The Domaginarium is a place driven by creativity, and experimentation.
This time I wanted to show you a little of what we’re doing for tutorials. Personally, I don’t really like regular on-screen tutorials where you’re...
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...
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.
A brief description of the level design. Here we describe the whole idea behind the levels, how they work and what we plan to do.
This is a brief article about "The Nightmare from Outspace," explaining what the game is about, how it plays, and what are the inspirations.
It took me longer than expected but I'm finally posting more info about this game. It's going to be a sci-fi 3D action-ish platformer where you explore...
Some notes about the factory level, one of the last levels in Enola.
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...
I’d dare say we were the first team from El Salvador, traveling from El Salvador to England, to exhibit at Rezzed. Here you can read how it all went.
You know how modern horror games have turned into these “hide and seek” or “hit me until I die” things because devs take away all means of defense...
ENOLA: Interview with Nick Borrego. A written interview was recently posted on Spawnfirst
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...
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.
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...
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...
Today I want to talk (or rather, write) about characters and why this matters. In some games, characters are "empty vessels" that players step into, but...
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...
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...
This may be good or bad, but to me story comes first, simply because I am not half as good at “designing” games as I am at writing. A while ago I’ve...
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.
I was interviewed by Eric Caoili from Gamasutra a couple of weeks ago. Someone on the comments asked why not make a non-violent game instead, and I thought...
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...
After watching many gameplay videos, and seeing people lose (a lot of) progress when they die, I'm wondering what's the best way to manage saves.
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...
Parasite is not aiming for "photorealism" since we don't want the game to look like (almost) every other UE3-powered game out there. Let us know the one...
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
This is an overview of how SteroidS was designed, and how the design for a game can come from unlikely and dumb situations.
A brief discussion on how we design the levels in Parasite.
"Games are not finished, they escape." This post is an extremely brief discussion about how the design of the game evolves over time. More will be discussed...
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