Sunday, March 26, 2017

Color Correction is important.

     In the past I talked about the importance of lighting as well as atmosphere and how they can really make or break the overall feeling of your game or movie. Color correction is something I recently started learning about and I now realize that this small visual element is just as important as other post FX. Atmosphere in general is a very broad subject to talk about, and while it could be argued that color correction and lighting should fall under the same category, I like to think of them as separate visual elements. 

     I don't want to write a very long post about color correction as I am still learning proper correction techniques myself. So I am definitely no professional or anything when it comes to this subject, but from my experience I can say that it makes all the difference. I think in the past I said something about how the lighting really can control the mood, feeling and overall atmosphere of anything if it is properly done. Color correction also can have a huge impact on these areas to supplement the lighting.  For example here is a scene in Unity that I made. The scene consists of a vampire, a coffin, a barn, a light and like a desert-ish type setting (this might not be the best example to use for this subject but it's all I have) 

     This image is just what the raw scene looks like. No color correction, no post filters or anything. It doesn't look too bad right? But it feels like it's missing something. It's missing that feeling that grabs the person's attention and makes them think that they can feel the atmosphere of the environment. That little extra immersive-ness in the game world isn't really there yet. How can this be improved? How can this specific scene be distinguished through its atmosphere from lets say another scene that's sunny but isn't taking place in a desert? The answer is the tones of the colors. 

    This is a lot better. The reds are brought down in the barn, the sky blends in with the rest of the environment, the yellow and orange tones are brought up a bit, everything in the scene blends in and you can still tell what everything is. This image feels hot. It feels like it has a temperature to it. The area in the image is a hot dry place. It feels more realistic than the original. Again, what is a vampire doing in the middle of the desert? I don't know. I told you this wasn't the best example and the colors or lighting might not be done perfectly or properly at all (im not a pro), but you can't really argue that the tone gives you a different feel from what the original image gave. Maybe you are getting some old-western vibes or red-dead redemption type vibes from the color corrected image? 
(OMG! How dare you compare this shit to a master piece such as red-dead)

     Here is another example of the same image but with different color corrections. This time, the image is doing the exact opposite of what the corrected image above is doing. While the previous example brings out yellow and oranges and looks more hot, this one has a more cool feeling. Not necessarily ice cold. Not at all, but definitely not like a harsh 105 degree burning sun type of feeling. 
This image brings out different shades of blues, lights blues and grays. The sky feels like it could have a nice breeze in it. 

     I recently wen't back to working on my upcoming game "Samer Hills" I mentioned that I was jumping back and forth between different projects and just working on them whenever I get chance to. Back on topic, I decided to experiment a bit of color correction in some of the earlier scenes I created in the game. I was thinking about how I can improve upon on what I already created. How could I make the game world feel more believable and offer a better atmosphere? I started tweaking the lighting a bit again but didn't start noticing major differences until I played around with color correcting. The results are day and night different from what the scene originally looked like. Take a look. 

The scene looks very dull here. The fog seems kinda out of place.

The greens are brought out here. This level takes place inside of a forest type environment. The color adjustment gives off that fantasy forest feeling I think. The colors are more vibrant and pop out. But maybe there is too much vibrancy for the overall atmosphere I want to create.

This is the final result. It is the color adjustment of the previous image but with an added image filter over it so it isn't too vibrant. The colors still pop-out but at the same time there is the dreadfulness in the air. This darker tone in the atmosphere.

     I posted these images to the unity forums and on twitter asking people which one they preferred and most said that the color corrected image with the filter was best. I personally like the feeling it gives off too. Still might do some more tweaking. The point here is that color correction makes all the difference when you are trying to set the atmosphere of your game. Just like everything, this is more of an art so there is no right or wrong way of doing it. It all depends on what kind of feeling you want to create. You can make it fun and cheery, or sad, gloomy, dreadful, scary, horror, romantic, hot, burning hot, warm, cool, freezing, etc. This is the power of color correction. 

  It just sets the mood of the world you are trying to bring to life. It is a nice little extra visual element and can be incorporated into not just games but almost any visual art. Photography, videos, paintings, and so on. Color correction is important. 

Tuesday, March 14, 2017

What have I been working on? March Update

     Hello everyone, as usual it has been weeks since my last blog post and a new post is long overdue so here is a quick update of what I have been up to lately. Quick short answer, all I have been doing is just creating. Constantly creating. Juggling different projects and making weird stuff. Not necessarily games. But anything from some pointless YouTube videos to 3d art to unity engine related work. I'm never really working on just one thing. Although I don't update daily here on the blog, I frequently share what I am doing on my twitter and pretty much all the stuff I am going to show here is stuff I already shared on twitter over the past couple days. 

News on the next Steam Game?
     Just a quick recap - the last "big" thing I was working on and talking about was my next game project "Samer Hills" which is still up over for voting on Steam GreenLight (That's right, as of this post Valve's GreenLight program is still up for all you indie developers out there who want to try your luck and submit your game for voting if Direct isn't really your thing) 

     Kind of getting off topic. I will talk more about GreenLight/Direct down the road and post updates sharing my thoughts once Valve shares some more information. As for my current GreenLight game, "Samer Hills" currently still has not been greenlit and it's kind of just sitting there at the moment. Anything is still possible and I do believe that there is still time for games to pass GreenLight so don't get discouraged if you are interested. Anyway, I will definitely share updates if game doesn't pass in time and the GreenLight system is replaced with Valve's new Direct program. 

Taking break.
     After creating an initial build of some of the early gameplay for "Samer Hills", creating the demo trailer, and posting the GreenLight campaign, I took a break away from that project. I'v been working on that for months now and i'm sure this is a common trait between all indie devs, but you just get tired and bored of constantly working on the same project everyday. Sometimes you just lose motivation or want to do something else. This is what happened to me. My problem is that I always tend to want to make development complicated. I have this vision for a game project but then I end up wanting to create a larger world with different characters and multiple unique environments etc. Very similar to how I developed "Potato Thriller" which surprisingly had a little over 90 unity scenes and although not everyone liked that game, I spent so much time and put in a lot of effort into creating it. I always appreciate the feedback I am given for my work but sometimes I hear the word "team" thrown around and although I have said this before, I just want to remind people that I am just one guy. I don't have a team or a studio or anything. Just one solo developer with a passion for creating games and sometimes missing the point that projects don't need to be over complicated. 

  Anyway, I am starting to just rant at this point and get off track. But I'm just taking a short break away from "Samer Hills" so that I could focus on some other smaller sized projects which I will get into more detail in future posts. I'm not saying that I am canceling "Samer Hills" so don't get the wrong idea. I will eventually go back to it, finish it and release as I already put in so much work and created most of the assets for the game. I'll keep the blog updated. 

What new projects are coming?
     At the moment, I am planning on working on a smaller scale game. Something I can release in a shorter development period than one of my larger game projects such as "Samer Hills". I will share more info in the future, but I might definitely have a new game out before I go back to working on "Samer Hills". Other projects I have been working on are just some misc 3d work and videos. I plan on bringing new content to my YouTube channel such as tutorials for 3d modeling and using the unity game engine, etc. Maybe some short animations. I also want to start doing some more development vlogs and hopefully have a new "Making Of" coming soon of a new character model I have been working on. 

That's about it for now. I will be sharing more in upcoming posts. In the meantime here is some screenshots of my most recent work. Some weird, some bad and some is just random. More to come!

Monday, February 27, 2017

Potato Thriller Updates + Steam Sale

     Hello everyone. Potato Thriller has recently been updated with many new improvements as well as new hidden content. Also, to celebrate the start of my recent new Steam GreenLight campaign for my upcoming game Samer Hills - Potato Thriller is currently on sale for 55% off on Steam. Limited time only.

For a full list and more detail on the update check out the latest news announcement for Potato Thriller here: Potato Thriller News Update

or visit the steam store game page here:

Thank you.

As an indie game developer I absolutely love creating interactive experiences. I work hard to constantly improve and create better and better games each time. This may come as a surprise to some of you who have played Potato Thriller, but quality and originality are two of the most important things to me believe it or not. When it comes to games, it has always been about creating something fun. Something people can get a good laugh out of. Most of all, being different. Not creating games about collecting pages, surviving x amount of nights or killing waves of zombies. But, creating something different. Of course I understand that my games may not be appealing for everyone. However, the purpose is to offer something for those of you looking for something different.

To the Potato Thriller community, people who played any of my games, left any form of feedback or criticism, visited my developer blog, talked to me on twitter, reached out to me, etc. I would just like to give the warmest thank you to all of you for all the support you have given me as a game developer. Thank you so much for your interest and inputs. You are all awesome.

More news and updates to follow.

-Samer Khatib (Snowconesolid Productions)

Monday, February 20, 2017

Samer Hills On Steam GreenLight!

     Here it is everyone. My second ever Steam GreenLight campaign for my newest and next upcoming game, "Samer Hills" 

(A game shamelessly named after me, the developer. Feel that big ego)

Samer Hills is a post-apocalyptic thriller about a man who decides to return home after being away for nine years to finish what he started...

Steam GreenLight Page Over Here:


Plans, Thoughts, Release Date, Misc Info:
      I have been talking and posting about this new game project since late 2016 but never really wen't too in depth about it (don't worry, i'm not about to.) I have been constantly sharing development progress, screenshots and more behind the scenes stuff  here on the blog and twitter but never anything really about the final product or what to expect. The trailer above is really the first thing that does this. This is the first footage of gameplay, some characters are introduced and maybe you could get a good feel of the atmosphere and types of settings that can be expected from the game. 

     There is still a lot of work that needs to be done on the game. However, after months of development I finally feel like I have a sufficient amount of content created to showcase on Steam and to run my next GreenLight. This is essentially only an introduction and the first step of many that lay ahead. With that said, there is no set release date. But this game is planned for this year, 2017. Keep in mind that I am just one guy after all and there are some days that I just can't spend on developing the game. Just being honest, but I am working really hard on this project and I plan on delivering a really unique experience (said every other indie ever...) Jokes aside, I am really proud of what I have created here so far and I am really proud of the trailer I put together to demonstrate some of the game. I am really excited about this one and having a great time creating it. I truly do look forward to finishing the game and sharing with the world. 

I am always active online and will continue to keep you guys updated on the project. Also, this is kind of off topic, but I am working on transitioning to posting video updates instead of just here on the blog (no one likes reading)

So more updates to follow down the road. YouTube vlogs as well as other miscellaneous none related videos all coming to the channel: 

Friday, February 17, 2017

My (evolved) Logo. A story about Snowconesolid.

     Over the years as an independent game developer I have been constantly re-inventing myself over and over again. Improving my skill sets, learning how to create better quality graphics, mechanics and games and maturing as a developer. I created many different things over the years. Some forgotten,  some buried deep within my computers hard-drive among hundreds of unorganized folders and some stored in some of my older (completely broken) computer hard-drives, lost forever. Data and source files I created that will never be seen again.....

However, throughout alllllll these years there is one thing that has been with me since the beginning.... (Not of time, beginning of my journey into becoming a game developer that is)

      There is one thing that has appeared in nearly all my works. There is one stupid piece of art that I refuse to ever discard. One very important stupid piece of art that I am building everything around. I use this as my signature for my works. A way, for people to easily identify who the source is. A way for people to know that, "SAMER F****** KHATIB CREATED THIS!" 
(Whoah, calm down man, you're ego is showing again)

A stupid piece of art that is heavily associated with me. I IDENTIFY AS THIS STUPID PIECE OF ART!!!!

I'm talking of course about, my logo......
(Or mascot, icon, branding, etc, whatever the hell it is people call it. All those words are the same thing.)

Maybe you have seen it before.
(You probably have not, i'm not as famous as I think I am.) 
You know? That purple-blue-greyish cat/snail like thing?
(Honestly, I don't even know. After all these years, I still have no idea what it is or what I should call it....)

Yah! That one! Image above. That one right there!

     As a young boy I.....
(Wait, hang on a second.....)
As a young man I...
(Yeah, that sounds much better. Okay back to story time.)

     As a young man I mindlessly came up with this strange cat-like creature (now it looks more like a mouse to me). Sitting in my room at my desk with nothing but a wrinkled used piece of scrap paper and literally only 3 odd colored crayons (purple, blue, grey) at my finger tips, the start of something beautiful was about to happen. (I must of been really bored lol) I looked down at the paper after 5 minuets of random doodling and the Snowconesolid mascot was born. This "piece of art" was created with no purpose, no inspiration, no reference, no thought whatsoever. I looked down at the piece of paper and my response wasn't "what the hell is this?" but instead, my response was "woah! this looks pretty cool!"  

     When we are younger, we aren't as critical on ourselves or towards others. We don't look for the flaws in anything. As younger people, we just see things for what they are and how they appear and simply just accept them. It's easier to find enjoyment in even the simplest things at a younger age. This is why I loved it so much. The crappy stupid drawing. It was unique, original. It wasn't trying to be good art. It wasn't a planned idea that I just had to draw out. It wasn't trying to be anything else other than a silly little doodle on notebook paper. It was mine. It was me. It represented me. A person who enjoys to create things just for the hell of it. 

     I use to always draw as a kid. I still have hundreds of crappy childhood drawings all saved up in a plastic folder somewhere in my basement in a box that is probably full of cobwebs and dead spiders now. Even today, I often sketch on paper that is just sitting next to me. I have been drawing all my life. I enjoy drawing. It's a creative outlet and i'm sure millions of people would agree with this statement. So, out of all the doodles and so called "works of art"  I have made, why did I choose that weird purple mouse-like creature to represent me as an independent game developer? Because of the story behind it. The deeper meaning (oh no, he's getting all hipster again). Because of the reasons  I mentioned above. It's simple. It represents how much I truly do love creating things. Anything from sketches, to 3d models, to full games. Heck, even if a chef gave me a blob of beef to play with, I would probably just attempt to sculpt something out of it. (Okay, weird example). 

     I'm not the greatest artist. But that's the thing with art. You don't have to be. Anyone and everyone can be and already is an artist! Everything is art! (WARNING: Engaging full on hipster mode!)

     Anyway, back on topic. My mascot/logo thing is something that has been with me since I first started learning about creating games many many years ago.. As I mature and evolve as a person and game developer, so does my icon. I'd like to take a look back real quick and show how much this simple sketch has changed over the years...

INTRODUCING: The Evolution Of "Cat-Mouse-Slug-Creature" Thing! (Snowconesolid Mascot)

The Original! Born on used notebook paper... 
What a monstrosity... seriously...

The First 3D Version!
That is scary as hell now that I look back at this! This was also one of my first 3d models. So don't judge me. I was a total noobie...

The NEW 3D Version!
Now with even more polygons actual texturing. This was made a couple years after the one above. When I started to get better with 3d modeling.

The First Official Splash Screen!
Before, I would often place a 3d model of the mascot at the start of the game. But it looked off because it's just this 3d model floating around in the players face. Made no sense at all. So I decided, it's time to make an actual splash screen. Using the 3d model, I was able to create this 2d image of the mascot that gave it more defined lines and a more cartoon-ish look. The black outlines made it easier to look at. 

The Fuzzy-Washed-Out-Look!
This is the modern day version of the mascot I typically use now. It takes the cartoon-ish/child-like look from the previous one and makes it look a little older. More mature. It has a darker shadow behind it, washed out colors and a fuzzy border emitting from all around it. This version looks more edgy and cool. This version looks rock-n-roll.

The Corporate Look!
The mascot is now in black and white to give it more of a "serious" "corporate" style. The mascot's head is only visible now. From the eyes to the ears. The text only says "SnowConeSolid Productions" now. Instead of  "A Samer Khatib Game (Snowconesolid)

The Separate Colors Corporate Look!
The 3 main (and only) colors from the original mascot are separated now. I just thought it might be a cool idea?

And now, finally. After years of evolution. Years of re-inventing...
My final, sleekest, most professional looking version of the splash screen...

The Static Screen Look!
A very cinematic presentation. Simple black and white color scheme. Nice subtle shadow around the head of the mascot. Text has a nice dark outline. The center piece is layered on top of an animated static screen representing the player looking into their own TV or PC screen (or any screen really). The corners fade darker as they surround the edges of the screen (vignette) driving the users attention to the main logo....

I am personally very proud of this new version of my splash screen and love how it came out. Think I spent a little too much time on a splash screen even. But it was well worth it. My end goal was to create a more professional looking logo. One that's eye catchy, clean and recognizable. Something that somewhat stands out compared to other boring black and white splash screens. It's very me and fits my style. Suits me well if I must say! I worked.... really hard on this.
Not bragging honestly! I just really like my own logo... I don't have a big ego! Please! Believe me!!! Why am I still typing in bold italics!?!

Also, I made different color variations which are also quite lovely to look at if I must say so myself!

     And that, is how my logo came to be what it is today...

     I think this was probably the longest post I have ever written here on the blog. Maybe even pointless. But I just wanted to share my thoughts and personal story on the topic of icons/logos/mascots/branding (again all a bunch of words that mean the same thing.) 

If there is one thing that you could take away from this post (you don't have to listen to this advice of course) - Make sure there is some kind of story behind your logo. Some kind of deeper meaning to it. What makes it interesting? Why does your logo/mascot/brand/icon (why do I keep typing this!?) represent you?

Friday, February 10, 2017

Valve Killing Greenlight...

     Hello everyone. This is kind of a surprise post, but I just had to take the time to write about this news. If you are an indie game developer and plan on submitting your game to Steam GreenLight then you might want to hurry up and do so quickly. I am sure many developers using the platform or want to use the platform have heard the news already, but if you have not this is whats going on - Valve is shutting down Steam Greenlight for good.

Source - From Valve themselves:

Almost every other major gaming site has also covered this already such as kotaku and Polygon
I am sure that many YouTubers will also probably discuss this soon enough as well.

Anyway, Valve is shutting down Steam Greenlight and plans to replace it with something called "Steam Direct". This will be the new program that indie developers will need to go through if they want to make their games available on the Steam platform. Valve didn't release much information on the new submission process and it seems that most of the plans aren't finalized yet but if you are an indie developer hoping to get onto the platform there could be some things to be worried about. For example, it only cost $100 dollars to sign up as a developer for Steam Greenlight. This was a one time submission fee that allowed you to submit as many games as you wanted. Steam Direct aims to remove this and it sounds like Valve will be charging a fee per submission. There is no official price setup for the new fee as of this writing. Valve will be sharing more information about the new process later on.

For more information and questions not answered in Valve's news update I recommend checking out this topic about the upcoming changes in the Greenlight community forums:

Changes coming to Steam Greenlight

According to this post, if you are a Greenlight developer and still have not submit anything, you may request a refund.

For those of you interested in submitting to Greenlight, there is still time and you can do so. If you get greenlit before the changes are made, then it's safe to say that you will be able to release your game on Steam without having to go through Steam Direct or paying another fee price. However, if your game is still hanging in Greenlight by the time Steam Direct takes over, then you will have to resubmit and possibly pay a fee based on the new on-boarding process.

indies worried....

     If you are an indie developer don't worry, you will still be able to bring your product to Steam even after Greenlight is taken down. However, if you are worried, it is understandable. Actually, after reading through the comments and seeing what other developers have to said expresses that many other small time indies are worried.  I personally am worried myself since I am an indie game developer who currently has been through Greenlight once already and planned on submitting more games through it in the future. Actually, I was planning my second Greenlight campaign for my next upcoming game. The game I have been talking about for months now here on the blog. This news about Greenlight shutting down has got me so worried, that I might even launch my next Greenlight campaign sometime next week hoping that it will get green-lit and reserve me a launch spot on Steam before the big changes happen. It might become harder to get on Steam's platform. I don't know yet. We will see. 

Once again, don't get too worried. Valve themselves still haven't really given any final answers on how the new changes will work, how much it will cost etc. In the meantime, it is probably best to submit your game to Greenlight before it's completely gone. 

This news isn't all bad. Valve is obviously doing this in the best interest of their customers and developers. This is a new way to add in some sort of new level of quality control. Steam Direct could mean less poorly designed, broken unfinished games and more quality content for people to buy. 

I will most likely be posting an update about my current game project within the next week or so. 

Sunday, January 22, 2017

Hello 2017... it is about time

     It is about time I finally post a proper 2017 update. So, whats going on? What ever happened to the new game project? Where is the new Steam Greenlight that was suppose to be posted at the end of December 2016? Do you even still make games? Alright, so I haven't been very active on the blog and have been doing a terrible job communicating about progress on current and new projects.

It is near the end of the first month of 2017 and I am just now going to talk about my plans for the new year. I did mean to get this post out way earlier but life just gets in the way sometimes. First of all, happy new year to everyone (a bit late on that one) 

     Anyway, although it seems like I haven't been very active, I have actually been working really hard on a lot of new things. I have a lot planned for 2017 that I want to get done and put out there, so it has actually been a busy first month for me. I'm actually working on multiple new projects and juggling back and forth between them. I will get more into that in a moment. First, I want to talk about the main project. The most important project that I am working on, "Samer Hills". 

     Whats up with "Samer Hills"? Why isn't this finished and on Steam yet? So, this is a project I started working on shortly after releasing my first game on Steam "Potato Thriller". I have been posting so many blog articles over the past few months talking about this project and even kept making promises I couldn't keep like saying I would have the greenlight campaign for the new game up before the end of last year, or having the entire project done at a certain date. Despite not keeping these smaller promises, there is one promise I will keep and that is that I will eventually finish and release this new game. Some people think that I just got bored, or lost motivation and canceled the game, but actually, the game is far off from being canceled. I have been spending most of my time working on "Samer Hills" and have made great progress on it even though I haven't really been sharing the progress made every step of the way. I won't make anymore promises and announce deadlines, release dates, etc anymore. I learned my lesson. It will be available when I am ready to make it available. But I would like to confirm that I am indeed working on the game and going to release it as my second Steam game. 

"Samer Hills" is going to be a big game. I have made a lot of progress on it and here are some more recent screenshots and images from development to showcase the progress I have been making. Also I will share some more details about the actual game. 

Environment: First, lets talk about the setting of the game. 

Lovely eyes...

I keep saying "Samer Hills" but what is it? "Samer Hills" is where the entire game will take place. This will be the main setting for the game and it is the name of an old abandoned town as well as the main characters hometown. This game will take place mainly in outdoors types of environments. So settings like forests, caves, streets, farms, etc is where most of the game will play out and the kind of areas the player will get to explore. There will also be some indoor settings like the characters house and some buildings that the player will eventually get to go to because of the game's story progression, but for the most part, outdoors settings is a main focus point. In my previous game "Potato Thriller",  about 90% of the game took place inside house/building type environments. The entire first half of the game took place in a long house type setting while the second half took place inside of a challenging tower. My new game, is kind of the opposite of what "Potato Thriller" did.

Gameplay: This game will be entirely a third person game. There will be various features like puzzle solving, fighting enemies, avoiding traps, quick time events and so on. I am doing my best to keep the game entertaining and fresh from beginning to end so I am developing it in a way where it constantly introduces new gameplay elements and throws surprises at the player. 

There will be traps, different weapons, etc. 

Story, Genre, Characters: "Samer Hills" is going to be a post-apocalyptic horror/thriller game with a non serious and more comical tone thrown in. One of the games biggest focus is on the main character himself. I mentioned in an older blog post that the game will let you see what the main character goes through on his adventure and how he changes throughout the experience. However, throughout the game you will come face to face with many other characters in the games worlds and learn more about them. The characters will be unique and interesting and hopefully memorable. That is something I really want to achieve with this project. Creating memorable characters. 


Look at those blood fxs!!!

And here is just some extra screenshots from development:

When will the Greenlight come out?!?!?

     What is taking so long? I am really working hard and taking my time with this new game project. I want this game to be perfect and better than any other game I have ever created. After all, the game does have my own real name in it (so egotistical I know.) "Samer Hills" is going to have a lot in it. Especially plot. This is going to be my biggest, most polished and possibly weirdest game ever. So I am really going that extra mile and putting in a lot more effort into this game than any other project I have worked on. It has to turn out exactly how I am envisioning it to be. 

I know that there is a good amount of people who visit the blog daily to check for updates on my projects and I think that is so cool. I mentioned this before, but the fact that there is a good handful of people out there who take time out of their own day to see updates on my projects and come visit my blog means the world to me. So thank you everyone for being so patient. I will do my best to keep posting daily. I think the game will turn out better this way. I aim to deliver a really bizarre yet intriguing entertaining game with unique characters and personalities as well as a believable post-apocalyptic game world that you can get pulled into. I want this game to be a memorable experience and hopefully contribute a really unique game to the indie gaming community. 
     Before I end the blog for today I want to talk about one more thing that I plan on doing this year and that is getting more into YouTube. I have brought this up numerous times throughout the years. Saying that I want to start using my YouTube channel more and start posting daily videos and content, etc but never really got to it. This year, 2017, however is different. I really want to use my skills as a 3d artist/animator/developer etc beyond the scope of just making games. I want to try and do new things and expand from just being a indie game developer. What better way to share content, ideas and art through YouTube right?

     Earlier I did mention that I was working on other projects and those other projects are short animation videos that I started working on for my YouTube channel. Here is a little preview.

Looks weird I know and that is because the content/animations I will create and post to YouTube most likely will be weird.. Just like my game projects. The point is that, I love creating and I will continue creating as long as I enjoy to do so. But yeah, I have been working on a few short animations which will be going onto my channel later on in the year. At the moment, my main focus is finishing up my next game, but after that I hope to post videos on a daily basis on the channel.

Lots of new content to look forward to. I am really excited and motivated to create and share all these new experiences. I have a really good feeling about the this year and I hope to make 2017 my most productive and best year yet. I am really just an artist with a lot of strange ideas and I wan't to get as many of those ideas out that I possibly can. Thanks for reading and more updates coming soon! 

By the way, most of these screenshots I posted in today's article are more recent screens I posted on my twitter. I am not as active on my blog, but I am very active on my twitter account and post almost everyday, for more daily updates follow me here: (I am sometimes annoying on twitter)