The Domaginarium is an independent game developer.
Enola was a challenging game to make. Not because it was hard to program, but because of the story and things it needed to portray: it was a story about...
postmortem: enola
We took a lot of references from H. R. Giger and Beksinski and then we came up with an initial look, and then we began to work from there.
the suit: designs and redesigns
Some notes about the factory level, one of the last levels in Enola.
the silo is a total nightmare
I’ve been talking with one of the guys here for some time about the possibilities of adding crouching. This was not an easy question, actually. The...
crouching makes things a lot more dangerous
it can be interesting to see what happens when you make the game “you wanna make” but you take into consideration what your limitations are, and what...
game undesign: designing around limitations
I’ve been working on some mocap for Enola using iPi desktop motion capture, and I wanted to show you a glimpse of what we’re doing with it.
shadow men got moves!
Last week I was testing the motion capture setup using my Playstation Eye cameras and iPi Desktop Motion Capture. The system yelds pretty decent results...
angelica animation test
A while ago I wrote about using Face Robot (a facial animation module in Softimage) for facial animation, but I still hadn’t addressed the body animation...
enola gets motion capture!
Enola is (in not so many words) a game where: You’re a girl on a mysterious place, looking for her loved one, and you need to rescue her before it’s...
enola alpha 0.6 is out!
Originally posted on my blog on Dec 31st 2012 ...since this is the last post of 2012, I guess it should be something meaningful so I’ll be talking about...
evolution of enola, and last post…
After thinking about this, I've decided to use "save spots" in Enola. The next step was to decide whatkind of object to use for those save spots.
more in saving games: "the treasure box"
One of the good things of the open alpha-funding devemopment is that input from the community can help shape many things in a game. This is one of those...
the idea behind the cellar found in "the next level"
This was the first time I entered ludum dare. It's been a very nice experience to develop a game from concept to "somewhat finished" product in two days...
first ludum dare - postmortem: enola
A description on the power-ups found in the game, how they were designed and how they work. Includes a description of the upcoming power-up: The BSG
too sexy for power-ups???
This is an overview of how SteroidS was designed, and how the design for a game can come from unlikely and dumb situations.
designing steroids
A brief discussion on how we design the levels in Parasite.
level design, or rather maze design?
Testing UDK's post-processing, trying to change the look of the game a little. It's more about experimenting with the look since it's better to actually...
illustratus for the rest of us
A small discussion about locomotion considerations when you choose to have a third person style game.
about character locomotion
Learn more about the Parasite's main character, inspirations when creating her, and a little bit about her background.
building a character
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