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.
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
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
Aegis Online
Best for: Guild leaders & strategists
The Polish Paradox: Constraints as Catalysts
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
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.
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.
Silent Storytelling
Interface as character. Scenario: A health bar's crackling animation reveals damage states, informing strategy without a pop-up tutorial.
Fluid Sculpting
60fps on mid-tier hardware. Scenario: Switching between 3 player-controlled drones causes no frame drop, preserving competitive fairness.
Ethical Architecture
Revenue that respects time. Scenario: A "Battle Pass" offers only cosmetic rewards; progression is decoupled from purchase.
Evolving Systems
Built for live-service. Scenario: Community-driven content slots are architecturally planned from day one, not bolted on later.
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.
Paper Prototype
The blueprint. Core mechanics defined in analog form.
Greybox
Pure function. Spatial layout and timing tested.
Art Pass
Atmosphere applied. Geometry is preserved.
Polish Pass
Feedback loops. Micro-interactions, sound, and haptics.
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.