PRODUCT CONCEPT - DESIGN PROCESS - DELIVERY
When embarking on a project, I frequently maintain a list of tasks to stay organized and achieve the desired outcomes. Additionally, I enjoy creating opportunities for projects to intersect, enhancing their uniqueness and making them stand out.

The virtual world of Second Life serves as an excellent platform to test my designs, allowing me to apply my existing skills in design, leadership, and business ownership. It offers an opportunity to explore new concepts that reach a vast audience. By the end of each endeavor, I gather numerous data points that provide insights into areas for improvement and identify what is successful.
To make sure that I keep myself and my partners organized, I have developed a repeatable 21-step system to launch new products into the game, allowing me to keep track of my progress and ideas.
Phase 1 - Idea / Concept
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Research / Come up with an Idea / Come up with a Concept
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Google / Pinterest / Instagram / Sketchfab / TurboSquid / SLMKT
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Draft Product Functions Sharable instructions for other Partners
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Sketch the product with all Parts needed. Drawn in Procreate / Blender
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Prepare a list of Animations necessary for the Project
Phase 2 - Blender 3D
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Gathering of Images - Blueprints / References
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3D Modeling - Rough Model
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UV Unwrapping
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3D Modeling - Refine Details
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Save and Export Files for Texturing
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Save and Export Files for Second Life
Phase 3 - Texturing Process - Substance Painter
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Importing files
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Creating a Texture Base - Masks, Materials, Details
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Texturing product lineup - Model Variation
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Exporting Textures / Materials
Phase 4 - Animations - Blender 3D
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Making changes if needed, then Saving and Exporting Files for Second Life
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Creating Animations Based on the Project Concept
Phase 5 - Second Life and Script
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Importing Mesh .dae - Normal LOD
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Importing Mesh .dae - Low LOD
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Applying Textures to Normal LOD Mesh
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Applying Textures to Low LOD Mesh for Display
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Importing .anim files into Second Life and Testing
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Fixing Animation details
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Create Info Notecard with Textures/Sounds UUIDs for Scripter
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Add to Info Notecard with Product info and usability for Scripter
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Create a Product Development Folder with Info Notecard + Animations + Sounds + Mesh to send to Scripter
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Talking to Scripter to work out the project Details
Phase 6 - Creating UI based on desired UX - In Illustrator
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Creating HUDs / UI
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Creating product Unpacker Artwork (Art for product Box)
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Creating Video Tutorial HUD
Phase 7 - Product Photoshoot - In SL
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Creating a 3D Scene for Photo/Video to have the Model + Product
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Dressing up the Models
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Taking Product Photos with the Model
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Taking Product Photos without the Model
Phase 8 - Creating Ad / Vendor → Lightroom / Photoshop / Illustrator
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Editing Lighting and details in Lightroom
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Editing / Removing Glitches and Bugs in Photoshop
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Importing Photos into Illustrator, add the Vector Product Info - Text / Branding / Details
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Importing into Second Life
Phase 9 - Updating Development Folder - In SL
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Importing HUDs texture into Second Life
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Creating HUD Buttons with Second Life Primitives
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Updating Development Folder to version 1.1, including new HUDs
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Send to Scripter and workout extra details
Phase 10 - Creating Event Booth / Store Booth
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Separating all Product Models to have on the 3D Event Booth
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Creating Text Tags to describe Details / Product Name / Model Name / Details with transparent background .png in Illustrator
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Import Product Tags / Name / Details into Second Life and add them to the Event / Store Booth
Phase 11 - UI - Product Validation - In SL
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Creating Unpacker HUDs (Product Box)
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Discuss project progress with the scripter and make changes if needed
Animations / Textures / Particles / Sounds
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Receive Scripts / Product working
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Extensive Testing to find possible bugs or make improvements
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Double-check details with the scripter to apply changes if needed
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Receive Product back and update Product Permissions (Making it NO TRANSFER, NO MODIFY, COPY)
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Pack everything inside the Unpacker (box)
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Add the final Product inside Unpacker in the Sales System (Caspervend)
Phase 12 - Product Listing - Sales System Caspervend
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List each product model with its Price / Vendor Ad / Details to the Sales System.
Phase 13 - Event/Store Booth Placement
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Finishing all details into the Event Vendor and Packing it
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Finishing all details into the Store Vendor and Packing it
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Placing Event Vendor into the Event
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Adding Caspervend Script to setup a Working Vendor in the Event
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Linking the previously created Vendor with the right products inside Caspervend Website
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Test Event Vendor to make sure it's ready to be bought
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Placing Store Booth into the Store
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Setup into the Store Vendor a Landmark Redirect to the Event
Phase 14 - Creating ChrisTwoDesigns Page
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Creating the Website Page with all Product information Written / Video Tutorial
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Linking everything to all pages
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Include the Link into the Information Notecard that goes with the Product
Phase 15 - Video Tutorial
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Record the Video Tutorial with OBS, including Face Cam and Game
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Edit Video Tutorial In Premiere Pro
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Add Effects and Export 4k Video YouTube ready
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Scheduling YouTube Premiere
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Adding YouTube Link to Second Life Video Tutorial HUD
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Adding Video Tutorial HUD to the Product Box and Updating it into Caspervend System
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Adding Video Tutorial Link to all Vendor Displays
Phase 16 - Dropbox
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Adding Vendors 2048p to the Monthly Event Folder
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Using Photoshop Actions to Resize Vendors to 720p
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Adding Vendors 720p to the Second Life MarketPlace listing Folder
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Passing Video Tutorial Link to Social Media Manager and Communicating that files are ready to be posted
Phase 17 - Smartbots Notification System
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Create a New Notification Sequence so the BOT can send about that specific product launch through that month.
Phase 18 - Blogotex
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Add Pack with all Version to the Blogotex System, so Bloggers take and produce new Community Photos that are later reposted into different Social Media.
Phase 19 - Check Socials & Social Media Manager
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Keep an eye on social media posts and customer engagement
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Engage with the audience through comments
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A brief check on product descriptions
Phase 20 - Adding product to SLMarketplace
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Preparing the In-game folder with the product and approving for listing
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Social Media Manager Creates Product Listing
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Keep an eye on Second Life Marketplace Listing and Descriptions to ensure everything is correct.
Phase 21 - Adding previous products to Weekend Sales
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Select previous products to enter the Weekend Sale of the current Week
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On Thursdays - Signup for Weekend Sale Events with those items
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Add Weekend Sales Ad / Vendor to Dropbox
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Communicate that files are ready to Social Media Manager
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Social Media Manager - posts Blogger Photos based on the Weekend Sale
Let's dive into the creative journey of two products developed simultaneously. These products have a fantastic story that revolves around bottles, tying them together uniquely and captivatingly.
CREATIVE PROCESS & CONCEPT
In the virtual realm of Second Life, there existed a Beer Factory known as CTwoD Brew. It was a place where players gathered to fill up their Beer Karts to enjoy a cold beer and indulge in chaos, courtesy of the legendary Molotov.
![Molotov - Patreon Pack - [Chris Two Designs].png](https://static.wixstatic.com/media/b67cc7_54cc1552bb9442a2a62975d5b2cb56f9~mv2.png/v1/fill/w_462,h_347,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/Molotov%20-%20Patreon%20Pack%20-%20%5BChris%20Two%20Designs%5D.png)
![BeerKart-Fatpack-[ChrisTwoDesigns].png](https://static.wixstatic.com/media/b67cc7_d6388d2db9cd42e8ab82e472f095880b~mv2.png/v1/fill/w_462,h_346,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/BeerKart-Fatpack-%5BChrisTwoDesigns%5D.png)
CREATIVE PROCESS & CONCEPT
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In the virtual realm of Second Life, there existed a Beer Factory known as CTwoD Brew. It was a place where players gathered to fill up their Beer Karts to enjoy a cold beer and indulge in chaos, courtesy of the legendary Molotov.
Phase 1
The initial stages of a creative process often involve using photo references and sketches as a starting point. These references serve as visual guides and sources of inspiration, aiding in developing ideas and concepts.


Phase 2
Within the Blender software, the initial sketches serve as a valuable reference point for creating intricate 3D models. These models undergo a series of stages and modifications until they reach a state where they are considered complete and ready for the next step: texturing. The process of UV unwrapping ensures that the textures are applied accurately to the model, enhancing its visual appeal and realism.
Phase 3
Certainly! When working with Substance Painter, the next step involves importing the 3D files, specifically the ".dae files" in this case. Once imported, the shadows and intricate details are baked into the model, enhancing realism. At this stage, the focus shifts toward preparing the base texture set. It involves creating and organizing masks and PBR materials, which will be used as a template for future models, ensuring consistency and efficiency throughout the texturing process, and later exporting the Textures/Normals/Roughness.
Phase 4
After making the final adjustments within Blender, the files are prepared for their ultimate placement and positioning. They are then imported into Second Life. Once imported, the next step involves applying the textures to the objects to ensure no errors or issues in their appearance. Once the textures are successfully applied, it is time to create the animations. It involves defining desired movements and actions for the objects and avatars inside Blender, adding another layer of interactivity and immersion to the overall experience.
Phase 5
Now that most pieces are prepared within Second Life, the next step is compiling everything into a comprehensive Development folder. This folder includes all the necessary components, such as the 3D models, textures, and other related files. Additionally, an Information Notecard is included, which provides detailed instructions and explanations regarding the functionality of the products. This is a reference guide for the Chris Two Designs scripters, who will begin coding. Their role is to bring these products to life within the game by implementing the necessary scripts and programming logic to ensure seamless functionality and interactivity.
Phase 6
With the necessary components in the possession of the Scripter, it's time to turn to Illustrator for the creation of the HUDs (User Interface). This typically involves crafting the main HUD featuring the product functions, an Unpacker HUD that mimics a box for customer product delivery, and a Video Tutorial HUD allowing players to view instructional videos within the game interface.
HUD
Minimized
The HUD (UI) enables user interaction, including setting delays, resizing the product, and changing product models. The user can also maximize or minimize the HUD to occupy less space on the screen.


Maximized
Unpacker HUD

![BeerKart-Fatpack-Unpacker-[ChrisTwoDesigns].png](https://static.wixstatic.com/media/b67cc7_82741422bcef4bd6ba7486be6696249c~mv2.png/v1/fill/w_284,h_284,al_c,q_85,usm_0.66_1.00_0.01,enc_avif,quality_auto/BeerKart-Fatpack-Unpacker-%5BChrisTwoDesigns%5D.png)
Product MENU

A HUD may not be necessary for specific projects; instead, the "Popup Menu" can be utilized. In my work, I employ a combination of HUD and Menu functions. Considering the Beer Kart product requires three attachment points, I saved one extra attachment slot by exclusively using the Menu function.
Video Tutorial HUD

Phase 7
In the next phase, the Product Photoshoot takes place, creating an engaging 3D scene, appropriate dressing of Avatar models, and capturing multiple product photos for each product variation. These images are then utilized to develop distinct advertising vendors for each product.


Phase 8
The product photos are now edited using Adobe Lightroom/Photoshop, followed by their incorporation into Illustrator where vectors are added, along with essential product descriptions. Additionally, various supporting images are created to enhance the decoration of the In-Game Event and Store Booth/Display.
Phase 9
Now it is time to have all HUDs imported into Second Life for the creation of the HUD Object with all buttons needed, and then do another double-check on everything created so far, updating the Development folder and checking how everything is going with the Scripting process.
Phase 10
While waiting for the finalized scripts, it is time to create the Event Display and Store Display and start placing them in their final position inside the game.
Phase 11
While waiting for the finalized scripts, it is time to create the Event Display and Store Display.
Phases 12 & 13
With the Scripts prepared, it's time to commence the product assembly process. It involves organizing each piece corresponding to its respective model, adjusting the product permissions to prevent resale or modification by other players, and packing them into individual Unpackers (Boxes).
Once the Unpackers are prepared, they can be integrated into the Sales System (Caspervend) to initiate the listing procedure, which entails providing a description, pricing, and specifying product variations for each item.
Upon registering all the products in the System, the Vendors (objects used for purchasing the product) are equipped with the Sales system script, establishing a connection with the Sales System. This makes the Vendors live and ready to facilitate product sales to in-game users.
Phase 14
It is time to create the product Web Page at https://www.christwodesigns.com, with all product Specifications, Product Variations, Functions, Video tutorials, and Extra photos from the project development. One of the main reasons for this webpage is to serve as a guide for customers and create a track record/portfolio of my creations.
Phase 15
Now that we have a working product, items inside their boxes, and everything ready the way customers will receive it, we can record (with OBS), edit (in Adobe Premiere) the video tutorial, and then schedule a Video Premiere on YouTube to then engage with clients during the video launch.
Phases 16 ~ 19
Now it is time to add all Product Vendors/Ads to Dropbox so that the social media manager can post them on the store's Social Media (Twitter, Facebook, Instagram, Flickr). After posts are ready, I can double-check everything and engage with customers in the comments section.
Phase 21
After three months of a product launch, they are allowed to be registered for Weekend Sales, an In-Game event, where one of the models of that specific product gets its prices reduced to promote more sales and more traffic in the store.
Conclusion
These 21 steps happen to every product that is designed for Second Life. From March 2020 until today, the Chris Two Designs made over 210k transactions, with nearly 30m Lindens in Sales.