diglino.pro

We construct interactive worlds, not just games.

A Warsaw-based studio operating under disciplined constraints: performance over spectacle, clarity over clutter, and player agency over exploitative design.

Editorial

The Architecture of Play

We don't build games; we construct interactive worlds where every pixel is a load-bearing element. Our process mirrors architectural drafting: blueprints, stress-testing, and final structural integrity.

The player's journey is our foundational blueprint, mapped before a single asset is created. Hardware limitations aren't barriers—they're creative constraints that forge ingenuity. Our Polish gaming heritage informs a minimalist UI philosophy: less clutter, more intention, every interaction deliberate.

"A level isn't complete when it's playable; it's complete when every path feels inevitable and every dead-end teaches something."

— Lead Level Designer

Architectural blueprint of a game level

Fig. 1: Spatial pacing blueprint for 'Gray Citadel' prototype. Note the deliberate choke points and verticality.

The Verdict Matrix

A clear choice for the decisive player. No stars, only observable criteria.

⚔️

Chrono-Blade

Best for: Competitive speedrunners

Frame Perfect Input
Offline Focus
Visual Clarity
Social Features
Monetization None
🛡️

Aegis Online

Best for: Guild leaders & strategists

Frame Perfect Input
Offline Focus
Visual Clarity
Social Features
Monetization Cosmetic

The Polish Paradox: Constraints as Catalysts

Annotated minimalist game screenshot
ANALYSIS

Contrast: Original greybox (left) vs. final art (right). Core geometry preserved.

Common Pitfalls We Avoid

  • Feature Creep: We enforce a "One Core Mechanic" rule per project scope.
  • AAA Chase: We sacrifice graphical fidelity for flawless physics and input responsiveness.
  • Monetization Trap: We test ethical models first; aggressive IAP is a design failure, not a feature.

Our Constraint Framework

Assumptions Mid-tier devices (2024 baseline) target 60fps
Boundaries App size < 150MB; Data usage transparent
Triggers Legacy device testing every sprint
Outcome Performance > Polish > Scale

Methodology Note: How We Evaluate

Risk: Over-optimization for a specific hardware tier can alienate users.
Robustness: We mitigate by prioritizing scalability in code architecture, even if initial visuals are simplified.
Limits: Our "ethical monetization" stance may limit market reach in some regions. This is a calculated trade-off for brand integrity.

"In Warsaw, we learned that a perfect frame is worth a thousand textures."

Service Pillars & Outcomes

Technical blueprints for specific player outcomes.

Core Loop

Engineered Engagement

Crafting the 30-second feedback cycle. Scenario: A player misses a shot; the screen shakes subtly, a sound cue plays, and an enemy AI reacts predictably.

UI/UX Narrative

Silent Storytelling

Interface as character. Scenario: A health bar's crackling animation reveals damage states, informing strategy without a pop-up tutorial.

Performance

Fluid Sculpting

60fps on mid-tier hardware. Scenario: Switching between 3 player-controlled drones causes no frame drop, preserving competitive fairness.

Monetization

Ethical Architecture

Revenue that respects time. Scenario: A "Battle Pass" offers only cosmetic rewards; progression is decoupled from purchase.

Post-Launch

Evolving Systems

Built for live-service. Scenario: Community-driven content slots are architecturally planned from day one, not bolted on later.

Discovery

Intent-Driven Design

No dark patterns. Scenario: "Pause & Play" menus are legible in 2 seconds, respecting player attention as a finite resource.

From Prototype to Polish

A visual chronology of a single mechanic's evolution.

Hand-drawn prototype sketch
Phase 1

Paper Prototype

The blueprint. Core mechanics defined in analog form.

Greybox level geometry
Phase 2

Greybox

Pure function. Spatial layout and timing tested.

Greybox to art pass comparison
Phase 3

Art Pass

Atmosphere applied. Geometry is preserved.

Polished micro-interaction
Phase 4

Polish Pass

Feedback loops. Micro-interactions, sound, and haptics.

Note the retention of the original greybox's spatial layout in the final art.

Ready to build something decisive?

We take on a limited number of projects to maintain our quality bar. Let's discuss if your constraints align with our discipline.