About me

Long story short

Name: Enrique Colinet
Nickname: “Baxayaun”
Born: 1984
Nationality: Spanish
Trying to be a developer since: 1999

Working professionally since: 2007
Working at: The Game Kitchen (Seville)
Expertise: Game / Level Design
Current position: Lead Level Designer

  • Companies I worked on:
    • Pyro Studios (2007-2008)
    • Yager Development (2008-2016)
    • The Game Kitchen (2017 – TODAY)
  • Games I released:
    • Yager Development (Berlin)
      • 2012 – Spec Ops The Line
    • The Game Kitchen (Spain)
      • 2019 – Blasphemous
      • 2023 – Blasphemous II
      • 2025 – The Stone of Madness

  • Cancelled games:
    • 2008 – COPS (Pyro Studios)
    • 2015 – Dead Island 2 (Yager Productions)
    • 2016 – NDA Pitch 1 (Y-Five)
    • 2016 – NDA Pitch 2 (Y-Five)

Long story long

My name is Enrique Colinet and I was born in Seville (Spain), back in 1984. My first computer was an Amstrad CPC 464. I was only 5 years old when I started trying to “code” games by copying command lines that I could hardly understand, directly from the user manual included with the computer.

Shortly after getting my first PC (in 1996), Half-Life was released (1998). The fact that the game came with a level editor blew my mind. As soon as I figured out how to use it, I started making maps for Counter-Strike, and a few years later, when the modding community became important, I tried again with a few maps for The Specialists Mod. After an unsuccessful attempt to get one of my best maps into the official map list included in The Specialists 3.0, I stopped making maps until Half-Life 2 came out in 2004.

With Half-Life 2, I returned to the mapping community working on different mods and Source Engine based games, but also I recorded and uploaded a pretty popular collection of video tutorials in Spanish about how to use the new Valve Hammer Editor and its tools. My curiosity led me to attempt to recreate a classic game like Arkanoid using only Hammer’s scripting tools (no code), with an unexpected success. This achievement granted me a respectable position amongst modders in 2007 through my SDK-Project Mod, since I was able to make a game with no programming skills. Even Garry Newman (from Garry’s Mod) wrote a post about my work! MODDB awarded BlockStorm, my first feature complete mod, for Best Puzzle Mod 2007.

With dozens of video tutorials published, several on-going codeless projects and even a small fan-base supporting my unfinished mods, I got my first job at Pyro Studios (Madrid) in 2007.

Since then, I’ve been working as a professional Game/Level Designer almost non-stop. My first paid job in the industry was in COPS: The Police Experience. I joined this project on its third iteration, right after they switched engines to start developing on Unreal Engine 3. Some time later, the studio’s CEO decided to reestructure the whole company and, foreseeing what was about to happen, I decided to part ways and moved to Germany in 2008.

COPS was cancelled a few months later.

From 2008 until 2016, I worked for 7 years at Yager Development, studio located in Berlin, in games like Spec Ops: The Line and Dead Island 2. The later was unfortunately cancelled after 3 years into development due to differences in the game’s vision from both publisher and developer. I spent a few extra months working for Y-Five (A small branch company of Yager Development) on two different pitches that would never see the light of day until I finally decided to move back to Spain in 2016.

How fortunate I was that The Game Kitchen, an indie studio founded by a friend in Seville during my years in Germany, was about to pitch on Kickstarter its latest idea: Blasphemous… and they needed a Level Designer!

I became a stretch goal for their campaign and joined The Game Kitchen in 2017. When the game finally released in September 2019 we couldn’t believe how succesful the game became in such a short time, recouping all development costs in just one day. To this day, Blasphemous has sold already more than 3 million copies and still counting up!

It was obvious that a sequel was going to be discussed at some point, and our publisher Team17 didn’t want to lose any second for that conversation to happen. We worked on several DLCs for Blasphemous while working at the same time on its sequel, which was finally released on August 2023.

Blasphemous II managed to survived one of the hardest years in the videogame industry, despite being released during the very same quarter than Baldur’s Gate 3, Armored Core 7 and Starfield.

On its first year, Blasphemous II sold more than 500.000 copies.

After the release, I was already creatively tired and in much need of new challenges. This is when I was offered the opportunity to switch teams and help my colleagues working on The Stone of Madness at The Game Kitchen in October 2023. The game was already in a pretty advanced state, but needed design support for their final stretch. It was exactly the kind of challenge that I needed until whatever adventure decides to challenge me next during 2025.