Showing posts with label samer khatib. Show all posts
Showing posts with label samer khatib. 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.




Sunday, October 31, 2021

Snowconesolid Productions V2 (Relaunch + Recap)

     Snowconeoslid Productions has been in limbo throughout most of 2021. Fast forward to the beginning of October and I finally started to post updates to my Twitter again. I've been busy throughout the year and have been away from the game dev scene for a while. But, that wasn't going to stop me from setting up to relaunch Snowconesolid Productions and return to game development full time. We are going to pick up where we last left off. Creating the Samer Hills game series. Today, I'm proud to announce that Snowconesolid Productions has successfully relaunched and is back in business.

     With new branding, an all-new boot-up logo, a new slogan, and just all-around new. You can basically call this "Snowconesolid Productions V2." It's the start of a new chapter for the studio and this blog post will cover the relaunch and give a recap of the announcements from this month. 

     First, let's get right into the relaunch and check out the new boot logo for Snowconesolid Productions.

Snowconesolid Productions is a low-budget independent studio bringing you daily spooks, scares, & screams fresh from Samer Hills. Creating short novelty horror games & 3D artwork.

https://snowconesolidproductions.com

Samer Hills


Samer Hills is an anthology series of one-off, spooky, self-contained, short, novelty horror-comedy games. Strange & creepy things happen here & you’re invited to experience them! 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!



Warning - Health & Safety


Warning - Some games/software/applications or other pieces of media from Snowconesolid Productions may contain loud noises, flashing lights, and content that may not be suitable for everyone.

For more information visit:

Samer Khatib Official Seal Of Quality


Look for the "Samer Official Seal Of Quality™" in all of my games! Samer Khatib games, made with love, passion and, magic.

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And in case you missed it, leading up to the relaunch there were a few announcements regarding older games and other content from Snowconesolid Productions. Here's a full recap.

⭐️ First, The Samer Khatib Legacy Collection is now available for free and you can get it off itch here:

πŸ”΄[itch.io] https://snowconesolid.itch.io/the-samer-khatib-legacy-collection


⭐️ Second, Potato Thriller is now available for free across all platforms it's available on. This includes every version of the game as well. (Steam, itch, Google Play Store)
Add it to your library today!

πŸ”΄Potato Thriller Steamed Potato Edition

πŸ”΄Potato Thriller Portable (Mobile Port - Android Only)

πŸ”΄You can also get Potato Thriller Steam Version and Potato Thriller Classic Version on itch.io



⭐️ Next, Giraffe Town is now only $1.99 across all platforms forever. This includes Xbox, Steam, and itch.io.  Here are the links.

πŸ”΄[Xbox] https://www.xbox.com/en-us/games/store/Giraffe-Town/9NKBD9CV0PH6

πŸ”΄[Steam] https://store.steampowered.com/app/941480/Giraffe_Town/

πŸ”΄[itch.io] https://snowconesolid.itch.io/giraffetown



⭐️ Lastly, my most recent game, "The DeBug". This game has always been free, but I thought I would just throw it in here anyway since it's the perfect game that transitions the studio's focus onto what's to come next and that would be the Samer Hills series. 

πŸ”΄[Steam] https://store.steampowered.com/app/1437550/The_Debug/

πŸ”΄[itch.io] https://snowconesolid.itch.io/thedebug


⭐️ And finally, I'm very pleased to announce that all of my Unity game asset packages are now available for free. And yes, you can use these in your project commercially as well. So, get started on your Unity project today with these free-to-use original 3D assets from Snowconesolid Productions. Ranging from unique character models to silly props. You might find something useful for your project in these game-ready asset packages. Enjoy!

πŸ”΄Free Game-Ready Assets (Unity Asset Store)

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This concludes the recap and relaunch of the studio. Snowconesolid Productions is excited to be back and we look forward to bringing the Samer Hills series to life and creating some spooky new content! Thank you for your support.



More soon.

Monday, October 25, 2021

πŸŽƒ Samer Hills™ πŸŽƒ




"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!"


πŸŽƒπŸŽƒπŸŽƒ

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.



πŸŽƒ GET SAMER HILLS™ GAMES πŸŽƒ

https://snowconesolidproductions.com/samerhillsgames/

πŸŽƒ Check out more about SAMER HILLS™ πŸŽƒ

https://snowconesolidproductions.com/samerhills/

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

πŸŽƒ Additional Information πŸŽƒ

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.

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

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.

πŸŽƒ Stay in the loop for all things Samer Hills πŸŽƒ

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.

Wednesday, December 2, 2020

The Samer Khatib Legacy Collection™ - Out Now!


✨πŸŽ‰Celebrating 10 years of Snowconesolid Productions game studio!πŸŽ‰✨


πŸŽ‡✨πŸŽ‰ The Samer Khatib Legacy collection celebrates 10 years of Snowconesolid Productions Game Studio and features some of my oldest, earliest and rarest games ever made dating all the way back to 2012. The games featured in this collection were once thought to be forever lost and some have never been seen or played before. Before titles such as Samer Hills, Potato Thriller, and, Giraffe Town - A trail of janky, low quality, and amateur level games were left behind. Dive into the history of Snowconesolid Productions and see how it all started with this retro collection of games by Samer Khatib!

For people who have been following my dev blog since the start, you might be familiar with titles such as Almond Hill, Forest Soup or HideNSeek Winter. These are some of my first 3D games ever developed with the Unity game engine. Before websites like itch.io - I would upload my games to places like Kongregate or directly to my dropbox. Most of my games were only available in Unity's Webplayer format. A build format that created a web playable version of the game. I would do this as opposed to building windows executable versions of the games. Additionally, years ago, I often used dropbox as my main source for hosting my older games. Support for the Unity webplayer was discontinued a long time ago and dropbox was completely changed. I haven't used dropbox in ages. Basically, all my older games have been erased and wiped off the internet because of things like broken webplayers and broken download links. I have made over a dozen different games since starting but only managed to salvage a few older titles.

With The Samer Khatib Legacy Collection, I have restored some of my oldest, earliest and jankiest games ever created and packaged them up into one collection featuring Windows builds for each game.

This rare collection features 5 of the Snowconesolid Productions classics!

Collection Includes:  


πŸ”΄ (2012) Almond Hill - Your cat Almond has gone missing in a creepy town!

πŸ”΄ (2012) Kokoh Gear Meal - Winter is coming. A bear must find food & prepare for hibernation!

πŸ”΄ (2012) Moonlight Mountains - Build a rocket ship and head to the moon to rescue the princess!

πŸ”΄ (2013) Forest Soup - Hunt for ingredients in an eerie place to make soup for a monster!

πŸ”΄ (2014) HideNSeek Winter - Adventure through the infinite snow world to rescue your sister from a demon!

Saturday, November 28, 2020

A closer look at the most up to date Samer Khatib Character Model.



     Before we get into it, for new readers, there was a time when I posted almost daily on this blog. And from time to time, I would post in a separate section on here called "Making Of..."  which would usually be a post dedicated to showing a breakdown and the process that went into one of my models. I create 3d models ranging from props, characters, environments, etc. Just about anything almost on a daily basis. I consider myself primarily a 3D guy. More so than a game developer actually. Sometimes I've been asked the question of "what would you be doing if you didn't make games?" - I'm pretty sure I would be working just as a 3d artist or I would still be doing something 3D work-related. Maybe build a youtube channel with animated shorts and animated series based on ideas I have for games? It's crossed my mind before. Anyway, if you know me, you know I love 3D stuff. I love computer graphics, looking at 3d models, looking at wireframes, texture work, etc. I'm just really big on computer graphics and have been obsessed with 3D modeling and 3D graphics since I was a kid with an N64.


     Out of all the character models I have ever created, this character specifically is probably my most important one. With upcoming titles from my new, flagship video game series "Samer Hills" in the works, I think now is a great time to share a behind the scenes look at the Samer Khatib character model. The starboy himself. The cover character of the Samer Hills franchise. A character model that you will see and play as for years to come in many future games from me. The Snowconesolid Productions equivalent of Super Mario and Micky Mouse.

Version 1 (2017) Model

     Brief History: Before we get into it, I just want to say that this post will actually be the third time I cover this character model. If you're interested in seeing how it all began check out this post: Samer Version 1. If you wanna see where it went, check out this post: Samer Version 2. If you wanna know how it's going, then keep reading here. The Samer Khatib character model is that one character model that always receives updates. I have had big plans for this character since it's inception. This model originally started as a sloppy sketch on paper and version 1 of the 3d model was made all the way back in 2017. I have always had plans to create a video game series surrounding a Samer Khatib character for as long as I could remember. Samer Khatib has appeared in a couple of videos on my youtube channel and, as of this post, he has appeared in two of my currently released games. A cameo in Giraffe Town marks the character's very first in-game appearance. Samer later appears in "The Debug"  but this time as a playable character. His appearance in The Debug is brief and doesn't really let the player explore the character's abilities however, this small appearance marks the first time that the Samer Khatib character is actually playable. If you're reading this years from now in the future. The Samer Khatib character model would have been in many different titles. Playable in dozens of games by now better known as the "Samer Hills" series. Check them out.


     Anyway, this character model has seen many changes over time. I think I have revised and redesigned this model more times than all the changes Mario and Sonic's character designs have gone through. So, obviously, this model in particular is very important for me to get just right. And with the newest version I'm talking about today, I'm pretty content with the quality, design, and everything overall. For now, that is. Let's take a closer look.




     Here are some better shots of the wireframe for this model. And, as a 3d nerd, I think things like wireframes of a model are super interesting. Anyway, if you compare this model to older versions of it, the first thing you will probably notice is how much cleaner it is. It's a small thing for some, but for me, I practice having good topology in all of my models. The topology of a 3d model, especially a character model is very important. Keep things clean and organized. Add loop cuts where necessary and manage each poly with care. I basically rebuilt the entire body from the ground up. The previous one was incredibly unorganized, sloppy, and horrible with the character's rig. I decided to simply start fresh and remodel Samer's body from scratch. As for the head and face of the model,  I was always pretty satisfied with that. Just needed a few minor tweaks. I didn't remake his head from scratch because I didn't want to risk changing the model too much and I think the Samer head has already been established as this iconic, recognizable character that can easily be identified with Snowconesolid Productions. Since the head is a smaller part of the mesh it was much easier to go back into it and clean it up. You probably won't notice a difference when comparing the head on this model to an older version, but it has been drastically improved overall in many ways. The eyes, cheeks, nose, hair, ears, mouth, and insides have received a really nice update and bump in quality.


Full, 5 finger hands

     Additional changes on the body finally include hands with 5 fingers. The original Samer Khatib as well as previous variations of the model always only included 4 fingers. I don't know why I originally only gave him 4 fingered hands. Again, it's a small change that I bet most people didn't even notice on the Samer model as seen in Giraffe Town. But changes like these are important for me and giving the model a proper set of hands was a must. One more thing, the hand isn't just an updated mesh with an extra finger. Now, in the latest version of the Samer model, his hands are actually fully rigged and animated. They can open, close, grab, etc. Previous versions of the model did not have rigged hands and fingers. The hands always stayed in the same static pose. A fully rigged hand really adds an extra layer of life to the model and I am pleased with it.

Shiny new rig

     Samer's character rig is also completely new. With the new mesh, improved topology that is now properly designed with a layout to support good character rigging, I didn't hesitate to also toss out the original rig. The original one had many issues and was poorly mapped to the model despite having fewer bones than this new rig. It didn't deform the model properly and just looked really bad in certain angles. As a matter of fact, in Giraffe Town, whenever Samer was on screen, I always made sure to have the camera facing his "good sides", which are areas that deformed properly that is. In some cutscenes, if look at the model from different angles, it's deformation is really messed up. Anyway, this new and improved rig fixes all the deformation issues I had on the original model and basically just works perfectly. This custom rig also adds many new features specifically for the Samer Khatib model. Fully rigged hands for example. The really nice new feature that I added is actually a rig for Samer's hair.

Animated hair

     I've always appreciated video games that took the time to animate the character's hair if they had any. The older version of this model had this stiff hair as if it was glued to his head. With my new and improved rig, this finally changed and now the Samer Khatib character model finally has luscious, beautiful, flowing hair that dances majestically in the light wind. I don't have a gif at this moment to show an example of what I want to say next, but you will see this in the actual games eventually. Anyway, Samer's hair is actually dynamic. So, it will flow with you when you are running. If the game has stronger winds, Samer hair will flow to match the speeds or, if you're inside for example, and not moving, Samer's hair will barely flow depending on if there is any wind or not. So, just a little something I'm proud of.

4K Textures

     Onto the texturing and shading work. Just like modeling, texture work is very important to me and it's something that took me years to finally get good at. Before, I used to simply just take a texture, slap it onto a model, and call it a day or just use basic colors for things such as skin. It didn't look bad, but it didn't look, I guess professional either. It didn't have that "wow" quality to it to make it stand out. My texture work was missing something and that something was consistency. I'm kind of speaking in general in regards to this topic and not just about my Samer Khatib model. But, I would say that the texture work is more important than the actual 3d models themselves. The textures could either make or break your game's/animation's graphical presentation. So, what happens when you just take textures and slap them onto 3d models? You lose consistency. There's no sense of art direction or style. It's just a mess. Each photo texture you use most likely has different lighting, is off, or just doesn't match with the model or universe of your production in general. Also, it looks like the same stock texture that you've probably seen in a bunch of other games and it probably is. In order to maintain a strong and consistent art direction, the texture work needs to be able to blend everything. All elements of the game or animation or scene, etc together. These days, I actually spend more time on the texturing than the actual model. I work hard to ensure that the texture's on all my models are unique, fit the particular model, and more importantly, are able to blend in with the rest of the production. I think texturing is more of a smaller piece to a much bigger puzzle and when doing texture work it's good to also think about how it would be presented not just on the specific model, but in the game world itself. Anyway, I was starting to just ramble there. Back to the Samer Khatib model, he now sports a high res 4K texture with improved skin, hair coloring as well as detailed elements such as wrinkles on the clothes, grooves in the hair, lines on the shirt, etc. Speaking of clothes, this brings me to my next topic. Different costumes and clothes.

Samer's NEW default red and black suit.

Winter

Halloween

Boxers

     As you can see, I designed the Samer Khatib character model to be extremely customizable. Knowing that I'm going to be using this character model in numerous different games, I needed to make sure that I had reusability in mind when designing the model. I created this character in such a way that lets me easily customize, build off of, and create new things specifically for this model. The above images are just a few examples of the many different costumes that Samer can sport. Over time, as more Samer Hills games come out, you might see Samer in a different unique piece of clothing or wearing something that matches the theme of the game. For example, in Samer Hills Hollow Jack (which as of this blog post is currently in development), instead of the default suit. You will see Samer wearing his vampire Halloween costume. These different costumes for the model are built from scratch, but once again, because of how I set up this model and took the steps beforehand to properly prepare it. I can easily create a new wardrobe that just instantly works with the character. For example, check out this custom Feed Me Billy costume I created for the Samer Khatib model:




Feed Me Billy Costume

     You won't actually be able to get this specific costume in any of the Samer Hills games. This one was just for fun. But it's a really good example showcasing the customizability of my Samer Khatib character model as I was able to create this new set of clothes pretty quickly. Anyway, for context, if you aren't familiar. This costume is based on a game called "Feed Me Billy" by developer Puppet Combo. In Feed Me Billy you play as a serial killer who must feed a hungry hole in the closet. It's a great game and a personal favorite of mine. I recommend it. Puppet Combo is a super cool game developer that I really look up to. Their works have definitely served as inspiration for me as well as motivate me to continue to improve and grow in my own game development career. So, definitely check out this developer if you haven't. You can follow Puppet Combo on Twitter over here: @PuppetCombo and you can support them on Patreon at this link: www.patreon.com/puppetcombo 

Feed Me Billy by Puppet Combo

     Finally, the most important thing for the Samer Khatib character model is his unique array of facial expressions. 


     Originally seen in Giraffe Town as "the only character with different facial expressions" - This feature has become a key staple for the character. Samer Khatib is also better known as the man with many facial expressions and when working on this new version of the model, I made sure that there would be no shortage of that. This character is supposed to be very expressive and very animated to contrast the world that he's in which is Samer Hills of course. And this is something cool because in the types of games I am making, I can use Samer's facial expressions as a tool to better communicate with the player. For example, I can have the Samer character react differently depending on where the player is in the game or, what the player is doing. If danger is near by, the Samer character can get maybe this nervous look, and if the player sees that, they will know that they are in danger. Or if the player is near a certain item he can display some other emotion and so on. His expressions really tie in with my game designs and instead of a hud or annoying sound or something, the character's physical appearance serves as a display to communicate information to the player.



     Samer has a wide range of different emotions and I can't wait for you to see them in the Samer Hills games. 

     I may not be a 3D master and I can definitely still learn and improve further. With that said, over the years, as a 3d artist, I personally feel that I have greatly grown and learned a lot. What started as a hobby that I picked up way back in high school has become something that is routine for me and my love for 3D artwork and computer graphics continues to grow. Man, this stuff is just so cool.


     It's been a while since I wrote one of these "making of" type posts. As a matter of fact, I've noticed that I have been doing blog entries much more frequently again lately and I'm pretty happy about that. Just like creating games or 3d models, this blog has always been another outlet for me. I used to blog almost every day years ago when I was still new to game development. A younger version of myself. I have missed doing it. So, it's pretty nice to kind of re-ignite and find joy in an older hobby like this. Thanks again for reading and stay tuned for more soon. Bye-bye for now.