Lexicon &
Bias

Terms we live by.
And what we avoid.

Juice

Not just particles. It’s the cumulative sensory feedback loop—screen shake, pitch-shifted audio, hit-stop—that turns a click into a visceral impact. We obsess over "juice" because it sells the weight of a fantasy.

Cognitive Load

The mental tax of parsing UI. We strip HUDs during "flow" moments (combat, racing) and reintroduce data only when the player breathes. Information is a privilege, not a right.

Greyboxing

The "Unseen" phase. We build with literal grey boxes and abstract beeps. If the game loop isn’t fun with squares, no amount of polish will save it.

Friction vs. Tension

Bad design creates friction (annoyance). Good design creates tension (anticipation). We design loading screens and recovery frames to feel like holding your breath, not staring at a spinner.

The Polish Grit

Our aesthetic heritage. It’s the narrative density of The Witcher fused with the accessibility of modern mobile UI. It’s not "Eastern European"—it’s a refusal to compromise on depth, even in a 5-minute session.

Studio workspace

Scenario: The Pivot

Client: Indie developer, 4 months into a high-fantasy RPG. They have character models, environments, and a combat loop.

Problem: The combat "feels" sluggish. Hit reactions are ambiguous. Players are dying without understanding why.

Our Move: We pause art production. We strip the game back to "greyboxes" in two days. We implement a "hit-stop" mechanic (freezing the screen for 4 frames on impact) and aggressive screen shake. We test with 0 visual polish.

Result: The "feel" is fixed. The client sees the fix immediately without waiting for animation renders. We saved 3 weeks of rework on polished animations that would have been deleted anyway.

!

Validated via playable wireframes, not slides.

Failure Modes

3 Deadly Sins in Gaming App Design

The "Kitchen Sink" HUD

The Mistake: Showing everything "just in case." Mini-map, stamina bar, cooldowns, kill counter, battery life—all visible in the first 5 seconds.

The Fix: Dynamic Visibility. The UI reveals itself only when relevant. If you aren't sprinting, the stamina bar is invisible. If the mini-map is redundant (linear level), kill it.

Invisible Loading States

The Mistake: A static screen that says "Loading..." with no feedback loop. The player thinks the app crashed.

The Fix: "Playful Loading." We use the loading time to tease mechanics, practice inputs, or show lore snippets. Every second of wait time is an engagement opportunity.

Gesture Confusion

The Mistake: Relying on hidden gestures (swipe down, swipe up) without visual cues or tutorials. "Discovery" becomes "frustration."

The Fix: The "Bloom" Tutorial. We don't use walls of text. We subtly pulse the edge of the screen or show a ghost finger interaction once, then let the player execute it.

The Decision Lens

Choosing Your Service Tier

Not every project needs the full stack. This lens helps you identify where we can drive the most value based on your current stage and constraints.

Concept

Criteria

Pre-Production / Validation

Optimizes For

Speed to prototype, testing "fun", investor pitch visuals.

Sacrifices

Deep optimization. Long-term scalability. Visual polish.

Core UI/UX

Criteria

Vertical Slice / MVP

Optimizes For

Player retention, onboarding flow, accessible controls.

Sacrifices

Breadth of content. High-fidelity environment art.

Production

Criteria

Launch / Live Ops

Optimizes For

Scalability, performance (60fps), localization, asset pipelines.

Sacrifices

Agility. Lower budget for experimental mechanics.

Ready to validate your core loop?

Bring us your greyboxes or your grand vision. We’ll help you find the fun first.

Diglino ul. Nowy Świat 1, 00-001 Warszawa +48 22 123 45 67
info@diglino.pro