New Year’s Update

Hey hey! Long time, no see! And would you look at that, huh? I haven’t made a blog post since last year! Hah! I’m sure that joke hasn’t been made 500 BILLION TIMES AWJDHQWQ

…But yeah. Happy new year, everyone!

2016 was, uh… Let’s not kid ourselves, it was an absolute fucking trainwreck in general, but not for Studio Zevere! In fact, I’d say it was our best year yet! Here are some of the highlights:

  • Shot Roxanne in Wonderland, our second feature film
  • Shot and released Simia, our most recent horror short film
  • Began production on The Shadows Follow, a horror feature
  • Began development on our game She Dreams Elsewhere (and got greenlit on Steam!)
  • Directed and performed two one-act plays (Lola, written by Elena Sola and Presentation, written by Zoe Tingas)
  • Was the sole feature on a podcast back in January (shoutout to the Infinite Gamer Podcast on that one)
  • Created a game dev podcast (which’ll be dropping this year)
  • Got so into photography to the point where it’s an actual hobby (shoutout to my photography teacher Ms. Fleming for that)
  • Enrolled into college
  • Made loads of connections and invaluable friendships throughout the entire year
  • Learned and grew as a creator
  • Consumed a dangerously unhealthy amount of pizza, coffee and Red Bull
  • And some other stuff my sleep-deprived ass is probably forgetting

Pretty cool, huh? And I know for a fact that 2017 is gonna be a million times better! There’s so much stuff planned for the year (especially in the 2nd half) and I can’t wait to share what we’ve got in store for all of you!

But let’s not get ahead of ourselves, yeah? How about some updates on our current projects?


I’m happy to announce that our film, Roxanne in Wonderland, has been completely edited! It’s been a long, hard journey, but we’re finally close to the finish line. Sophia, Jamie and I have worked really hard on the film and I’m super satisfied with how it’s coming out.

Besides editing, the remaining post-production work involves sound mixing (courtesy of Chris Gillooly of Downhill Audio), color grading, and scoring the film.

An early cut of the film was screened for the cast, crew, and a couple of friends on December 22, and it went fairly well. It was missing a couple scenes and lacked any sound work or music, but I think everyone understood that it was still a work in progress. I’ll be completely honest, I was nervous as hell when it came time to show it off… All my fears, worries, and regrets were right there on the screen before me for everyone to see, and I wouldn’t truly know how they felt about until it ended…

…But that’s for the post-mortem to talk about. Speaking of which…

I’m happy to announce that it will go live sometime later this month. It’ll cover everything from the film’s inception, development / pre-production, our fundraising campaign, filming, post-production and other tidbits and info. It’s been cooking for a while now and I’m happy to finally share it with you all. I’ve always been interested in the behind-the-scenes aspects of films, so of course I had to pay it forward for peeps that enjoy that kind of stuff too!


So. I know I’ve got a bit of explaining to do when it comes to this one.

For those of you who have been following the game since its inception, you might be a little surprised about how… different it looks compared to when it was announced.



Not that that’s a bad thing, of course! I really dig the new style and I’m really happy I chose it. Of course, this meant that development would take quite a bit longer…

But I digress. I plan on doing a full breakdown of the art style shift later this month, but the TL;DR version of it is this: eventually, I came to hate the way it was turning out, I came across the new style mainly by accident (shoutout to Photoshop on that one), and instantly loved the new B&W art.

Like I said, there’s more to say on that one, but that’s for a later date. Also, I’ve been awake for nearly 23 hours now and I’m falling asleep as I type this, so… yeah.


In a more general sense, development came to a bit of a halt over the past few months due to me adjusting to college and health complications (I’m mostly fine now, don’t worry). Since the work needed on Roxanne is mostly completed on my end, development can proceed much faster and smoother now.

Unfortunately, I still don’t have a solid release date just yet.

I want to make this the best possible game I can and I’d like to take my time on it, therefore I’m not going to be announcing any more release dates until I get to close to completion.

Sound good? Yeah? Yeah. Dope.

In other game news, I decided to add another playable character into the mix! This brings the amount of playable characters to four as opposed to three. I really like how it’s coming along, it adds another layer of strategy to both the game and allows the story to really come together, especially since all playable characters are fully human (instead of lifeless battle companions as they were previously, save for Thalia).


So many.

So. Fucking. Many.

But here’s just a small selection in bullet-point form, for your convenience.

  • Finally ship She Dreams Elsewhere for everyone to enjoy
  • Submit Roxanne in Wonderland to festivals and release it to the world
  • Start production on our next feature film (details to come soon) 😉

Some other random plans including co-productions and collaborations with other creators, including directors, screenwriters, game devs, musicians, and even a new podcast series!

But once again, let’s not get too ahead of ourselves. I’ve still got projects to ship, after all.

Anyway, that’s all for this post! Again, be on the lookout for the Roxanne post-mortem and the many updates and blog posts about She Dreams Elsewhere.

Until next time, hope you guys have an awesome weekend and an awesome year!


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