~/talk

How to sell out

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Practical playbook: merchandising can be a real revenue stream if done with numbers and logistics in mind. Examples: Alto’s merch drives 60% of annual revenue in 30 days after launch; avoid screen‑printing runs under 100 shirts (unit cost kills margin); plushies often have minimum order 500 and bulky warehousing costs; figurines need tens of thousands to be profitable. Use print‑on‑demand or a local distributor to avoid drayage/tariffs, take payments with Square, start with small runs, test at shows, and price with anchoring and tiered options.

AI-written summary · about

  1. 0:00Intro
  2. 0:25Meet Meredith
  3. 0:48About the company
  4. 1:17About Meredith
  5. 2:13About Ultimate
  6. 2:57Is it worth it
  7. 4:10You dont need a hit
  8. 5:06When should you start
  9. 6:13Altos Adventure
  10. 7:47User Journey
  11. 8:45Merchandising
  12. 9:47Listening to your audience
  13. 11:16Questions to ask yourself
  14. 12:09Trade shows
  15. 12:47Merch
  16. 14:31Game Screen Cheat
  17. 15:13Visual Merchandising
  18. 16:44Anchor Price
  19. 18:19Goldilocks Effect
  20. 19:28Tax
  21. 20:48Stocking Issues
  22. 23:20Booth Overload
  23. 24:27Online
  24. 30:40Know your market
  25. 35:55Common mistakes
  26. 37:08Limited Items
  27. 37:42General Branding
  28. 40:20Plushies
  29. 41:47Trillian
  30. 42:47Rebranding
  31. 44:40Unhappy customer
  32. 45:55What you need to do
  33. 46:25Use your data
  34. 46:51Multiple designs
  35. 47:53Be honest
  36. 48:52Summary
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