The Domaginarium is a place driven by creativity, innovation, and experimentation. We love games, we love making them, and we encourage team members to share their own ideas to make better games, as no idea is considered crazy or bad enough not to be considered. After all, The Domaginarium is a place built on ideas!

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Crouching makes things a lot more dangerous
Enola

Crouching makes things a lot more dangerous

Jul 8, 2014 Enola Article 0 comments

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 main...

Postmortem: Our first Rezzed exhibition
Enola

Postmortem: Our first Rezzed exhibition

Apr 21, 2014 Enola Event Coverage 0 comments

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.

Game ideas: guard impact for Enola?
Enola

Game ideas: guard impact for Enola?

Nov 19, 2013 Enola Article 2 comments

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 because...

Interview with Nick Borrego by slasherjpc
Enola

Interview with Nick Borrego by slasherjpc

Oct 15, 2013 Enola Interview 0 comments

ENOLA: Interview with Nick Borrego. A written interview was recently posted on Spawnfirst

Game Undesign: Designing around limitations
Enola

Game Undesign: Designing around limitations

Jun 3, 2013 Enola Article 1 comment

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...

Shadow men got moves!
Enola

Shadow men got moves!

May 8, 2013 Enola Article 1 comment

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.

Angelica animation test
Enola

Angelica animation test

Feb 25, 2013 Enola Article 2 comments

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...

Enola gets motion capture!
Enola

Enola gets motion capture!

Feb 18, 2013 Enola Article 1 comment

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...

Building characters (building Angelica)
Enola

Building characters (building Angelica)

Feb 12, 2013 Enola Article 0 comments

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 alpha 0.6 is out!
Enola

Enola alpha 0.6 is out!

Jan 19, 2013 Enola Article 0 comments

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 too...

Evolution of Enola, and last post…
Enola

Evolution of Enola, and last post…

Jan 2, 2013 Enola Article 2 comments

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...

Enola character profiles: Building Angelica
Enola

Enola character profiles: Building Angelica

Dec 17, 2012 Enola Article 0 comments

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 been...

More in saving games: "the treasure box"
Enola

More in saving games: "the treasure box"

Sep 24, 2012 Enola Article 0 comments

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.

Why making a violent game may make sense
Enola

Why making a violent game may make sense

Aug 27, 2012 Enola Interview 0 comments

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...

The idea behind the cellar found in "the next level"
Enola

The idea behind the cellar found in "the next level"

Jul 19, 2012 Enola Article 1 comment

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...

About saving games
Enola

About saving games

Jul 11, 2012 Enola Article 0 comments

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.

First ludum dare - Postmortem: Enola
Enola

First ludum dare - Postmortem: Enola

Dec 21, 2011 Enola Article 0 comments

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...

More on the visual style
Parasite

More on the visual style

Dec 14, 2011 Parasite Article 3 comments

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...

Too sexy for power-ups???
SteroidS

Too sexy for power-ups???

Dec 5, 2011 SteroidS Article 0 comments

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

Designing SteroidS
SteroidS

Designing SteroidS

Nov 30, 2011 SteroidS Article 0 comments

This is an overview of how SteroidS was designed, and how the design for a game can come from unlikely and dumb situations.

Level design, or rather maze design?
Parasite

Level design, or rather maze design?

Nov 4, 2011 Parasite Article 0 comments

A brief discussion on how we design the levels in Parasite.

Keeping the design moving forward
Parasite

Keeping the design moving forward

Oct 3, 2011 Parasite Article 0 comments

"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...

Illustratus for the rest of us
Parasite

Illustratus for the rest of us

Sep 21, 2011 Parasite Article 0 comments

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...

About character locomotion
Parasite

About character locomotion

Jul 30, 2011 Parasite Article 0 comments

A small discussion about locomotion considerations when you choose to have a third person style game.

Building a character
Parasite

Building a character

Jul 15, 2011 Parasite Article 4 comments

Learn more about the Parasite's main character, inspirations when creating her, and a little bit about her background.

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Popular Features
Angelica animation test
Angelica animation test Article - Feb 25, 2013
Game ideas: guard impact for Enola?
Game ideas: guard impact for Enola? Article - Nov 19, 2013
About saving games
About saving games Article - Jul 11, 2012
Postmortem: Our first Rezzed exhibition
Postmortem: Our first Rezzed exhibition Event Coverage - Apr 21, 2014
Building a character
Building a character Article - Jul 15, 2011
Why making a violent game may make sense
Why making a violent game may make sense Interview - Aug 27, 2012