Video summary

ranking the best ways to make money as a music producer (TIER LIST)

Main summary

Key takeaways

Business

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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