The Domaginarium is a place driven by creativity, and experimentation.

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Tutorials suck, sometimes
The Nightmare from Beyond

Tutorials suck, sometimes

The Nightmare from Beyond

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...

Postmortem: Enola
Enola

Postmortem: Enola

Enola 2 comments

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...

The Black Stones
The Nightmare from Outspace

The Black Stones

The Nightmare from Outspace

A brief look at the black stones found in the game

The suit: designs and redesigns
The Nightmare from Outspace

The suit: designs and redesigns

The Nightmare from Outspace

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 Nightmare of Level Design (heh)
The Nightmare from Outspace

The Nightmare of Level Design (heh)

The Nightmare from Outspace

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.

Definitive-ish game concept and story
The Nightmare from Outspace

Definitive-ish game concept and story

The Nightmare from Outspace 1 comment

This is a brief article about "The Nightmare from Outspace," explaining what the game is about, how it plays, and what are the inspirations.

Game concept, some info, and such
The Nightmare from Outspace

Game concept, some info, and such

The Nightmare from Outspace

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...

The Silo is a total nightmare
Enola

The Silo is a total nightmare

Enola

Some notes about the factory level, one of the last levels in Enola.

Crouching makes things a lot more dangerous
Enola

Crouching makes things a lot more dangerous

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...

Postmortem: Our first Rezzed exhibition
Enola

Postmortem: Our first Rezzed exhibition

Enola

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?

Enola 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...

Interview with Nick Borrego by slasherjpc
Enola

Interview with Nick Borrego by slasherjpc

Enola

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

Game Undesign: Designing around limitations
Enola

Game Undesign: Designing around limitations

Enola 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!

Enola 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

Enola 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!

Enola 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)

Enola

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!

Enola

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...

Evolution of Enola, and last post…
Enola

Evolution of Enola, and last post…

Enola 3 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

Enola

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...

More in saving games: "the treasure box"
Enola

More in saving games: "the treasure box"

Enola

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

Enola

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"

Enola 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

Enola

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

Enola

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

Parasite 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???

SteroidS

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

SteroidS

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?

Parasite

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

Keeping the design moving forward
Parasite

Keeping the design moving forward

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...