We build games that feel like they were crafted, not coded.
Diglino Studio is a Warsaw-based team of specialists who treat game design as a form of technical storytelling. We obsess over the tactile language of interaction and the integrity of the player's journey.
The Polish Craft: Our Design DNA
Our philosophy is distilled from the tension between creative impulse and technical constraint. These principles are non-negotiable.
Tactile Feedback Loop
Every interaction must have a physical metaphor—a satisfying 'snap', a weighty 'thud', a smooth glide. We design for the thumb, not the screen.
Narrative Minimalism
We strip away UI clutter to let the story breathe. HUD elements are diegetic, appearing only when the player’s context demands them.
Constraint-Driven Innovation
Limited screen real estate on mobile forces elegant solutions. Our best ideas emerge from these creative boundaries, not despite them.
Cultural Resonance
We weave subtle Eastern European motifs and folklore into modern game mechanics, creating a unique, recognizable aesthetic that feels authentic, not applied.
Diglino’s method balances deep technical expertise with a respect for player psychology. We structure projects around transparent phases to de-risk creativity, ensuring ideas are validated before they are built.
Inside the Development Cycle
Our process is a series of validated checkpoints. It’s designed to surface assumptions early and protect the core fantasy from feature creep.
Phase 1: The 'Spark' Document
A one-page manifesto defining the game's core emotional hook and target player fantasy, before any code is written.
Pitfall
Skipping this step often leads to a product that functions but lacks a soul—the 'middle' tone that players abandon.
Phase 2: Paper Prototyping & Playtesting
We build the first playable version with paper and dice to test core loops, avoiding costly digital rework.
Pitfall
Skipping paper prototyping leads to feature creep. If an idea doesn't work on paper, it won't work on a screen.
Phase 3: The 'Grey Box' Sprint
A two-week sprint where the entire team builds a feature-complete, art-less version to validate mechanics and pacing.
Pitfall
Over-engineering systems in the grey box. We build only what is necessary to test the loop; architecture scales later.
Phase 4: Art & Audio Integration
A parallel pipeline where visual and sound designers work from the grey box, ensuring assets serve gameplay.
Pitfall
Art created in isolation. By building from the grey box, every texture and sound effect reinforces the mechanical intent.
Phase 5: Polish & Polish Again
The final 20% of time is dedicated to 'juice'—animations, sound effects, and UI polish.
Pitfall
Launching when it's 'functional'. The difference between good and great is in the micro-interactions, not the macro features.
Key Studio Terms
Grey Box
A fully playable, art-less version of the game. It's our truth serum for mechanics—if it's not fun in grey, it won't be fun in color.
Diegetic UI
Interface elements that exist within the game world (e.g., a compass on a character’s wrist), not as a layer on top of it.
Juice
The sensory feedback that makes actions feel satisfying—screen shake, sound pitch, particle effects. The polish phase is all about juice.
Spark Document
Our north star. A single page defining the game’s emotional core, avoiding feature lists. It prevents scope dilation before a line of code is written.
The Team: Roles, Scenarios, and Constraints
The Systems Architect
"If the player can't predict the outcome of an action, we've failed to communicate the rules."
The Narrative Designer
"A story told in a cutscene is a failure of game design."
The Audio Alchemist
"A door's sound tells you if it's friendly or fatal."
The Polish Lead
"Jank is the enemy of immersion."
Decision Lens: How We Choose
Criteria
- Does it enhance the core fantasy?
- Can it be built within our constraints?
- Does it have a clear, testable outcome?
What We Optimize
- Player emotional state
- Technical performance
- Design clarity
What We Sacrifice
- Scope creep
- Unnecessary visual noise
- Unproven tech for "future" projects
From Warsaw to the World
Echoes of the Vistula
Our debut narrative puzzle. It taught us the primacy of environmental storytelling.
Chrono-Weaver
A time-manipulation platformer. We built a custom engine to handle non-linear states.
Litha's Light
A serene exploration game. Challenge: compelling journey without combat.
Have a project that demands this level of craft?
Start the ConversationWe are currently accepting new partnership inquiries for Q1 2027.
Diglino Studio • ul. Nowy Świat 12, 00-001 Warszawa • +48 22 123 45 67 • info@diglino.com
Mon-Fri: 9:00-18:00 CET