Video summary
ranking the best ways to make money as a music producer (TIER LIST)
Main summary
Key takeaways
Business framing (core thesis)
-
To make music a full-time income, you must treat it as a business with:
- scalable customer acquisition, and
- consistent product delivery (not only “creative work”).
-
The video ranks monetization methods by leverage, scalability, and how much money they can generate (D → S tier).
Tier list of money-making strategies (and why)
D tier
1) Traditional studio work (sessions / mixing engineer / recording)
Pros
- Builds credibility
- Provides access to artists
- Can create potential long-term royalty-like earnings if properly credited
Cons (business constraints)
- Time-consuming (can take 10–12 hours/day)
- Not scalable (high dependence on physical/local work)
- Heavy mental load
- Requires local infrastructure (studio access, scene, location)
Implied recommendation
- Not ideal as a scalable primary income system without a broader business layer.
C tier
2) Instagram DMs / cold outreach to sell beats
Why it’s limited
- “Shooting in the dark” to strangers
- Relies on hoping the artist has money, likes the beats, and will actually buy/use them
Risks
- Leads to low-quality conversations (“arguing with artists”)
- Burnout
- Low leverage, often feels like “begging”
Implied recommendation
- Use Instagram differently (mentioned as a possibility later, but not detailed in the provided subtitles).
A tier
3) Selling beat “kits” / loop kits (digital products)
Examples / references
- Producer Grind
- Cymatics
Key performance claim
- Best-performing kit sold for $5,000
Business model rationale
- Digital products are inherently scalable (online, catalog-based)
Launch friction
- Hard to succeed if you’re “starting from zero” because you need:
- brand
- quality
- volume (modern expectations often require large bundles)
Recommendation
- A scalable path once you have audience/brand, but it takes time to build high-quality kits.
4) Type beats via YouTube (highest “starter” channel in his view)
Positioning
- “Best way to start”
- Creates a “snowball effect”
Key metrics / outcomes claimed
- Surpassed $250,000 by age 18
-
Generates $10,000/month from selling beats online (with YouTube demand generation attributed as a major driver)
-
Placements and recognition attributed to YouTube
- Mentions multiple artists
Operational logic (go-to-lead-generator)
- YouTube builds:
- brand
- niche demand
- That increases inbound interest and improves conversion for kits and later outreach
Concrete example
- Tied content to a specific niche/sound: “Freestyle Texas Plugg Big Yaygo beats.”
Mentioned artist outcomes
- Placements with: NLE Choppa, Big X The Plug, Pizo, BAKJ
- “Viral songs” charting: top viral songs in the US on Spotify attributed to YouTube-driven momentum
“Placement route” (long-run value, but risky as a primary strategy)
5) Getting placements (classic producer path)
Framing
- Called the “rat race” when used as the only monetization plan
Business reality check
- Returns can be slow/compounding
- Example given:
- A song with NLE Choppa paid about 16 cents after 2 years
Takeaway
- Placements are valuable as intellectual property + a long-term asset, but they shouldn’t replace building a business that pays you now.
Recommendation
- Use placements while your business cashflow is stable.
- Don’t “hope and pray” for placements as the only income engine.
Tier: “Low-key S-tier” / strong scaler
6) High-ticket sales (sales calls + upsells)
Core playbook
- Treat producer offers like sales assets
- Close via calls
How it scales
- High-ticket sales can work across channels:
- YouTube
- Instagram DMs
- studio clients
- If customers come from an asset-based audience (e.g., YouTube), trust is higher → better conversion
Example economics (claimed range)
- Days making $1,000–$2,000 from calls / closing artist deals
Upsell strategy
- After artists buy beats, sell higher-priced, more personalized offers
Recommendation
- Learn a repeatable sales process.
- Only works well when you have incoming customers/leads and trust.
S tier
7) Making content as a music producer
Business principle
- Every post is an asset
- Views/likes/shares/comments compound audience building over time
Outcomes he claims
- Builds brand → trust → more purchases (beats/kits)
- Opens doors to:
- brand deals
- placements
Why it’s S-tier
- Leverage + credibility (“real person behind what you’re doing”)
B tier
8) Collabs / splitting sales of loops (loop catalogs + distribution to producers)
Business model
- Loop/asset sharing where others can use the same loop
- Credit may be unclear
Example
- References Covi as a major successful figure using loop selling
Pros
- Easier than straight beat placements
- Creates catalog leverage
- Less competition than generic drum loops because fewer producers make strong loops
Cons
- Not fully scalable because you can’t:
- force usage or credit,
- eliminate stealing/not-crediting risks
- “Only scalable to a certain level”
Positioning
- Good for building placements long-term
- Not the best standalone system
Aggregated actionable recommendations (implied)
- Build an audience asset first (especially YouTube type beats).
- Monetize via:
- digital kits (loop/beat bundles),
- high-ticket upsells (calls + personalized offers),
- content-driven trust loops (posting consistently as a compounding channel).
- Avoid relying only on:
- cold DMs,
- studio sessions,
- placements as the only early income source.
- Choose niche positioning for differentiation (emphasizes a specific sound/niche as a brand multiplier).
KPIs / numbers explicitly mentioned
- $10,000/month (selling beats online)
- Best kit sale: $5,000
- Overall claim: $250,000+ by age 18
- High-ticket call days: $1,000–$2,000
- Placement payout example:
- 16 cents after 2 years (from an NLE Choppa song)
- Time/sequence reference:
- payout example explicitly occurs after 2 years
- Growth/viral outcomes:
- “Viral songs hitting the top… on Spotify” (no numeric rank provided)
Presenters / sources (as referenced)
- Presenter: Daniel
- self-described as: “I’m 18 years old,” music producer
- claims the results mentioned
- Named companies (examples):
- Producer Grind
- Cymatics
- Named artists (examples of placements/viral outcomes):
- NLE Choppa
- Big X The Plug
- Pizo
- BAKJ
- Named producer/figure (loops example):
- Covi
- Other referenced programs/courses:
- An “inner program”/course he offers
- (no external author named in the provided subtitles)
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