Showing posts with label indie. Show all posts
Showing posts with label indie. Show all posts

Wednesday, July 20, 2022

Winnie-the-Pooh Horror game coming soon

 


     The above renders show the cast of my horror adaptation of a new and original Winnie-the-Pooh horror game.

Ever since learning about Winnie-the-Pooh becoming public domain, i've been secretly working on my own horror game adaptation. My game development career has been leading to this point and I feel like i'm the perfect fit and developer for re-imaging and re-creating the legacy of Winnie-the-Pooh.

Coming soon. Samer Khatib's Winnie-the-Pooh. Featuring original characters re-imagined and designs made from scratch. Join Christopher Robin, Piglet, Pooh, and more friends in this upcoming tale of terror.

Render of Winnie-the-Pooh by Samer Khatib


Render of Piglet by Samer Khatib

Render of Christopher Robin by Samer Khatib

     More information on my new game project will be shown in the coming days and weeks. Be sure to follow me on Twitter for the latest news and keep an eye on the Snowconesolid Productions Steam and itch store pages as well. Links below.

Twitter: https://twitter.com/snowconesolid

Steam: https://store.steampowered.com/publisher/snowconesolid

itch: https://snowconesolid.itch.io/

Early test and development footage shown below. More soon.




Monday, October 25, 2021

🎃 Samer Hills™ 🎃




"A place of the unexplained, the paranormal, & the bizarre. A mysterious, surreal, dreamlike world of nightmares, terror, & oddities. The home of freaks, creeps, ghosts, devils & witches. Strange creatures & crawly critters. Monsters, psychos & serial killers!

Strange & creepy things happen here & you’re invited to experience them! Enter the ominous, enigmatic world of madness & explore this spooky anthology if you dare… Welcome to Samer Hills!"


🎃🎃🎃

Introducing Samer Hills - A new brand and label from Samer Khatib (Snowconesolid Productions) LLC. with a focus on creating and producing unique, low-budget, short, novelty horror games. An anthology game series of one-off, spooky, self-contained stories.



🎃 GET SAMER HILLS™ GAMES 🎃

https://snowconesolidproductions.com/samerhillsgames/

🎃 Check out more about SAMER HILLS™ 🎃

https://snowconesolidproductions.com/samerhills/

See Samer Hills™ games and more information on the official website with the links above.

🎃 Additional Information 🎃

Samer Hills™ games place the player in bizarre and terrifying scenarios and situations. Play as unique main characters or sometimes even Samer Khatib himself throughout the series. No two Samer Hills games will be the same as each title is designed to be its own standalone experience.

🎃 Samer Hills as a brand, label, and the future of the studio 🎃

Going forward, I have decided that all new game releases from Snowconesolid Productions will be labeled as "Samer Hills™" games. What I mean is that there will no longer be standalone titled games such as "Giraffe Town" or "Potato Thriller". Instead, all new game releases will be branded as "Samer Hills™" followed by the game's title name.

For example: "Samer Hills™ Toxic Turtle"

So, the format for all future games that I publish will go as follows:

"Samer Hills™ GAME TITLE NAME"

I have made this decision for multiple reasons. This is to separate my new works from my older ones as well as to separate my works from other works that may contain similar naming or commonly used words. Additionally, this is to create and build up a unique and distinctive brand and to make it easier to find my games when searching for them. This is also especially a good decision for future purposes when I eventually have published many games. Simply searching the keywords "Samer Hills" will bring up all my new games instead of having to search for a specific title or scavenge pages upon pages of results not related to my works. In my opinion, this is a smarter and safer way for creating and publishing games and doing business in general. It's a unique approach that isn't really done by most developers and I think it's important to have a brand for your works established and easily identifiable.

Samer Hills is described as a game series or anthology. But really, it's more of a label and identity. A signature for my works and a way for my works to stand out from the rest. This will be my main brand going forward as an independent game developer. Unlike my past game releases, my goal is to really establish Samer Hills as my own unique brand that just focuses on doing its own thing and represents my take on independent horror games.

🎃 Stay in the loop for all things Samer Hills 🎃

Follow me on Twitter:

@snowconesolid


Visit the official Snowconesolid Productions website:

https://snowconesolidproductions.com/



– Samer Hills –
© 2020 Samer Khatib (Snowconesolid Productions) LLC.
All Rights Reserved.

Sunday, March 28, 2021

Blending Styles (Samer Hills, Art and, Aesthetics)


     If you have been reading this blog over the years or following me on Twitter for a long time you probably know by now how much of a 3D nerd I am and how much I love 3D modeling and computer graphics. You probably know by now that this is a topic I talk about often and how much I especially love to brag about my own 3D graphics, art style, and or other 3d/graphical-related work.


     Well, the time has come once again as I write yet another blog post about my cool 3D art style. This blog post will serve as a little preview of what to expect from my upcoming Samer Hills games. One of my biggest goals as a game developer has always been to develop my own unique graphical art style. A graphical style that is a distinctive feature to my games. One that does not look like anyone else's or attempts to replicate the style of a console. A graphical art style that is recognizable and as soon as someone sees it, would be able to tell that it's "A Samer Khatib game". After what feels like forever of development, I eventually finally achieved this "unique" graphical style that I have been wanting to create and ended up calling it the "3D Signature Samer Style" or "3DSSS" for short. This is the style that I will consistently use in all my future and upcoming Samer Hills branded games. I even wrote a post about it not too long ago actually. You can check it out here if interested: Signature Samer Style 

     
     Today, I want to talk about and showcase how I can take my newly found art style and effectively blend it with other art styles and or aesthetics. And, the "3DSSS" is designed to be versatile in the sense that it does just work and can blend together really well when mixed with any other style. Moody, atmospheric, horror, retro, bright, colorful, cartoony, etc. 



     For example, in my upcoming game "Samer Hills Toxic Turtle" (more info & Steam page for this game will be revealed later on) - We are going to go for a "Silent Hill" aesthetic and blend that in throughout that entire game. So, moody, foggy, kind of depressing and atmospheric kind of look. You know, the works. Here are some early example previews:




     Toxic Turtle will go for this aesthetic to show that Samer Hills can pull off this moody look. However, this is an example of just one game. Not all Samer Hills games will be foggy, depressing Silent Hill wannabe-looking games. Here are some examples of completely different aesthetic blends that give off completely different tones and moods:





      No two Samer Hills games will be the same and I hope to create a wide range of different experiences with each new release. By taking my "3DSSS" and mixing things up, a lot of different graphical styles can be achieved and the possibilities are endless. I can't wait to share more and really get the ball rolling with Samer Hills.


     You may disagree but personally, I think it's safe to say that I really got graphics, the lighting, the atmosphere, and the style down. With all that said and done, none of this matters because, in the end, the gameplay is king.

     Now, for the really important question. Can I design games that are actually fun and entertaining to play? That's up for you to decide. Thanks for reading and more updates coming soon.

Friday, March 5, 2021

Site update + updated logo

 

Snowconesolid Productions New updated logo (2021)


     The official website for Snowconesolid Productions has recently been updated.

Stay tuned for more news and updates soon. Samer Hills and other games will be coming later this year.

Sunday, November 1, 2020

Samer Mini Direct October Recap

 


Here is a recap of the October mini Samer direct event that I originally posted on Twitter.

A new Samer Hills game was announced - Samer Hills Hollow Jack


It will be a night of trick-or-terror as Hollow Jack roams the streets in search of his next victim in this upcoming Halloween special! Introducing "Samer Hills Hollow Jack" - Coming Soon

Coming Soon???

Originally, my plan was to have this new game out by today just in time for Halloween. Unfortunately, the game still needs a little more time. I may have missed my October deadline but, I'm not going to let that get in the way of this project. Not to worry, we WILL celebrate Halloween again.

 I can also confirm that this will be the first available game entry in the Samer Hills series. I am excited about this one and can't wait to show more. 


What happened to Toxic Turtle, the first Samer Hills announced title? Not to worry, still being developed. In "The Debug" at the end, I've stated that other SH titles may release prior. It was all planned from the start. In the Samer Hills game series, the order does not matter.



Lots of great content is being made at Snowconesolid Productions and I can't wait to reveal more down the road as well as finally release some new games! Keep checking back for more news, updates, and spooky content and have a happy Halloween!




Monday, September 28, 2020

The iconic "Samer Smiling Face" logo gets a makeover!

Here is my new shiny and improved HD logo!

NEW HD Samer Smiling Face Logo

I'm going to miss my classic Samer Face logo. But it's time to retire it.

Classic Samer Smiling Face Logo

If you ever feel nostalgic and miss my original classic logo, I will leave it here. You can always come back to this blog post and look at it again. 😌

And just for fun, here is a side by side of my New HD logo compared to my original classic logo


New logo, same classic look!
The new logo stays true to the original classic design.



Thursday, September 24, 2020

The Debug™ - Surprise New Game Release! Available Now!


Help an adorable dancing turtle fight off disease infected insects in this groovy arcade-styled adventure!

Nasty Woodensects are attacking the pond! Grab your can of Wood-Be-Gone™ spray and help this adorable dancing turtle take back his home! Protect him at all costs!

Available NOW for FREE: https://snowconesolid.itch.io/thedebug

More on Samer Khatib itch.io profile: https://snowconesolid.itch.io/



Game Features:

+ Full Controller Support
+ Full-Screen Mode (Press ALT+ENTER To toggle On/Off)
+ HD Resolution

Game Screenshots:





- The Debug™ - 
© 2020 Samer Khatib (Snowconesolid Productions) LLC
Game By Samer Khatib (Snowconesolid)





Friday, August 9, 2019

What I have been up to in 2019...


     Hey everyone! I wasn't really expecting to come back to this dev blog in 2019 and make another blog post again. I have been away from blogging for so long. I decided to just quit doing it because it felt like a waste of time and I wanted to focus all my energy on just making the games instead of talking about them. But you know what? I was wrong. Blogging isn't a waste of time. I built this thing up over the years and it's a great way to keep everyone updated in detail on what I have been up to. I don't do youtube vlogs or really keep track of my "evolution" as a game dev really well. And posting tweets on Twitter about progress and whatnot can't really fill that role. Also, I have a lot of history on here and this blog kind of fills as my personal archive and journey as a game developer. I still can't believe I started this way back in 2011. I have learned so much and changed a lot as a game developer and 3d artist over the years. It's crazy to look back at my older posts, artwork, and games.

     Anyway, let me just get right into it and give you guys an update on what I have been up to all this time. First, I would like to say that I am not dead. I'm still very alive and very obsessed with game development. More obsessed with it now than when I first started.

     I know that 2019 has been a pretty dry year for me so far. At the beginning of the year, I launched my official website and ported my most recent game "Giraffe Town" to Xbox. That's it. Other than that, I kinda disappeared. By the way, Giraffe Town originally came out October last year. It's pretty old now for being called "my most recent game". That was the last game I made. So, it's been almost a full year now and I haven't even hinted at a new game. Nothing new on my Youtube channel and I haven't been very active on Twitter lately. (But then again, I have a special rule for myself when it comes to Twitter. And that is to remain secretive and not post screenshots, footage, teasers, early wips, dev images or anything from my new game project(s) until they are finished. I don't like to share any of that stuff until after a project is finished or released. I'm just weird like that.)

     So what gives? Why haven't I done anything this year? Did I just get bored with game development and decide to quit? Did I run out of ideas? Did I get a new career as a hot male model instead? No to all of those things. I know 2019 has been a pretty slow, unexciting and dry year for "Snowconesolid Productions" aka the "greatest independent game dev of all space and time" so far but, that doesn't mean it has been an unproductive one. As a matter of fact, I feel like this has been one of my most productive years ever so far. But a different kind of productive. Not the kind of productivity I can show publicly in an end product like a new game release. It's more like, "behind the scenes" or I guess "under the hood" kind of stuff.

     No, I haven't been spending all this time just working on one new game or my next "big idea". Instead, I have been working on all areas of myself as a game developer and an independent studio. I feel that I have made it pretty far as a small-time game developer from when I first started years ago. This is something that's actually my career now and I would like it to remain so for as long as possible because I sincerely love creating games and have so much respect for the art form that is video games. I'm really fortunate and grateful to be where I am today and have the opportunities to do what I love doing. So, if I want to continue to pursue this thing, I wanna do it right. While I'm proud of my previous game, "Giraffe Town" and it was a major step up from my first game on Steam, it still showed a lot of my weaknesses as a game developer and designer. Giraffe Town showed a lot of flaws and many areas that I could still improve in. I've really started to take my career as a game developer more seriously after that game. Giraffe Town was a big milestone and a major turning point for me.

     Instead of reusing assets or mechanics I have made for that game and just quickly cranking out another new slippery controlled game in a shorter time to ride off of that momentum, I decided to take a step back and rethink how I approach making games and completely just rebuild myself as a game developer. I've said before many times that quality and polish are super important to me. I don't want to be seen as another hobbyist developer that just threw a game together and put it on Steam but, instead, more of a professional who knows what they are doing. I really want to deliver cool experiences and games that are enjoyed. I'm trying to step things up and I think rebuilding myself (I am a machine) is a good first step.

     So, what have I been doing this year so far? I have been planning and becoming more organized. I have been learning and re-learning, researching and experimenting with new approaches to game design, game techniques, optimization, improving my skills, trying to create my own unique 3d art style (I think I have found it). I have been building a pipeline for my own style of production instead of just being all over the place so that I actually have a good format to work off of so that I'm not always confused and lost about what I was doing. I have notepads full of ideas I want to create and I have started several new game projects. I created a ton of brand new 3d art such as new characters, environments, and props that I have never shared and so much more. So, pretty much, I have just been setting myself up for the future and getting ready to really operate like a game developer. I haven't been thinking about my next game (that will come in time), but instead, I've been thinking about where I want to be and what I want to accomplish as a game developer. Just really putting in a lot of thought into everything, how I can accomplish creating an idea a certain way and so on. I have so much cool stuff planned and things that I'm working on. I really feel like I have come a long way and really improved a lot since creating Giraffe Town and hopefully, that will really show in my next projects. I've really invested a lot of time into rebuilding myself and I think it's all worth it if it means my creative output will result in better quality games.

     So, although I might have been a little quiet this year with nothing new to show so far, I promise you will hear a lot from me down the road. I haven't abandoned game development and I'm really excited to eventually start putting out new content. If you read this far, thanks so much for sticking around and listening to a crazy person ramble on. This has been a super long post and I normally don't like spending time typing up big blogs that are just all talk like this but, I feel like I had to post an update. From this point on, I probably won't ever make another blog post like this again though. And, I still probably won't post updates here very frequently. Just going to keep hammering away on the actual projects from now.

Before I go.
I shared these screens on Twitter a while back, but here they are again in case you didn't see them. A couple examples of some of my newer 3d work and what you can expect my next game projects to look like. I'm very proud of this 3d style. If I had to describe it, I would say that it's a weird mix of cartoony/stylized and early uncanny "realistic" computer graphics. Think early 2000's (maybe a little earlier) 3d game promotional art. The renders of promotional art you would find for Super Mario 64 or Banjo Kazooie or Donkey Kong for example. I loved that kind of look and that's really what I'm kind of trying to go for.













Alright, that's all for now. Thanks, everyone who still visits and reads the blog!