2024, and some projects from before that even, which I'm sure we'll get into. But yeah, Jimmy, welcome to the show.
Speaker B: Thank you for having me. Awesome to be here.
Speaker A: It's awesome to have you on. It's awesome to have something kind of like positive, interesting to talk about these days in the world of generative art on the blockchain. It's kind of a difficult time, which I think we'll also talk about later on. But before we jump into all of that, can you introduce yourself to everyone by telling us about your background in art and coding?
Speaker B: Yeah, sure. So I've always kind of been like a creative type, like starting in elementary school, I got really into writing stories. I started making comics, and as I grew up, I started writing like poetry and then coding and making games. I taught myself to code in middle school. I was going to math competitions, and we had just gotten TI-83 calculators, and I was completely obsessed with them. And so we would make little math helpers, like little programs to take with us to do these math tests. And I remember This kind of ties interestingly to generative art for me. One of the first things we tried to do was measure how random the random number generator was. You can imagine how 7th graders were trying to do that, but just kind of became obsessed with it and learned to program there, and then eventually learned QBasic and started making little games on my PC. That led into computer science in high school, and then I graduated from UNC Chapel Hill with a BS in computer science. And that was also where I built my first generative system. You know, I was a big gamer growing up, and I loved the kind of generative systems you'd see in games like Diablo 2, like the random level generator, or SimCity-type games where you have this random map generated. So when I was studying computer graphics, my final project was a generative— a random terrain generator. It was super hard, okay, you know, college kid, but, um, it was a work of passion, something I truly loved. And that was my introduction to generative systems.
Speaker A: Nice. I think I might have been in a similar math league type of thing like back in middle school as well, where the, the main thing I remember from those was learning how to do— um, they would have these questions where they would invent an operator. So they would give you something in the form of like 7 star 4 plus 3 star 9, and then they would say star a star b equals a plus b squared times b, you know, something like that, right? And then you'd have to know to like extrapolate it back in, which was pretty novel, you know, at the middle school level to be doing stuff like that. Was that, is that the same experience?
Speaker B: 100%, like Math Olympiad and different, yeah, state competitions. Super fun.
Speaker A: Yeah, I didn't transition it into coding unfortunately, but I really enjoyed that stuff. So you got into coding, you got into algorithms. But what about blockchain and NFTs and like actually releasing Longform art? Like, what was your journey into doing that?
Speaker B: Yeah, I kind of started as a trader. I was still working in the games industry. I guess I'd been there for about a decade when COVID hit, and I had started thinking about, you know, what should I be doing with my savings, which was only about $60 grand at the time. And it felt like a lot to me and I wanted to invest it, but I had stumbled onto something called WallStreetBets. on Reddit, which was a blessing and a curse. And I sort of believed the pandemic was going to be a big deal. So I bought a bunch of puts and that $60 grand became $800 grand very quickly. I did not sell any of it. And that E-Trade account is now worth $2.48. So I lost my entire life savings. And I kind of just realized like, I need to learn how to better manage my finances at that point. Instead of just playing with it. Huge mistake. I stumbled on Bitcoin somehow. I think it was maybe like Anthony Pompliano or one of those podcasters. I just thought it was really cool. It introduced me to cryptography. It introduced me to the idea of trustlessness. I really got into Bitcoin and just like, okay, you should probably have some of this and hold it for a long time. Around that time, my game jam buddy, this was my best friend, he was an art director at the games company I worked at, and we had spent all this time just jamming. He called me up and said, I met this guy and he says I need to buy this NFT release. It's the Ethereums and all this stuff. I was like, what the heck? What is Ethereum? What are NFTs? Of course, it didn't do much, but it got me into Ethereum. At first, I was super skeptical because I just viewed everything as this derivative of Bitcoin, and I didn't want to trust anything. But I saw Art Blocks, I saw things like Terraforms by Math Castles, I started getting introduced to the— that people were making generative art here, which was super interesting. The fact that you could meaningfully preserve digital work trustlessly on-chain was fascinating to me. I became ETH-pilled. I was willing to take that step, and then started trading and just really got I guess NFT pilled too and just fell in love with the whole scene.
Speaker A: It's a pretty common story, I think. Like, same, same for myself and my often co-host on the show. Like, we both got into crypto through COVID, you know, just like no real— like nothing to do than sit around and look at, you know, YouTube and stuff all day, right, in between meetings. And that led us into art, right? Although we came in through Tezos, which I think is really unusual. And, you know, I've got my fx hash shirt on here. So I don't, don't know if you ever looked at fx hash or Tezos. I know a lot of people kind of ignored it and stuck to ETH, but it was a pretty interesting scene and, you know, spawned the entire show, which we've been doing now for like almost 5 years. Like, it's pretty crazy.
Speaker B: I should have. I regret not having done so, but I was kind of coming from that like very skeptical of everything. And by the time I found out about it and the, you know, it was kind of too late. In a sense that like that scene had already grown up and I missed it.
Speaker A: Yeah. There's still a little bit there, but it's obviously very different than it was back in 2021. But yeah, let's jump into some of then your work. Like the project I actually want to ask you the most about from your early NFT stuff is the Reliquary, because I saw in your writing that it was connected to the Loot project. So that was like an NFT that I became aware of really early on through some friends of mine that were really into like Ethereum development and stuff like that. I remember back in the day too, like a big use case of NFTs was gaming and the metadata associated with them and that you'd be able to like, now you coming from the gaming world probably know how unlikely this is, but the pitch was, oh, I'll be able to take my NFT into any game and it'll like work and do something there. I also work in games, by the way. So it's like, I heard that. Oh, no way. Yeah. So I heard that. I was like, that's absolutely not going to happen. But the whole loot thing was super interesting. So like, How did you become aware of that? And like, what— I looked at the Reliquary and I couldn't really figure out what the connection was to Loot. And like, do they actually— does it read the metadata off of Loot? And like, maybe you can just talk a little bit about that.
Speaker B: No. So I guess I was super interested in exploring generative art around this time, and I asked for some time off for my birthday because I wanted to go start making generative art. The CEO refused, and I just quit right there on the spot. It was kind of a crazy thing to do. But I had been introduced to Loot and Dom Hoffman's work. I might have stumbled on a Terraforms Twitter Space or something and just heard 113 speak and just fell in love with him as an artist. And you kind of start getting pulled into that on-chain scene and learned about Loot. And I think also just the speculative boom, I think Loot was one of the ones that really popped off. And so because Loot was fully on-chain, I used it as sort of like a hello world to Solidity. And I started doing like a gradient study that ended up becoming Vibes. And I wanted to store that on-chain. And so Loot was kind of my big crash course into making that happen. And Reliquary kind of built on top of that because I realized, okay, you know, I jumped in the deep end and I needed to try and find a way to correct mistakes I had made in, in the way that I released Vibes. Like, the supply was too big, the price was too high, things like that. Again, I was in love with 113 and Terraforms, and I had started like drawing on Terraforms and collecting them, and I wanted more canvas space. And so Reliquary in part is like a slightly bigger canvas you can draw on. But I also— I mentioned I was kind of into like writing and poetry early on, and I wanted to try and do something different. And so I treated the Reliquary contract as sort of like a work of literature, but also like a game mechanic. So there's kind of this like dungeon puzzle to solve. You know, in some sense I was just copying things like what 113 did with Mathcastles directly because I thought it was awesome, but I was also trying to find my own lane. And part of what Reliquary did was burn vibes, give discounts to vibe holders, and tried to create on-chain mechanics that interacted with that previous work.
Speaker A: Did you collect any loot? Like, what was your kind of a— coming from games, like, did you think it was actually a vision for NFTs that was feasible, or were you also skeptical of this whole—
Speaker B: I was very skeptical, and I never, I never got loot-pilled in terms of like how that could fit into games. I was willing to give it a benefit of the doubt, and like I would listen to people talk about it sometimes, but when you look at from the inside how the games industry works. It's so much about, are you getting the click-through rate on your ads? Are you getting— I mean, I was working in mobile games, and so like it was all about marketing, it was about the click-through rate, and it was about retention, and like all about the analytics. And are you getting people to play the game? How often are they coming back? And like the idea that like, oh, you need to go integrate a blockchain, like get a wallet, and like it just, it gets so complicated. I just see it like crashing all of those metrics that A lot of game devs, for better or worse, are forced to optimize around. So yeah, I didn't see that, but I did get kind of addicted to Clone X for a bit. I got into anime on Adult Swim.
Speaker A: Of course.
Speaker B: And I started— yeah, so I started watching anime and Clone X just had that anime aesthetic. And yeah, I gave that a shot and it was very crazy. Murakami bought a clone from me that I had listed at a crazy price because I was like, I don't actually want to sell this clone. I'm just gonna like go put it up. And so I was trading, but just not Loot. It was a lot of fun. Cool.
Speaker A: I'm not sure if you had any releases really between those and Proscenium. Like, I know it was a goal of yours for a while to get into Art Blocks, right? Once you kind of found out about it. So it looks like there was almost like 2-ish years, right? Kind of between the Reliquary and Proscenium. So did you spend all that time just, you know, under the hood, like working on Proscenium and like trying to apply or? have you been doing other stuff on the side?
Speaker B: I might have to consider that now. I have been full in on, I guess, NFTs trading and making the art has been my full focus. The trading was mainly in those early days and Reliquary was kind of a slow burn. It didn't immediately mint out, but then folks were spending time with the contract and thought it was cool and that suddenly minted out one day and it was just Amazing. That gave me the runway to build Proscenium. So the whole time I was unemployed, this was my full-time focus, making art and sort of being here in the space. And Proscenium, it was about 500 days. I wanted to build like a custom WebGL engine that I could put fully on-chain. So that took a long time. Looking back, it feels like it was a crazy gamble.
Speaker A: But yeah, if I remember right, it did pretty well at a time when Art Blocks was kind of like slowing down. You know, they hadn't announced it yet, but they were kind of, I'm sure, percolating this idea of like the Art Blocks 500 thing, which, you know, we now know from 2025 that they've just kind of shut down the whole curated program or whatever that previous iteration of it was. So you were, you were one of the last ones in there that I can recall that like really made a big splash as far as minting out and secondary action. I mean, it must've been a great experience, right? It must've been a great feeling to like have that. And like, what, what was it like, you know, with the application? I mean, was, did you get a lot of interesting feedback or any, any part of the process that was like especially worth talking about, you think?
Speaker B: I remember getting some feedback. I remember talking to Art Blocks folks about it. My ability to recall like kind of spontaneously is kind of weak because I've been experiencing some Some seizures, some epilepsy for about 10 months now. And so it's just to be completely honest with you, I am like, I've been sort of grieving my past self a little bit. I don't know how else to say it. I'm like a meticulous, precise person. I want to be honest about whether or not I know something. I'm not even able to pull up the word. Like, I want to be precise about my confidence level and thing. I want to be, you know, computer scientist stuff.
Speaker A: Mm-hmm.
Speaker B: But my ability to recall has been kind of blasted, and I've lost my ability to form new long-term memories. Just a quick example, after 15 days, I thought that like an HVAC repairman had visited me 5 months ago.
Speaker A: Hmm.
Speaker B: But he had been there 15 days ago, and he had said, you need to like clean this thing out once a month. And I thought it had been 5 months, so I was freaking out. I was telling my wife, I have to go do this, and she was like, Jimmy, he was here 2 weeks ago. What are you talking about? And then after 2 months, I remember things if I get sort of like taken there directly. Like if you tell me the thing that happened, I'll say, oh yeah, I do remember that. But getting there on my own is almost impossible. It's, it's really strange. Good news is I'm on meds. They seem to be helping. So all this to say is I can't quite remember every step of the way, and I wish I could answer that more clearly. I can tell you that it was a dream come true.
Speaker A: Mm-hmm.
Speaker B: Working with Art Blocks was amazing. In terms of how things were going, like, more broadly in the market, I remember feeling that way too, that things were kind of like winding down. The first little indicator to me was I was the first project that had a 30% cut going to the platform. So it was kind of like a tell that like, hey, you know, we need to make this a little more sustainable for us. And, you know, that makes sense. I was just happy to be a part of it. When the auction happened, my dad was watching and called me crying on the phone. And it was, I don't know, something you always want to make your dad proud, right? And that was just a moment where I genuinely felt that. And he's kind of an outdoorsy guy. He's a fisherman, a hunter, and I'm like a computer science art nerd. So I always kind of felt like I don't know how I'm going to get there with him because I'm not as good at catching fish or— catching a football or whatever, but he was so proud and that was really incredible. Afterwards, I kind of struggled with what to do next. My wife kept saying that I was the dog that caught the car. You know, you're chasing this thing that you really want and then like to actually get there was like kind of mind-boggling. And like you said, seeing the platform shift. So I started like releasing small doodles on Rodeo.
Speaker A: Oh, yeah.
Speaker B: But then it shut down. Art Blocks Curated shut down. Now Foundation, now so many of them. And I think that's part of why I started thinking about, should I go back to releasing on my own?
Speaker A: I think that's a good segue into Architectonica, which just came out like a couple weeks ago. But before we jump to that, I mean, I'm really curious. So probably a lot of the time that you were working on that release, you were going through this issue with the seizures. So how was it like working on, you know, I'm not a coder. I experimented really briefly also like learning a little bit of p5. And for myself, just coming back to a project after a month because I just got busy and I look at it and like, I can't make any sense of the code anymore and I can't figure it out.
Speaker B: Yeah.
Speaker A: And so like, if you're having memory issues, like, are you just leaving yourself crazy annotation and like within there so you know exactly? Where you're at? Or like, that must have been a really different process from your previous releases.
Speaker B: If I'm hitting something every day, then that piece like sticks with me pretty well. So like short-term memory is still pretty strong, but definitely that happened a few times. The biggest hit for me felt like the kind of story I wanted to tell as an artist. I started this project before I had epilepsy, and I remember I was working on a noise study You see the kind of work by Zach Lieberman. I just love how he plays with noise, and noise was also something I used as a tool a lot in game development. And so I wanted to sort of just really get into that as something I could physically craft, or I guess digitally craft, right? But get my hands on it. And in the process of that, I tried projecting it isometrically, and it created this contrast between the chaos of the noise.
Speaker A: Hmm.
Speaker B: And the structure of that projection. And it started reminding me of all the games I'd played, like Diablo and StarCraft and SimCity and all of these isometric projection games. And it was this way to bring in structure to that chaos. And that's kind of how that project was born. But then all of those months after starting it, once I started getting hit by the epilepsy, it was hard to carry that thread of storytelling or what was I feeling In terms of the story I wanted to tell, or why was I making these decisions. I should say one of the things that I'm dealing with is stress and anxiety. I'm working from home and we're homeschooling, and we've got a 5-year-old, a 3-year-old, and a 1-year-old. And so you can imagine it gets pretty loud. And, uh, I love them, and this is not their fault at all.
Speaker A: Mm-hmm.
Speaker B: This is— it's just like finding a way to Navigate that and to strategize about like how to protect myself. The seizures started a week after my third was born. And so that whole 10 months has been like a blur to me. And so I start to think like, I gotta support this family. And I can't even remember how long I've been working on this.
Speaker A: Mm-hmm.
Speaker B: And how long am I gonna take? And it just, it was, it became this like sort of almost like crushing anxiety because I'd need to step in and help around the house. I'd need to, um, babysit, or like some other thing would come up and it became harder and harder to focus. And I was putting more and more pressure on myself to finish it, and it just got to the point where I need to get this out. I need to like finish this and just let it go to just get that stress off my plate. And this is what my neurologist is saying, is like, you need to find ways to reduce your anxiety, reduce your stress, because it's going to be very hard.
Speaker A: Yeah.
Speaker B: to get seizure control if you can't do that. And that just, that felt like, you know, one of the biggest things I needed to just finish.
Speaker A: So was self-releasing then just a, like, a necessity for expedience? Like, okay, I want to get this out, I don't want to spend all this time shopping it, because there's, there's still some curated options out there. Like, there's obviously Verse, there's some galleries now, right, that will do like support for online releases, or, you know, or you could have had the, you know, potentially sold prints as well, right? Which I know you're planning to do, but that could mean like, oh, well, we can slot you in in October, you know, because we have— they have to plan really far out. So was it kind of like just like, oh, I want to get it out, like I literally need to earn off of this, I can't afford to sit on it?
Speaker B: It was more the feeling of it being unfinished was unbearable. I don't know how else to say it. It was just this crushing thing to me, and I don't know why it became that. And hindsight being 20/20, like, I really wish that I had talked to folks about it, or I had relaxed and found that patience to sort of get through and release it more thoughtfully. I think the work deserved that. I put a lot of work into this thing. Maybe I panicked. The stage of this epilepsy thing is we're still trying to get the seizures under control. The first medication didn't work. I'm titrating up on a second.
Speaker A: Mm-hmm.
Speaker B: And I think it's working now, but at the time that I released it, it was unclear. And I wanted to like get as much stress off my plate as possible to sort of like help figure out what I'm dealing with. Things look good. And I have to remind myself of that. Like, I got a spinal tap and they took the fluid out of my back and they showed it to me. Like, look, it's clear like water. Like, okay, you have a needle in my back. Like, I don't know if I want to look at that right now.
Speaker A: Yeah.
Speaker B: But it's not autoimmune. The first MRI makes it look like there's maybe nothing there. All signs point to like some— this is something we can figure out and probably get under control. And I just wanted to like to do that. And I honestly, I should have talked to Verse. I should have talked to these other galleries and just taken it more slowly. And I do wish I had, but at the same time, I don't know if I could have handled it, if that makes sense.
Speaker A: Hmm. I'll say, like, I thought the way that you released it was really interesting and pretty thoughtful. I mean, I think you could probably argue, and I bet you have a lot of opinions now post-release on things that you could have done differently and tuned the numbers on. But we talk a lot about collector curated, or we have talked a lot on the show about collector curated and the pros and cons of that way of releasing. And in particular, like, my biggest critique of it in the past has been artists who can demand like more and more money per mint, they have been trending towards smaller and smaller collection sizes so that way you're trying to get like an ETH or more per mint. And then when you allow collectors to curate, you're basically saying only the richest people get to pick what's the final canonical like set.
Speaker B: Mm.
Speaker A: Verse and other platforms have never done this 2-stage system like you've designed. And for anyone who didn't see the release, so Collectors were allowed to play with the algorithm through your website, curate seeds, and then for a pretty small amount, ended up being about $15, it was 0.007 ETH, submit seeds anonymously, which then you would look at. And from those, again, anonymous, you would pick the final 250. And anyone who submitted one that got picked would then get it minted to their wallet for free. So the collectors are taking some risk upfront by potentially putting in seeds that won't get picked. But then that obviously acts as a great filter because you don't want people spamming thousands of seeds in just in the hopes that they'll get free pieces and automating it. So I thought it was pretty elegantly done. I could see the gaming when you told me that you have a history in gaming, right? I could see it there. Tell us a little bit more about like how you came up with that. Like, did you socialize this with any artists or collectors, like this idea? And what were some of your concerns about going into it? Other than obviously it sounds like you were under— feeling a lot of just internal pressure, right, to get it out and done.
Speaker B: Yeah. No, that part was designed before I sort of reached this boiling point. I had originally called it the Curation Game, and that felt more appealing towards the gambling, the degen side of things. And I wanted to lean more on the art side of things. And so presenting the algorithm name rather than that mechanism name. The idea was inspired by QQL. Hobbs was probably the first person to do Collector Curated, if I'm not mistaken.
Speaker A: That I can think of, yeah. I don't know of one before that, but you never know because they're, they're always finding someone who did something technically first, right? Like, so yeah, but probably the first notable one.
Speaker B: I think it's awesome that they did that. That was an inspiration. And the thing that kind of stuck with me was it's still going, like it's not complete. That itself is, I guess, a facet of that artwork, and that's super cool, but kind of the idea that I wanted to spin on and build on was, what if it did complete and how would you do that? So that release mechanism was take the collector curated and find a way to complete it. What you mentioned, like the $15 price, it feels more accessible, especially when the market is down so bad. The one flaw that really sticks out to me still is you have to trust me to curate fairly. You have to trust that I'm not going to go look at wallets and think, oh, I should give this person that, and things like that. So that is, you know, the cypherpunk in me makes me think like, okay, that's a flaw. But overall, I like how it worked.
Speaker A: Well, you know, you published your criteria for picking. It was like 30% based on this and 30% based on that. And, you know, I think there's pros to that, right? The transparency of like, this is how you know it's going to be fair because I'm going to consider the novelty of the piece. I'm going to consider how it fits into the collection as a whole and making sure that all aspects of the algorithm are kind of represented in the canonical 250, right? I think you did a really, really good job there. The downside is then it kind of becomes a little bit gameable. Like for me in particular, Mm-hmm. the one that you actually just tweeted the other day that I, I submitted and got picked. I liked that one obviously enough to curate it and submit it, but I knew if I was going to get any picked, that was going to be the one because looking at the palettes, I figured based on the palettes alone, it being like a really good version of that palette that I thought people were going to gravitate towards just like 2 or 3 palettes. And you even see it in the final outcome. Like there is still skew based on what was submitted. So like—
Speaker B: Yeah.
Speaker A: Someone who really wanted to be super gamey about it could have only submitted like what they thought were gonna be the least popular palettes, right? And could have like tried to optimize around that. And so that's, that's interesting. That's like an emergent behavior or an emergent possibility coming out of it. But like, did you think about that at all? Or do you, do you dislike that I'm even saying that?
Speaker B: Like— No, no, that's totally fine. In publishing the criteria, like, I'm trying to communicate a vibe. I didn't actually go type out a score for each of those, but I'm trying to communicate, this is how I'm thinking about it, this is how I'm generally weighting it. The reality was when I was trying to refine the algorithm, and this gets into how long form is designed versus how collector curated is designed, which I think is a fascinating separation, but I did a little long formy refinement on the algorithm for a bit. What I would do is I'd generate a batch of 1,000, And then I would curate it down to my favorite, however many. I had a script that would say like what percentage of each palette was getting picked, what percentage of each trait was getting picked, and that would give me a sense of like, oh, I actually don't like this palette.
Speaker A: Mm-hmm.
Speaker B: And then I'd know I need to go work on it or I need to cut it. And I did that for like 50-ish days, 1,000 a day, 1,000 a day, bam, bam, bam. And so when I was finally curating, I had that habit where I would just go through and be like, oh, this one, this one, this one. And in terms of design, like long form, you kind of have to feel that like every random thing that comes out has to be perfect. You have to get it so tight. The possibility space has to close down so tightly, which in and of itself is a challenge and a craft that's worth pursuing. But I feel like I was exploring the opposite with this, was like, let's see what can emerge from these layers of systems that surprised me, that I never saw coming. And what I would have loved to see if more of these seeds were submitted is what else would we have found instead of pushing to this tight little ball of like very similar traits and outputs. Find all the edge cases all the way out on the edges of the algorithm. And I think that's a really exciting place to explore.
Speaker A: Yeah, it for sure is the biggest advantage of Collector Curated. And, you know, there's been some really great Larger-sized releases on Verse, but they're, you know, they don't really do that stuff that much anymore. They've kind of like shifted their focus more as a platform, it feels, away from generative stuff into more AI. But going back, like some projects that had like 800 or 1,000, you know, editions that were collector curated, and you can just see like that the algorithm was just allowed to go wild, right? Because, you know, at the end of the day, people get to pick, so no one's going to be unhappy.
Speaker B: Yeah.
Speaker A: The only person who stands to be unhappy is the artist when they look at what the community picked without their input. So that's, I guess, the downside. But what are some of the stats? Can you share how many people interacted and were there any wallets that outperformed or was there anyone who got nothing?
Speaker B: There were, and that made me sad. There were 631 seeds submitted, 250 in the final supply of tokens curated. There's been a little bit of secondary Right.
Speaker A: So it's a little hard to know now.
Speaker B: But I think it's not enough that it matters. So like roughly 3 curations per submitter, like a little over that. One thing that surprised me is some of the largest submitters really had a good hit rate. I need to go back and look at that. But like the largest holder is, I think his name is Will Peester. He's awesome. I've just sort of known him as a person on Ethereum. I think he's works with Bankless, but he submitted a ton, which was awesome to get that kind of support. And then like in the end, he got a ton of tokens because he just did such a good job connecting with me and finding stuff that I wanted to get into that final bunch.
Speaker A: What did you learn then overall? Like, did you, you said earlier that after this release, now you might be trying to find a way to go back to work, like in some capacity. So did it underperform your expectations as far as like participation? 'Cause like, I'll say for myself, like, I don't think I even saw anything about this until 3 days before it closed. I didn't realize it was a multi-week submission process that you were— had opened it up to. So what were you hoping for? And like, do you think that there were things that you could have changed about the way it was released that would have optimized more to get it closer to like what you expected financially? Or do you just think it's like the market is just the way it is? Like what?
Speaker B: Yeah.
Speaker A: What are your takeaways?
Speaker B: Frankly, I totally screwed up. I super screwed up. And it's okay. I had essentially gone offline. Like, I, you know, was occasionally posting. And I have the Twitter Premium, so I can kind of go look at like impressions per day or whatever. And I was like flatlined for like a month or two there because I'm just dealing with this health thing and trying to get control of it. It's exactly what you said. I wasn't Making it known. You have to do work on Twitter or whatever platforms you're using to let people know, hey, this is coming. You have to get your work in front of people. And I think the algorithm, specifically X, like, you have to kind of work on that impressions per day and you can kind of build it up. And I went from flatline to suddenly releasing.
Speaker A: Yeah.
Speaker B: I announced it 2 or 3 days Before the week started. And if I had like been a little more patient and just like given a little more time, I mean, I could have even extended the submission window. So the upper bound, if all the seeds sold out, it was 10,000 seeds was the max and about $15 each. It would have been about $150K, which is like kind of low-end game dev salary for a year. And I spent 16 months on this.
Speaker A: Right.
Speaker B: And so I was like, that feels like a reasonable upper bound, and it also makes it accessible. My expectation was that I'd actually hit like 10% of that, like around 15, and it sold for about $10,000.
Speaker A: Mm-hmm.
Speaker B: And so it vastly underperformed, I guess, okay, 33% my expectation, but less than 10% of the upper bound. And it's really clear to me that I wasn't marketing myself, getting my social media presence there, And really giving people time to digest the work. And I was very genuinely panicked because I wanted to get this stress off my plate. I regret that now. Like literally, I was— the week I got my spinal tap lumbar puncture was in the middle of the— this thing releasing.
Speaker A: Yeah.
Speaker B: And you get these lab tests back. And it's like multiple sclerosis test. And I'm like, what? I didn't know I was even being tested for that.
Speaker A: I don't even want to look at the answer.
Speaker B: Yeah, yeah, like open this gotcha, open this treasure chest up and see what's inside. So it was, uh, it's not fun. But, you know, overall I got this and I'm just trying to like be positive, be optimistic. And I know that's true, like this is not that big a deal. I think I'm just like sort of mourning where I thought I was, which was healthy, eating well, exercising. I'm so grateful for my kids. They're healthy. I taught my son to read. That was such an amazing experience. Things are going really well, and I kind of just need to get back there and like accept that this is okay. It's like, I don't know, it's, uh, low-key maybe a midlife crisis or something.
Speaker A: When I saw the outcome and I was like, okay, well, the nature of the filter— and I'm— I know I, I Well, I should say, I know anecdotally, like seeing some people reply, there was definitely some fear from collectors. Like, I don't want to submit seeds if I'm not going to get something. So you probably lost some number of people to that, but I don't know if that would have been the delta between expectation and result. But in my head, I was like, oh, well, the upside is everyone who got one was someone who was like really interested and interested enough to risk money. So now your conversion rate on an upsell into a print or something Has gotta be pretty good, hopefully. Like, I would assume, you know, it's gonna come down to like size and pricing and, you know, lots of other things. But like, where are you in the process of planning that out? Like, are you trying to get that out relatively soon? I hate to say the upsell, by the way, in art, but it's like, you know, it's, we're kind of talking about a really novel, like, way of releasing this and it just feels like, you know, just a business term, right?
Speaker B: Yeah. Yeah. No, 100%. I don't think about prints to NFT holders to be like a big source of income. Like, if I look at Proscenium, I have so many of these right here because I went and bought them on secondary. It's like a stretched canvas over a wood frame, and it's trying to highlight like the, the texture of the paint, and it's on a sort of like a canvas itself.
Speaker A: Mm-hmm.
Speaker B: I wanted to do a special print for this project. And I did not sell very many of these. And this was like working with a local print shop, working closely with them, doing signed prints. And I don't regret doing that, but it wasn't meaningful. I think it was meaningful to collectors that got them, and I want to do that because these are people who are supporting my practice and getting a physical object in their hands that represents not only that support, but the piece that they collected. Being able to live with that, I think, is really awesome. And so I want to continue doing that. And the other thing I'll say, like, we talked about how much this raised, around $10,000. Again, I was talking to my dad after doing this, and he said, you sold an artwork for $10,000. Do you know how many artists would kill for that? Who's it, Van Gogh? That died with having never sold anything.
Speaker A: Yeah, right.
Speaker B: Yeah. And so I think perspective matters a ton when thinking about this. This was actually a print from that same shop that did my Proscenium release, and this was kind of like maybe a halfway point in the algorithm for Architectonica prints. So this gets into one of the things I'm thinking about, given where we're at with the market, with NFTs in general, with crypto in general, and kind of how the people that are still here, they're here because they love it. I think they're here for the long term. I think they like the idea that we can put something on a blockchain and trust that it's going to be there essentially forever. It's like cave painting of the digital age, and that's cool. But at this point in time, we don't have that kind of broad adoption. Maybe we'll see another exciting step up. Maybe we won't. Maybe it'll be 100 years before we see that again, and people will be treating it like cave paintings, but I think the point that I'm getting to is that if I want to keep doing this as a generative artist, have that be my focus, then I need to reach the internet. I need to reach the scale of the internet, not just our scene. I want to both be able to reach our scene and to reach the internet. And maybe the way to reach everyone is by making really awesome prints. And so I'm kind of exploring that idea.
Speaker A: Not making people use a wallet, right? The same issue with gaming. I am really curious to see how more and more artists, especially with the struggle of Twitter, where crypto kind of still lives and has dug in for better or worse, versus like Instagram being a platform that's more natively visual, that's not going to downvote you for sharing images. And yeah, and if you get 100,000 followers on Instagram, you don't have to worry That, oh, well, this 10,000 only does Tezos, and this 20,000 only does ETH, and this guy only does Cardano for some reason, you know, like, so you don't have to worry about how your fan base, your followers are already like in their own silos, and how they collect and how they operate. But you also just don't get— you won't get that like rush of like watching an auction, right? Like that Art Blocks thing that— and you won't get that speculative. The thing that's so unique to crypto is like the immediacy of like the speculative action, or at least what you would that used to be, right?
Speaker B: Well, I think you can still separate it. And like with Architectonica specifically, like, I don't even have to be specific about this. It's like, I actually don't know if people have done this, but have they printed out of bounds? I mean, I have to imagine they have printed from their algorithm out of the NFT tokens. The NFT still represents ownership in the artwork. The print is a print. And so I guess you can sort of design tiers where you have the most accessible tier. It's basically the most affordable. It has to have some reasonable baseline of archival quality or whatever you deem appropriate for your practice, but then you have step-ups where it's like, okay, I'm going to go work with this special shop locally. I'm going to ensure quality myself. I'm going to put my time and effort into being there for this print, and I'm going to sign it so that you know I was there.
Speaker A: Mm-hmm.
Speaker B: And like maybe you do things like if you have an NFT, the only person that will ever have a print of that is you.
Speaker A: Right.
Speaker B: Because you own that token. But there's also this exploration you could do where the artist can curate a set of outputs that would make great prints. And then for folks who are really jiving with that style, like show them the generator, let them go make their own print. Maybe there's something to be done there. And maybe they only want to spend $30, $40 and they want that accessible tier.
Speaker A: So I have seen some artists do, I don't know if they would technically call them like out of bounds, but they'd be prints of pieces that are from an algorithm or from like a, maybe an earlier version of an algorithm or an alternate version of the one that they're kind of highlighting and selling like one-of-one signed prints with an NFT off of. And then they would offer at a much lower price point, like a collector curated experience. Where you get an unsigned, unnumbered print with no NFT. For me personally, that doesn't really appeal, right? So, but, but there might be someone who does. And like, I could see in a situation like what you did, for anyone who's really afraid of submitting a lot of seeds, right, that don't get picked, like if you can do some, some artists do— hold on, let me pick one, show you this.
Speaker B: Okay.
Speaker A: So this is something I just got in the mail recently. From a plotter artist named Marcel Schwittlick. And he just did a plot and he went on Twitter and he was like, anyone who wants me to send you a postcard, let me know. And he's been on the show and I've collected this big piece back here is from him. So I was like, oh, like, hey, you know, here's, here's my new address because I moved last year, but I would love to get one. And then it came and somehow it's like, it's relatively, it's not creased. It arrived pretty good. And Shipping something with a postcard stamp in the US is pretty cheap. So, I mean, there could have been something to do there where it's like everyone who submits a seed at least gets a postcard and you just have to, you know, if that costs you $5, then you just have to up the price of submitting by $5 to bake that in. And then you get this moment too, like the aftereffect on Twitter or Instagram where everyone's like, look what I got in the mail, right?
Speaker B: Yeah.
Speaker A: Like something like that. I think there's so much advantage to having, as much as it's not crypto digital, so much advantage to having physical stuff because then people talk about it. more than just a day after. You get a lot of talk the day that people get their NFTs, but you don't always get talk a month later or 2 months later. But like when prints arrive and people, or people get stuff framed and hung, then you start to see that stuff like percolate up again. And so I don't know, it's just kind of like, yeah, it's a hard time, man. I feel for you. It's like, it's such a tough time. But I mean, would you release like this again? Like all things being equal, if you could have given it the attention that you needed, like did you overall like this mechanism? Like—
Speaker B: Oh yeah. And I want to give seed claimers, I feel like they deserve the same level of print that a token holder gets. And maybe people would disagree, but they essentially supported me in the same way. And I feel like they should have access to that and have their seed protected. It's there on-chain. The whole script is on-chain, so you can plug in that seed and get the artwork, which one of my favorite parts about generative art is being able to do that and not having to like pin anything or pay money over time to like make sure it stays there. It's there, it's done. Well, the other thing, like, why not try this? We're at such an interesting time with AI agents making everything easier to do. Like, the code is not maybe as elegant as it would used to be. You're not gonna find as many like, okay, this Solidity smart contract is also a work of literature anymore, unless you really get your agents spiced up on that. But, um, it's— I guess my wife called it a calculator. She's like the Calculators are amazing if you know math. And so you're going to have a lot easier time building something reasonable with AI if you know what a reasonable thing looks like. Right. So I don't know. I think building a print shop, doing that justice and experimenting with— you're reaching more of an internet audience while also catering to the folks who have made this whole practice possible and making those prints available for purchase to token holders, seed claimers, so on and so forth. Why not give it a shot?
Speaker A: Yeah, definitely. I mean, I, I know I'll be looking at it for sure, like when it's available. So, but it also depends on what my wife thinks, what gets hung up sometimes.
Speaker B: 100%.
Speaker A: Well, I've got some non-project questions. You know, you work in gaming, you grew up a gamer, but between teaching your kids to read and coding art full-time, do you still have time to game? Like, are you playing anything these days?
Speaker B: Yes and no. I played Breath of the Wild, Tears of the Kingdom. Visions of Mana. Like, I think I played the FF7 remake, all kinds of JRPGs. But since, like, over the past year, it's just been zero. Somehow we, we're just at capacity with 3. Like, it's just, it's been so overwhelming. We're gonna make it, but like, my goodness, it's a lot. I used to play games with my— he's now 5, but when he was 3 and 4, we would play some. I love those kind of RPG games most recently. Yeah. Oh my God, I played way too much World of Warcraft. Oh yeah, I spent, I spent a year of my life in that game or more.
Speaker A: Did you play WoW Classic when that came out?
Speaker B: Oh yeah, 2004, day one.
Speaker A: No, but I mean when they remade WoW Classic in like 2019 or whenever it was.
Speaker B: I might have logged on, I don't remember. I might have logged on just to say hey to somebody.
Speaker A: It was a huge moment. Yeah, I was also a big Diablo 2 player back in the day, and I've still dabbled because like, you know, if you've been pretty off offline about it, but they were— they just released a new class in Diablo 2 this year. Did you know that?
Speaker B: What?
Speaker A: Yeah.
Speaker B: No.
Speaker A: This year they released a new class. What did they call it? They called it a— I'd have to open it up and look at it now. It's based off like the Diablo 3 one that's not the Necromancer, but it's like the Necromancer.
Speaker B: Witch Hunter or something?
Speaker A: They call it the Warlock. That's what they called it. So it's like—
Speaker B: Oh, okay.
Speaker A: Yeah. Yeah. So they kind of went like modern game design philosophy on it where you kind of can't make a bad build. Every one of the 3 disciplines has a viable build where it's like, that was not Diablo 2. Diablo 2 is like, no, you're going to, you have to be like all in on this or your build's not going to be able to do anything. Yeah. Or the, you know, the ice orb sorceress or something, right? Like, so people are like, yeah, it's really overpowered. It's like very casual friendly. But anyways, I thought I'd put that on your radar for when things settle down, you know, you can jump back in.
Speaker B: Yeah. Yeah. That's awesome.
Speaker A: Well, I mean, do you collect? Like, I know you said you traded a lot throughout your kind of crypto career, but is there anything that you, on the art side, like, what do you kind of gravitate towards collecting? Like, what are you actually holding in the vault, you know? Or have you ordered prints or plots of anything that you have up around the house from artists?
Speaker B: I have some stuff from Marfa 2024. I have a lot of my prints and I have a good bit of NFTs I've collected that are really special to me. I think the biggest one is probably Terraforms. Some are sort of in their like native state and some of them I've drawn my childhood heroes on. So I've got a Terraform that's like A Link to the Past Link holding his sword up. I've got Ness from EarthBound. Oh, and I collect— so when I was working in games, I lived in Tokyo for about a year, just bouncing back and forth.
Speaker A: Oh, wow.
Speaker B: And they had a store there called Super Potato where you could buy a lot of old old retro games. So I started collecting like Super Boy. So it's like a Super Nintendo handheld version.
Speaker A: Okay.
Speaker B: And I have a lot of those cartridges and kind of the— this is only released in Japan.
Speaker A: Cool.
Speaker B: And some of my favorites, Autoscope by Erik Swahn. I like Cycles by Material Protocol Arts, like Matto and those guys. Let's see, I have an Andreas Geissen, James Merrill, Jan Robert Leegte, Eric Tadjuli. A couple pieces that just resonated with me. I collected and held on to those. I had to sell my forever Clonex to Tax Loss Harvest.
Speaker A: Okay.
Speaker B: Yeah. Unfortunately.
Speaker A: We've interviewed a fair number of the folks that you just listed, so you can go back and listen to some of those episodes if it strikes your curiosity.
Speaker B: Oh, that's awesome.
Speaker A: A lot of those are some of our favorites as well.
Speaker B: Cool.
Speaker A: Well, let me ask you this then, because I'm telling you, I'm on a big music kick right now. I know a lot of people listen to music and stuff while they code. So like, what, is there anything that you listen to that you wanna shout out or recommend to us on the music side? Or are you, are you a quiet coder? Do you need like complete silence?
Speaker B: Oh man, no, I, um, in the early days in the games industry, there's this website called Turntable FM.
Speaker A: Yeah.
Speaker B: So I got really into like EDM and dubstep, and sometimes we would go in, uh, in the big public rooms and just try to like play the newest remix and we'd be coding, you know, Long hours and game jamming and stuff like that. And then sometimes we'd have our little private rooms. So that was super fun.
Speaker A: Turntable is where you got to like take turns being the DJ and people would vote you up or vote you down if you got too many downvotes.
Speaker B: Yes.
Speaker A: So do you know who— I don't know if he was like directly founded it, but you know who was like a big part of that project was— shoot, I'm— I gotta— it was a couple years ago that we, we interviewed him, the guy who started Bright Moments.
Speaker B: No way.
Speaker A: Yeah, I'm blanking on his name now because Bright Moments is obviously kind of been done for like about 2 years. But, um, he was always, you know, all over the world at the time hosting these things. And when we talked to him on the show, he was like, yeah, I did this like thing called Turntable FM. And we were like, you did Turntable FM? Like, because he's like a serial entrepreneur type guy, you know, serial founder type guy. So yeah, it's such an interesting connection between that platform and now NFTs.
Speaker B: It was so sick. It was such a moment. Yeah, so much fun. That— I mean, gosh, when I was a kid, like, I was into like punk and Into screamo a little bit, like any band that ended with day.
Speaker A: Okay, yeah.
Speaker B: Thursday, Taking Back Sunday, Saves the Day, all that stuff. I got really into Radiohead in college, especially In Rainbows. That's like a really awesome album to me. More recently, I've been getting back into like classic rock, '70s stuff. So stuff like Yes is like a happy place right now. Beatles, America, Elton John. We were listening to Jimmy Buffett the other day. Just anything that's like really upbeat, that like our parents would have played. It kind of helps when you're with the kid chaos, just like get some good vibes going. So that's been cool. But Yes, Yes is my current happy place right now.
Speaker A: What's the Yes album I like? Oceanic Topologies, or what is it called?
Speaker B: The—
Speaker A: I got really big into collecting records in the last couple years.
Speaker B: Oh, cool.
Speaker A: Because of my child, because I wanted like a physical way for her to interact with music that wasn't just like Spotify, right? Like So it's like, here's the record, and it's like a curated collection. So I picked up some of that, like, you know, some of those. I— that might be it right down there. Let me see if I can grab— yeah, Tales from Topographic Oceans. That's what it is. That's what it's called. We're actually about to go to Japan in July, and so on my list is to look for like Japanese pressings of a lot of this classic rock stuff just to have as like a novelty in the collection, you know.
Speaker B: Yes.
Speaker A: This one's pretty good. I like this one. And I know like Close to the Edge is the one that I think probably everyone knows, right?
Speaker B: Yes, yes. Okay, Close to the Edge. That album's great. We've been jamming on that. And You and I in there, man.
Speaker A: Yeah, I want to look for like, you know, Crosby, Stills, Nash Young and like—
Speaker B: Oh yeah.
Speaker A: Stuff like that too, because we really like listening to that and getting a cool Japanese pressing. Would that be—
Speaker B: yeah. Sick. I was the same way with the retro games.
Speaker A: I feel like everyone who's in NFTs has some collector in them, like if it's— whether it's like Pokémon cards Or vintage this or that. Although surprisingly few people do Magic: The Gathering, which is how myself and my co-host know each other.
Speaker B: Oh, wow.
Speaker A: Well, we went to school together, but we bonded over being Magic: The Gathering players. I'm like, oh, this is like so many quantitative people play that game. And you would think on the crypto side, you would see that like overrepresented and it's just not here for whatever reason.
Speaker B: Well, I was going to tell you, I did, I did play.
Speaker A: Okay, cool.
Speaker B: So I had baseball cards, Pokémon, and Magic: The Gathering, but I really got into Magic the most When we started playing locally, I was out in like Mountain View for a bit, the kind of Silicon Valley for the games industry stuff. And, uh, we just started doing it in person. And then some, some of the folks turned me on to Magic Online. That became really addicting. But yeah, I went through a phase. I was playing a little too much Magic.
Speaker A: The original NFTs, you know?
Speaker B: Yeah.
Speaker A: Magic Online digital objects.
Speaker B: You could sell the digital, the cards on, uh, on the online version. That was wild.
Speaker A: Yeah, but it was this old bulletin board system where you had to like write a post of what you had and how much, you know, they wouldn't let you transact for dollars. You had to use tickets, right? Like event tickets. And so you'd— and then there were places that you can cash out the event ticket. It was a— my understanding of it is that it was all because of what we now understand to be like AML, right? It's anti-money laundering. They didn't want people washing dollars through their platform.
Speaker B: Yeah.
Speaker A: People still were, but probably not to as big of a degree as they Would have, but yeah, that was like, honestly kind of like the original. I'm trying to think of, I mean, Diablo 2 had its own kind of out-of-game economy, people trading stuff on bulletin boards.
Speaker B: You think MetaMask is hard?
Speaker A: Back in my day, you had to actually trust a website, you know, like in the hope that someone met you in game to deliver stuff to you.
Speaker B: Yeah. You would see those, uh, what were they? There was like mules and like transfers. And so you'd get in public game and someone has just thrown all these items on the ground.
Speaker A: Yeah.
Speaker B: Wild.
Speaker A: Such a crazy time. Well, before we finish up, dude, like, so what, what do you think is next? Like, obviously you just released this project. You're probably taking a little bit of a break, but like, do you already have an idea for something new? Like, would you self-release again like this, or would you wanna shop it around a little bit more? What's coming up? Like, what do you wanna plug?
Speaker B: You know? Yeah. Well, I'm gonna give this print thing a shot. I think I can do it justice and I wanna see what that looks like. Mm-hmm. I've also got the WebGL engine that I started with Prasenium. This was built on the same engine. It's called Snowball. I keep rolling that snowball bigger and I'd like to keep making within that if I can. I generally start to sketch just to like start rolling something and I don't have that idea yet. So I'm going to have to get my hands dirty again and start seeing what comes out of it. I absolutely want to shop around next time.
Speaker A: Okay.
Speaker B: And if I do have an idea for like a new release mechanic or want to use this one again, I think a lot of platforms would be open to that.
Speaker A: Yeah, I mean, especially if you kind of wrote the contract and stuff for it already, right? Like, and you have it all figured out, so you're bringing that to the table at least. Cool, man. Well, yeah, looking forward to the prints and checking those out. I'm certainly interested, and I would bet a fair number of people are gonna at least look hard at it because I just think the way that you did it, it feels like more of a thing, right, to get picked, and like you kind of want to honor that in a way.
Speaker B: So yeah, I should say thank you Will, for supporting me, and to everyone else who took part in this experiment. We all are awesome and I really appreciate it.
Speaker A: I love to gamble, you know, and I trusted, I trusted my taste. I thought I was gonna get 3 picked and I got 2, so I was a little under expectation there, but—
Speaker B: It was really tough. It was really tough. I had to do a number of like layers of like, okay, I saved like half of them. Okay, that's too many. Do another pass.
Speaker A: Were you curating them along the way, by the way, or did you like Wait until everything was done and then you just looked at them in one big pile.
Speaker B: Everything was done, one big pile.
Speaker A: And you were just so experienced with like looking at them from your own exercise of doing it that you were able to just like— because you got it done within like 2 days, it felt like it was like pretty quick.
Speaker B: I put a lot of pressure on myself to do that because I felt like people have given me money, where's my NFT?
Speaker A: Right?
Speaker B: Like there's a little, there's a little bit of that like in my head. It's hard for me not to like to feel that and also to have it looming over like The OpenSea is not there. Like, make sure every I is dotted, T is crossed kind of thing. But yeah, I had so much practice curating. It was 100% that. Yeah.
Speaker A: Well, thanks, Jimmy, for coming on. It was awesome to get to know you a little bit better and to, you know, we don't record the show that much anymore, so it's always nice to have an occasion to talk to someone. And again, like, I thought what you did was really cool. Like, we're always interested in someone taking a risk like this. And also the art was very good. I, you know, I, in retrospect, I know we didn't talk probably enough about it, but I'm just like so interested in how you really released it. But also I thought it was definitely my favorite of your work so far. So, you know, kudos on that as well. So yeah, I thought it was a really fun algorithm to play with and it got me to, yeah, to risk a few seeds, right? So that's, that's a, I think that's a sign of something that was pretty well done. So.
Speaker B: Thank you for having me. Honored to be here. Sorry to miss Trinity. Send my love.
Speaker A: Will do.
Speaker B: Thank you again, Will.
Speaker A: All right, everyone, that was Remnynt. I hope you all enjoyed. You know, if you won some seeds, be on the lookout for instructions to claim a print if that appeals to you. And check out his website, vibes.art. It's an amazing website, actually. It made exploring your back work very pleasurable. I'll try to put as much stuff into the show notes for everyone to cross-reference. Diablo 2 new class, you know, all the important stuff we talked about. Thanks again to Jimmy. Hope you all enjoyed, and we'll be back again. Bye. Soon-ish. Bye everyone.
Change log // 3 edits
2026-07-12Linked project/artist references (Reliquary, Loot, Vibes, Clone X, QQL, Zach Lieberman), italicized Loot/Clone X, p5 to p5.js — Will
2026-07-12Styled artist handle lowercase (remnynt) per the artist's request — remnynt
2026-07-10Added reader-suggested reference links: Architectonica, Art Blocks, Proscenium, WallStreetBets, and Terraforms. — Will
—Initial transcript — auto-transcribed (AssemblyAI) and readability-edited.