If you think you can or you can't, you're right. 🇺🇸

Joined October 2020
9,110 Photos and videos
Meansurphy retweeted
"wen NFTs???" wen it's time. for now you can be a part of creating them 👉 emonad.lol/emomaker 👈 grab the kit/color pallets/emonad brush → READ THE GUIDELINES → draw a trait, 1/1, or background → submit if your work gets into the collection get credited GTD WL
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Meansurphy retweeted
The Legend of Zelda: Ocarina of Time will be reborn on Nintendo Switch 2 in 2026. #NintendoDirect
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since NFTs and crypto are over, i just went back to my old crack
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Just used $BTC to buy these before they both go to $0
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Meansurphy retweeted
Got to catch all the Monad memes to defeat the evil power
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arf
HOPIUM RUNNING LOW
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I believe them
Chinpokomon will be the strongest meme on $mon. Like, follow, share and comment address for a surprise $CMON 0xF05416b75A4C5b2633c3A90C8cD54aD99D647777
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I love you, lets be friends 0xF05416b75A4C5b2633c3A90C8cD54aD99D647777
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Happy Friday. catch me on the water
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Meansurphy retweeted
Arf
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Meansurphy retweeted
arf
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do seals still arf on the TL?
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Meansurphy retweeted
Over the years, we’ve made a lot of changes to the brand, the logo, the characters, the art style, and everything in between, but never really formalised any of it until now. That was because I was never fully 100% happy with what Sappy was at any given moment; there was a massive divergence between what Sappy was, and what *I* knew Sappy could be, and commiting to those earlier versions felt extremely premature. Ossifying these things didn't feel like the correct thing to do, especially when I knew deep down that they would have to be aggressively scrubbed away or retconned (which gets really hard to do once a brand starts to genuinely penetrate and build momentum). There was also a divergence between what Sappy started as, what other people wanted it to become, and what I wanted it to be. Early on, I did see Sappy as more of an art project than a traditional "brand", which is why I leaned so heavily into memetics at a time when practically nobody else was doing it, and why I treated the character more like something alive and culturally reactive--much closer to how people think about memecoins nowadays and not too dissimilar to performance art. I also hated the word “brand” and the corporate aura it brought to the community & surrounding subculture. Being honest, I still think there’s something correct in that instinct. NFTs derive most of their speculative value (aside from the occasional airdrop narrative) from the community and the interconnected social clusters around them, not from “IP growth” in the classical sense. At the same time, it felt like there was enormous pressure (especially in comparison with other PFP projects) from speculators to turn the Thing into something bigger and larger scale than it is right now, because in startup [& crypto] culture, growth is treated as the ultimate metric, and it was applied directly to NFTs despite mostly being antithetical to the IP business. Internally I wanted to avoid this, slow down and take time to figure out what the brand should be, which sounds like total crazy talk in the crypto world because there's a lot of pressure (rightfully so) to grow grow grow, at all costs. We still did it of course, because I'm way too competitive of a person not to, but I think it was very evident from the outside that my heart really wasn't in it (at that point in time, chasing those specific reasons). My dopamine receptors might be fried, but I still find directing/creating a meme that people genuinely find funny more rewarding than watching a random reel of ours get 40M views or having billions of GIPHY views or whatever other metric sounds good to say out loud. What makes this all so strange is that NFTs are hyperspeculative assets that need constant cultural fuel to keep the surrounding network expanding faster than the floor price alone would justify. That model is in many ways at odds with how truly loved brands are formed. Real brands are much more malleable, they take time, they evolve; they’re not meant to be frozen in place on day one, and they're not meant to be subject to a quorum when more drastic changes that disturb the status quo are made. Some of the most adored brands globally took years, or even decades for the artist/creatives to actually hone in on their essence that was then expanded upon and delivered to the world. And I think to some degree, crypto and NFTs create such insane mental dissonance for builders. They train you to focus on things that aren’t actually important, usually through confirmation bias or false signals--of course it would; when you look around and see some random builder making some logically illogical absurd Thing that somehow (unsustainably) prints tens of millions overnight, it becomes very easy to convince yourself that the weird Thing is the thing that works. That's the thing that finally cracked the crypto formula, that's the model that works, that's what with a little iteration could lead to the golden goose that every retail investor, VC investor, and every crypto founder has been chasing since the first smart contract was created. It's somewhat embarassing to admit, but I spent years of my life believing that "tokenomics" was a real thing or that /if you just tweaked [insert random weird crypto-native variable] just slightly enough it could work/. It's different now that most of the speculative juice has left the industry and everything has deflated, clarity is much more abundant now. Another embarassing thing to admit is that a lot of the things we are doing for Sappy now are things I would have done years ago...if the brand was founded outside of crypto, and if I listened to my gut earlier. There really is no excuse for that, other than psyopping myself into believing that there was some special "model that can work for NFTs", or that building a crypto-founded character had to take a non-traditional route, or that what peers were (also) currently doing was the correct way to build, and not just appeasing a shrinking echochamber whilst playing the ponzi token fugazzi game. I wish I could have learned these things a little faster, but I also did start out as a tech bro undergrad that knew next to nothing about brands or art or IP outside of random video games I grinded. I didn't participate in consumer culture or fashion or anything similar at all, I knew next to nothing about business outside of briefly being into crypto/blockchains, and was purely operating off of my gut feelings and what seemed correct to me. Arguably that gut instinct was pretty precise, but the inexperience & uncomfortability is what led to not being able to pull the trigger on certain things or execute in the sharpest way possible. In truth, there is no other way it could have gone because most of those things had to be experienced and there is no real way for it to be crash coursed. This post was supposed to be a two-liner about how I'm redoing the brand properly from the ground up, with unique aesthetics, a cohesive universe with real character development, comics, longer form content (thanks to AI), sharpening every touchpoint, creating proper funnels to guide normies to our products and become buyers/users, but it ended up becoming this long-winded explainer of how we even got here in the first place. Which is a little poetic, because the path to the end is never straightforward. [Also sorry to rug you but this logo isn't actually a final logo I just like many aspects of it and what it represents]
Spent the past few months upskilling our artists with AI and automating everything. All of our reels & gifs (below) are fully AI at this point, and our content production is around 10x the scale now. Couldn't get consistent motion a year ago, now you can't tell the difference.
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Been busy in the real world. Do people still get rich off of internet monies?
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Meansurphy retweeted
Spent the past few months upskilling our artists with AI and automating everything. All of our reels & gifs (below) are fully AI at this point, and our content production is around 10x the scale now. Couldn't get consistent motion a year ago, now you can't tell the difference.
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Meansurphy retweeted
I recently joined the @sappyseals community! I added this NFT to my collection!
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I’ve 10x my airdrop because I believe in crypto and participated in the eco system.
No one (me included) tweets about it because everyone (me included) sold their airdrop within five minutes of TGE
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Meansurphy retweeted
I think the best part so far is that this gamemode is 500x more approachable to the average of average player than the full combat system and serves as a really interesting introduction. It features the 1v1 PvP tile grid (2x2 pet grid) but the opponents have a variable number of tiles, ranging from 2 to 16 (boss tiles) You start out with a choice of one out of three trainer(s) pet teams 4 pets on the field and 2 pets in reserve, but the pets have two less moves each than usual, meaning 8 moves in play at all times with 4 moves in reserve (12 total) After each combat node, you get to choose a reward with one out of three move pairs to add to your current pets moveslots (two moves coming as a pair, so 2/6 moves pickable out of the presented options) you can also skip picking any. Compared to how it is in PvP/Arena with all 24 moves (with energy based variants/awakens totaling a potential 72 moves to select from turn 1😅) The game instance is entered from the 3D open world (town) so additionally there's a social feeling to add to it all seeing everyone else going to play their rounds (also co-op!) I do very much think this is a significantly better "first play" experience to the omnia world and I think if you've had familiarity with hell card, darkest dungeon, across the obelisk and especially StS2 and played our past PvP playtests, you'll definitely get why. We're still some away from playtesting it, but this is in need of a lot of playtesting so the second some of the visuals just have basic UX polish it should be good to go for people to play / help make it fun as non-PvP design is not the most intuitive for what could be even more fun than players themselves. In short,a playable version will exist early even if parts of it might look or feel rough around the edges/still in design phase because it just benefits the game and players capability to make it fun a lot more.
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