Capcom set up a dedicated internal group called the "Diana Police" to make sure the child character Diana in Pragmata comes across as genuinely, naturally childlike — not a sanitized or idealized version of a kid.
The group was made up of a small number of women on the development team who reviewed Diana's behavior, dialogue, and mannerisms to flag anything that felt off or unconvincing. The idea was to have people who could call out moments where Diana stopped feeling like an actual child and started feeling like a game designer's idea of one.
Pragmata has been in development at Capcom for several years — it was first teased back in 2020 during a PlayStation showcase and has since slipped its original release window more than once. The game follows an astronaut and Diana navigating a near-future, dystopian New York, and the dynamic between the two characters is central to the whole experience. Getting Diana right clearly matters a lot to the team.
The Diana Police approach is a practical example of how studios try to solve a notoriously tricky design problem: child characters in games often feel either too precocious or too helpless. Having a standing group with the explicit job of keeping that in check is an unusual but sensible solution.
Sources (1)
AI-assisted summary, reviewed by our editors — how we work.
Get the daily digest
Top gaming news in Lithuanian — every day at 9:00.