Diglino

The Games We Build Are Tactile Systems, Not Just Visual Stories.

Every project at Diglino Studio begins with a single question: What does the player feel when they act? Our portfolio is a record of those answers, built from the constraints of platform, time, and player expectation.

View Portfolio

Project Portfolio

Select a card to reveal the designer's note on constraints and trade-offs.

Orbit game screen showing blue geometric shapes on black 2021

Orbit

Physics Puzzle

Core: Gravitational slingshot mechanics.

Loom game interface with organic narrative lines 2022

Loom

Narrative iOS

Core: Gesture-based storytelling.

Circuit rhythm game minimalist screen 2023

Circuit

Rhythm Android

Core: UI as gameplay element.

Echo audio-only adventure sound visualization 2024

Echo

Audio Adventure

Core: Spatial audio narrative.

Constraint-Driven Creativity: The Diglino Method

Our work is defined not by unlimited resources, but by sharp limitations. A tight platform spec, a fixed timeline, or a limited color palette becomes a creative catalyst, not a barrier. This is our approach to building robust systems that feel intentional.

For example, the sound design in Orbit was built from a single audio sample, manipulated through filters and pitch shifts. The constraint forced us to focus on texture and timing, creating a more cohesive sonic identity than a sprawling library would have. This method separates decorative noise from functional, memorable audio.

We document these decisions in what we call a "Decision Log"—a living document for each project that captures why we chose a specific tool or mechanic, and what trade-offs we accepted. It’s a map of the creative journey, ensuring every feature has a deliberate origin.

The Polish Paradox

A breakdown of the invisible work that defines a finished game.

The 'Juice' Audit Checklist

  • - Screen shake on player impact
  • - Layered sound effects (primary + secondary)
  • - Haptic feedback on successful actions
  • - Particle trails for movement
  • - Visual telegraphs (anticipation animations)
"We spent three days on the sound of a button in Circuit. It wasn't just a click; it was a tuned frequency that matched the musical key of the level. That single sound changed how every player felt about the game."

— Lead Developer, Diglino Studio

Trade-off: 'Echo' Audio-Only

Constraint: No visual narrative. Players must navigate by sound.

Outcome:
• Refined audio engine for 3D spatialization.
• Voice acting limited to 15 key lines.
• Visual UI reduced to a single minimap line.
Side-by-side comparison of cluttered vs. minimalist UI design

Cognitive Load: Before vs. After Polish

Removing non-essential UI in Loom increased task completion speed by 22% in playtests.

Choosing a Core Mechanic: Our Decision Framework

How we evaluate an idea before writing a single line of code.

Criteria What We Optimize For What We Sacrifice
Tactile Feedback A clear cause-and-effect loop where the player's action has an immediate, physical-feeling response (e.g., a satisfying 'thunk' or 'thwip'). Abstract mechanics that require explanation. If we can't feel it, we redesign it.
Narrative Clarity Systems where player action generates story. The plot is discovered, not watched. Lengthy dialogue or cutscenes that separate player action from story.
Scope Realism A single, polished, and profound mechanic. One idea done perfectly. Feature breadth. We release with 10 perfect features, not 50 mediocre ones.

Have a project that needs a clear, tactile core?

We don't just build games; we design the feeling of play. Let's discuss the constraints and creative challenges of your next title.

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