It is with some sorrow, that today, the Breach team is shrinking by one member. The original CEO of Breach, Katie Katz, has stepped away from her position effective immediately.
Breach would like to thank Ms. Katz for her efforts in the marketing and development of the original Breach concept and we will strive to continue her work as we move forward with upcoming releases. Ms. Katz will remain as an advisor to the board, and we look forward to her ongoing contributions to the platform.
Richard Adams will fulfill CEO duties until a time that a new CEO is named. We are currently not searching for a new candidate to fulfill this position, as time and the company grows, Mr. Adams will likely name a new technical lead to guide the technical innovation that will empower Breach’s future growth.
Robert Nolan’s role with the company is being reviewed and discussed but he has made an indication that he would prefer to continue working with the project. For that, we are grateful he, and his voice of the company, is staying with us. Mr. Nolan will likely assume some of the marketing duties as we complete the organizational fulfillment strategy. You’ll still hear his voice on our promotional materials, and you’ll likely see a lot more from him on our social media presences going forward.
I’m proud to have worked with and continue to work with these two brilliant minds, and I look forward to our continued growth and success with Breach.
CEO & Technical Director
Breach Media Services
BreachRicko here with a few important announcements and update news.
First off, I want to thank everyone on our team and those of you who did some preview testing of the 1.1 updates. I’m very proud of the job our team’s efforts on this update and the end result is a substantially more polished and engaging platform. For those of you who haven’t seen all the updates, here’s a few highlights.
· Improved the homepage look and decluttered the overall appearance by switching to a single video per user and increasing the amount of categories that are visible on the home page.
· Added a “most liked” section – I won’t give away all the details on the details of how that list is generated, but I will tell you this, the more your audience gets engaged, the better your chances are of appearing on this list.
· Improved the engagement of the video page. Moved “related videos” and comments around to provide more availability to both the player and the user engagement sections of the page.
· This was a hardware, software and platform update all three. As you can imagine, with the recent influx of user content, storage space is becoming a trend that we're having to watch a lot closer. There's been some weeks, you wave-makers have created over 100gb of new content on the platform. Kudos to you for making us rethink our storage strategy much earlier than we expected. We've now added an additional three terabytes of high-speed disks to the platform, which should get us into the summer and our first exoscale storage solution. More on that later.
· For the platform upgrades, we saw some significant improvements in overall efficiency of the encoding back-end. To that point, we're now seeing somewhere around 6-7 times real time encoding performance (around 200fps) for 1080p encodes which is a very pleasant bump in performance. Now that we're on the latest encoding software from FFMpeg, we can now begin to explore even higher performing solutions using GPU technology for encoding. That should tie in with the exoscale storage project we've got started in the lab and will likely see its debut late this spring or early summer.
· These new encoding updates have allowed us to scale up the player's default resolution to 1080p, so feel free to send us your FULL HD content. We've seen a large majority of content coming up at 720p and it looks fantastic on the new player, but 1080p and higher content shines now. Take a look at a few of the videos I've uploaded in the demos or some of my gaming uploads to see just how magnificent things look.
· Overall resource usage remains very good outside of the storage capacity. We are still in very good shape with all other resource availability but are looking to increase our capacity in all regards.
· The next major hardware updates have started. We've acquired some new hardware that will boost encoding performance by at least 80% just on CPU encoding alone. This new hardware will also allow us to add-in some GPU based encoding. The results we've seen from preliminary runs on GPU encoding are staggering. 4k encoding at the same rate we're currently encoding 1080p and 1080p blasting away at nearly 2000 fps was amazing to watch in the demo. We'll see how well that translates into our real-world environment, but you can expect a significant increase in encoding performance with this update
During our development cycle, we also upgraded all of the core software and database components of the platform. This provided us with some significant increases in our encoding performance, which means your content gets live faster. Unfortunately, there was one set of issues we did not test as it was not part of the code that was upgraded. The database tables that house your revenue sharing data got removed during one of the upgrades and I am still investigating where that mishap occurred so we can better test for that in the future. The good news, all your actual revenue and play count data is stored offsite, so that information is secure. However, for payments to process, please go through the agreement acceptance and enter your PayPal account info again. My apologies for that, and rest assured, we will test this part of any future back-end upgrades before going live with it.
On to the good stuff. We’re now engaged in starting the 1.2 release, scheduled for a late March-Early April release. There’s still one issue with the player page that we are working on hot fixing prior to this release, so stay tuned for that. But for 1.2, we have some exciting new features coming your way.
· Breach Networks - If you have multiple channels and want to manage them from a single login, we're going to give you that capacity in the 1.2 update
· Breach Pro Integration - This is the major update for everyone. We're going to be switching up the partner program revenue model and everyone will have their own ad tags. Based on this, you'll be able to sell your own pre-roll ads, with the standard Breach rev share (60/40) or, if you fully upgrade to Pro, the share moves to 90/10 or $2 CPM. In our research, we have found that direct sale ads FAR out perform ads from a network like we are delivering on videos today. Whereas our ad network may, at best, reach $8-$9 per thousand impressions, direct sale ads generally start at $15 and go up from there, depending on a large number of factors. We'll be talking about those factors, and what makes a successful ad run in a future podcast presentation.
· Breach Splash Integration - We've been talking about this one for a while and we're finally going to put it into play. Splash is our crowdsourcing product. We wanted to extend the revenue availability to options outside of just ad revenue, as we've all learned, that can be a very wildly varying set of revenue. Initially, the plan is to allow curators to make splash exclusive content, but as we get the merch stand ready (oops, did I just let a cat out of the bag *smile*) there will be options for curators to create branded content for their supporters.
· *More Breach Pro stuff - Now that we have established the business model and have started writing the user stories for the work around Breach Pro, it’s time we talk about what all that will entail. As we've mentioned, this will give curators the best revenue share possible and the best revenue share model on any video site on the internet today. But Pro goes way deeper than that. As we've started to expand our Slack team, we decided that giving our Pro customers their own channel would be a great way for teams to collaborate. So, that's coming with Breach Pro.
· We are working on the details of adding a sales team that Breach Pro users will have direct access to via our Slack team to coordinate their own sales/commission deals with the sales team. The concept around Pro is to remove Breach as the advertising platform and allow our amazing creators sell and brand themselves. We feel that you know your audience far better than any analytical study we may do will ever show, and thus, you can connect with your advertisers/sponsors much closer than we can ever connect.
· Finally, the 800-pound gorilla with Pro, is branded content. For Pro users, that means you'll have access to a feed that you can add to your website with your content exclusively. Branded content means we can also build a mobile app for you content exclusively. Branded content means you’ll be able to directly design (in 1.3) merch for sale on your Breach TV/FM pages.
· Pro has its target user base, and we'd recommend it to those who can sell at least 20,000 ad impressions per month on their content. Given CPM rates, 20,000 impressions sold and viewed per month represents about an 80% ROI per month. Outside of that, you will still have access to the Breach ad network as well. For those not interested in selling ads, we would recommend Pro to anyone who can show at least one million views per month. Again, this represents an approximate 80% ROI per month.
As you can see, there's a lot going on around here, and I look forward to sharing some of the demos with a few of you as we've done with this update to show you where things are going.
Let’s make some waves!
Richard Adams (Aka BreachRicko)
CTO, Breach Media Services
Hello to all Breach.TV users - both Wave-Makers (creators) and viewers! Some long anticipated fixes and updates have been in the works and are wrapped up with our internal testing. One major fix has been the issue with accounts logging in then the log in session timing out after a period of time (sometimes less than an hour, sometimes a few hours - we’re aware of how buggy it got) with randomly logging users out. Once all the new updates go live this is a bug that has been fixed. If a user logs in they will remain logged in until they decide to log out of their account. It took a bit but we figured out the problem and got it fixed! And we appreciated all the feedback about the varying experiences users had been having with this bug as it better helped us find the root causes and the solutions to the problem. Another update will be to the pages of the video uploads themselves. Video featured with an updated player that can handle a variety of HD formats - up to 8K. All the share features to various social media platforms will be in an easy to see and access to location both for the creator to use to share their latest uploads and for viewers to share content they like with others! An interactive engaging comments section on videos will be easily seen and accessible right below the video. Same for the Thumbs Up/Thumbs Down rating system. “Related Videos” to the content will be scrollable on the side rather than on the bottom. Making for a much more streamlined and more easily accessible experience for creators and audiences alike - especially the ability to engage in more prominent community features like comments. The biggest update will be to our Homepage. There will be a Featured Video (for the top several categories) which will give creators a chance to really shine and stand out. The big change will be to the Recent Uploads section where only one upload per user will appear on the homepage until enough different creators upload new content where the previous recent upload gets “bumped off” then a new one can appear. This is to prevent flooding of the homepage with multiple videos by the same users. However this does NOT limit how many uploads you can put up at any given time (they will still appear on your channel under your videos) but only one will appear under Recent Uploads on the homepage until other users content appears enough to bump it off. Popular uploads will be featured, recent uploads in our top categories, etc to allow for even more exposure of the incredibly diverse array of creative people we have making and uploading high quality content. We highly suggest utilizing social media and whatever chosen means a creator may use for promotion to share all of their recent uploads to help push even more organic traffic and fresh new eyes to their content and to the Breach platform as a whole. We also want organic communities to be built on Breach and we encourage our Wave-Makers to bring people on to Subscribe to their content on here and even “Friend” each other and participate in other community features that have already been long implemented like private direct messaging and directly commenting/communicating on each other’s profile pages to show support! “Videos Being Watched” will be updated but only slightly and will still also appear on the homepage. Thank you for your patience as we worked out some of the major bugs, as well as took all of your feedback into consideration for the new layout structures (especially for the video watch pages) and community features! The big ones will be going live very soon and we look forward to your feedback!
Breach will be deploying our first major update of 2018 this Friday at 10AM Central Time. During this update, the website will be in maintenance mode while we complete the upgrades to both hardware (adding more storage) and software (deploying updated backend and front end software) - it is expected the downtime will last less than one hour. Please feel free to message us directly if you have any questions.
To Anyone and Everyone Who Enjoys Creating and Consuming Independent Media,
Over the last couple of years we as a world united by a beautiful technological achievement called the internet witnessed the entertainment and greater media industry fluster and flounder to try to catch up and even eclipse what had been on the rise since the mid 2000s – independent media created by regular people with no companies, labels, or powerful authorities backing them. Just average everyday individuals with ideas, opinions, and various creative talents who were able to find a place to showcase and share it to others via the internet becoming more commonplace in people’s homes. No longer did we have to rely on Hollywood films, TV networks, Record labels, and theaters to decide for us who had good ideas, skills, and talents.We could decide for ourselves by following and sharing the content we found created by other people just like us.
In the beginning how these greater powers adapted was by using the internet and our discovery and sharing of these people to discover them for themselves and bring them into the greater spotlight. I’m sure everyone knows the story of Justin Bieber. A kid who just played and sang songs recording videos in his home that he posted to the internet, first got discovered by many regular other people, which then led to his discovery by the greater music industry and the rest is history. Now he’s definitely no longer the kid making music and sharing it just for fun. He’s a pop sensation - a superstar. No different than any other music star that’s brought to the spotlight through record labels’ more traditional means. In contrast, around the same time Bieber was discovered by greater media powers, Bo Burnham was also discovered. He made music too but with more comedic tones and overall his talents were mainly in comedy. Also a kid at the time he was taken and launched into the greater comedy spotlight. Appearances at large comedy clubs, TV specials, the works. But he reacted differently to this greater exposure and fame. In his last two large specials “What” and “Make Happy” he makes it obvious how conflicted he feels about the position he’s in and that despite his found fame and changed life it’s not necessarily made his life better. Two celebrities found through creating and sharing through the internet who got picked up by mass mainstream media producers and distributors who came to vastly different conclusions and lifestyles.
Then as we got into the 2010s things changed again. The online platforms got bigger. They became equivalent to large TV networks in their own rights. And greater media influences wanted in as well as these platforms wanting to become greater media influences themselves.
This led to the creation of agencies, management companies, and networks that solely took care of “internet celebrities”, “online talent”, and “social media influencers”. The rise of the likes of iJustine, Jenna Marbles, Shane Dawson, Michelle Phan, and of course - Pewdiepie. Also this came at a time when the platform that served as a hub for such talent was no longer independently own and run in and of itself, it had been sold and taken over by a large corporation - and had been that way for some time. Now with the power of a major company at the helm, advertisers providing revenue, and other financial incentives and benefits creating and uploading content online on the regular became a viable job in and of itself. Popularity and support on the platform alone, on the internet, was enough to give many people opportunities and changed lives. Instead of before of the one in a million chances someone’s talent and content could be discovered by the right people at the right time in the right place.
When this began to happen of course the regular established media wanted in. They wanted the influence they always had. And found their ways in. Not with contributing to the ad networks that gave the platforms and creators revenue, but by having their talent and media being creators themselves and incentivizing the platform itself to start promoting more and more regular mainstream content you could also already see on TV, hear on the radio, or see advertised in theaters. Around this same time streaming media platforms like Netflix and Hulu who for years had just partnered with these companies streaming their content as part of their paid subscription services - took a look at their profits and decided to create content of their own as well. Content like movies and shows like you would see in theaters or on TV. And met with the same kind of success rates. With some of such content winning awards won by traditional mainstream media. After seeing that, the major platform that was once the home to independent creator content by regular people wanted in too and started building their own such services and content. It started to get more difficult to tell the difference between this platform and the ones who were already established and influenced by the traditional media.
Of course, people learned that creating content and putting it online could be a job and bring in money. More and more people tried through various means. The platform had to start relying much more on developed software, automated systems, and algorithms to try to prevent copyright infringement and being plagued by lawsuits by greater media companies if they allowed people to profit off of uploading easily recognizable traditional media. As well as do its best to filter through content, through numbers and calculations alone, what content would be promoted and what was more likely to fade into the background. It became a gamble but because there was such a reliance on machines and algorithms naturally people learned how to game such a system. And that’s a big part of what’s led to the most recent problems. “Kid Friendly” labels being abused with obviously not actually kid-friendly content easily slipping through to get millions of hits because it used all the right things to trick the algorithms and computer calculations. Creators like Logan and Jake Paul could rise through similar means – the right thumbnails, the right titles that got people to click, the right behaviors on social media to entice growth all in turn tricking the system into promoting such content more and more. To the point where it didn’t pay attention as to whether or not the content even broke the platform’s own terms of services. And that’s not even getting into other major incidences that plagued it the last couple of years that caused rifts between the platforms and its main financial backers - advertisers. And what was the platform’s overall reaction to all this? How did they decide to handle these situations? By building and introducing concepts to further inhibit smaller creators and their content by making the goal posts to get promotion and attention harder to reach, and punishing those who did wrong far too late after the fact. Not actually addressing some of the core issues that led to such things and the first place. One major one being a lack of communication and transparency between the platform itself and its creators and consumers.
Relying way too heavily on algorithms, trends, and other mechanics instead.
This is where we at Breach vow to be different. We’re still small right now but we are tirelessly working to grow. We’re always open to feedback from creators and consumers alike. We have tons of plans in the works. Already we have a system for creators to get revenue in place, with creators getting 65% of such revenue through or ad network. This came into place only a couple months ago despite this platform being worked on for over a year. We don’t believe in instant gratification and style over substance. Our goal is to provide a platform that is creator-driven and where the voices of creators and audiences matter. A redesign to the homepage and video page is already in the works after taking in a ton of your feedback the past couple of months. We are also implementing other ways audiences can connect with creators and support them through the breach platform itself - that has been a work in progress and will be implemented soon as well. Our connected audio hosting platform for audio-based content has been underway, and there will be a mobile app and live streaming services some point in this year. All of this is in development and has come from listening to the needs and desires of creators and audiences alike. Our staff is always open to be reached via email or social media and the replies come from real people not automated systems. We vow to do our best to keep it that way as well. As we believe that is the real way to support independent creators and their needs, the needs of audiences, and even the needs of financial backers and advertisers. Direct, real, human communication.
That is our promise to you and we hope this helps you get a better outlook on the approaches and goals of Breach and how we intend on differing from the rest of the crowd. To get you to consider taking a leap and giving this new growing a platform of chance. It’s what this digital age is all about. Creation, innovation, and taking chances.
Welcome to Breach. Come make some waves with us in a sea of opportunity.