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