About Dygma

We are a unique company on a mission. Here is a window to our story, philosophy and identity.

The brand

Our mission: Our name

Since the beginning of our project, we wanted to create a paradigm shift in the esports industry. We felt that big gaming brands were focusing on making money instead of creating products for the benefit of their users.

We wanted to improve people’s lives through innovation, creating solutions designed to improve performance, health, and comfort. And we wanted the industry to embrace the approach.

The concept “paradigm shift” expresses accurately what we want to accomplish. We started calling ourselves the “Paradigma team” (“paradigma” is the Spanish translation of paradigm) and it evolved into the shorter version “Dygma”.

The Trifecta: Body, Mind and Technology

Paradigm definition: ‘a typical example or pattern of something; a pattern or model’. We wanted a logo based on simple shapes that anything could come from; such as the triangle, circle and square. We wanted it to be minimalist and technologic but organic at the same time.  

The cube-shaped empty space in the middle represents the user and the three blades in the logo, represent the body, the mind and technology. The spiral shape of the blades mean that the 3 components are fully interconnected, dependent on each other, and have the same level of importance.

The Dygma Team

Luis "Deilor" Sevilla
Luis "Deilor" Sevilla
Founder & CEO
Former professional poker player and coach. Director of Esports Performance at Movistar Riders. Esports coach and esports performance consultant. 2x EU LCS Champion as Fnatic’s Head Coach.
Manel Senís
Manel Senís
Product Manager
Industrial Designer with 10 years of experience in designing and manufacturing furniture and electronics. Passionate about product creation and manufacturing processes. RTS games lover.
Dominique García
Dominique García
Communications, Content, Customer Support
A master of design and innovation focused in communication design, Dominique offers her skills in content creation, social media management, and customer happiness.
Jairo Pascual
Jairo Pascual
Business Operations and Logistics
Graduate of biotechnology and former professional poker player, Jairo is an expert in business analysis, strategy, and management.

How it all started

The keyboard redefined

Hey! First, let me introduce myself. My name is Luis “Deilor” Sevilla, I’m a 2x EU LCS Champion as Fnatic League of Legends Head Coach and currently an esports performance consultant. In mid-2016, I decided to quit my job as Fnatic's Lol Coach to create my own company: Dygma.

During my years competing at the highest levels of League of Legends, I met hundreds of esports professionals. All were extremely competitive, driven to succeed and spent their days training non-stop.

As a result, many experienced physical discomfort and in the worst cases, injuries that ultimately affected their performance, quality of life and happiness.

The truth is that esports is the most extreme activity done with a keyboard. You need to do lightning fast repetitive movements for hours, non-stop, day in and day out. The traditional keyboard with its old design is not designed for these kinds of movements.

In the last 30 years, the keyboard’s design has barely evolved. There have been huge technological advances and our knowledge of the human body has greatly increased. You need a keyboard that combines and adapts to the needs of today’s users in terms of design and functionalities.

Looking for the solution

While looking for solutions for my players, I realized that the gaming keyboard market was very underdeveloped. Big gaming brands weren’t innovating for their user’s benefit. They were focusing on investing in marketing while making slight modifications to existing products.

In July 2016, I decided to quit my job as Fnatic’s Lol coach. I had already experienced esports inside a pro team and felt I could do something that would benefit the whole gaming community. I decided to create the 1st ergonomic keyboard designed for esports.

During the following months we created a ground-breaking keyboard design and prototyped it. In January 2017, we announced the Shortcut project.

The acceptance by the gaming community was huge. Almost 3000 people participated in a contest to win a Shortcut prototype. We gave away 5 prototypes and started testing them and many more users.

A couple of months and 2 prototype versions later, we announced we would run a closed beta. Again the response from the community was amazing and in a short time we sold 50 prototypes for the beta.

The beta lasted around two months. It was a very intense and amazing learning experience. Made us realize that the Shortcut had cretical flaws. Eventhough we were in love with our product, we had to change it for the benefit of our users.

Our closed beta tester’s message was clear:

Shortcut’s design was a great improvement over a classic keyboard but it was too difficult to use. It reduced wrist torsion and finger movement, improved body posture, optimized thumb usage and was totally customizable. But the learning curve was too steep…

We were crushed. The keyboard that we thought was going to revolutionize gaming was just too difficult to use. At this point we had only two options: end the project or redesign our keyboard. The decision was easy, we started working immediately.


We started redefining what our keyboard had to accomplish:

  1. Help improve health and increase comfort.
  2. Help increase performance.
  3. No learning curve.

We had to start with the standard key distribution and build on top of that.

After a few meetings, sketches and proposals, Raise was born.

In a few hours we built a simple prototype without electronics to check if the dimensions were correct and if the thumb keys were comfortable to use. Once we knew we were on the right track we 3D modeled it and built a functional prototype.

With this first functional prototype we did a round of testing with users and validated the design. At this point we were confident enough that this was the keyboard our customers would love. We decided to go to Shenzhen (China) to learn about the manufacturing processes and costs and find factories to manufacture.

The trip to Shenzhen was amazing, we made incredible contacts and learnt a ton. We partnered with a design house with over 10 years of experience designing and manufacturing keyboards for some of the best gaming peripheral companies in the world.

Prototyping phase

Back in Spain, we spent weeks testing and building new prototypes. Every new prototype had improvements based on testers' feedback.

In these videos I explain how our prototype development and testing process works.

To ensure that the design and the features were optimal, we decided to build the final prototype. The case would be made of brushed aluminium and the finishing would be black anodizing. For the first time a Raise prototype would have the finishing, weight and feeling of the commercial product.

Here you can see me in the workshop with the prototype half assembled.

Finally, after travelling to China, months of development and testing, several iterations… Raise was ready!

Our product: RAISE

Dygma RAISE was born with the goal of enabling gamers to surpass their limits and reach their maximum potential. We were proud of our product and we wanted to show it to the world. This is why we launched our first crowdfunding campaign on Kickstarter.

The campaign was a great success. We got more than 200% of our target and, most importantly, we validated the Raise with our customers. Thanks to the feedback we received and to the competitors of our backers, we were able to further improve the Raise.

This is why we believe it’s the gaming keyboard with the best build quality, design and features in the market. It’s an ergonomic gaming keyboard designed to increase performance, health, and comfort.

Manufacturing phase

After months of finalizing the industrial design of the product, which required a couple more trips back and forth to China, we finally began manufacturing! This was a milestone for us. 

The Raise is made of numerous components, each being made by a different supplier. Finally signing off all of them to start manufacturing was like cutting the red ribbon.

However, it wasn’t all smooth sailing, which is usual for manufacturing hardware. We encountered a few challenges involving the tooling tests and samples. They weren’t difficult problems, just time-consuming. Each iteration took a week or 2 to modify. So that caused a delay in the manufacturing timeline that we previously shared with our community.

We also didn’t want to create a low-quality product. We wanted all the components of the Raise to be perfect. And if it meant that we needed to make a 0.01 mm adjustment to the small metal pins so that users would get a smooth and sturdy feeling when detaching and attaching both halves of the keyboard… then so be it!

We were brutal in making sure every aspect of the Raise was of high quality.

Shipping the first batch

In December 2019, we finally shipped the first batch of Raise keyboards.

After almost 2 years, enduring many obstacles, experiencing delays with manufacturing, and finding problems even until the packing process, we were more than relieved when the keyboards were finally in the hands of the shipping companies and were soon delivered to our backers’ and customers’ doorsteps.

We delivered the keyboards in batches. We soon realised that it was better to ship the European orders from Spain so we had the rest of the keyboard orders sent to our warehouse in Valencia, while some were sent from our warehouse in China.

After just 2 months of delivering new orders, we soon quickly ran out of stock. We started manufacturing the second batch of Raise and expect to deliver them in July 2020.

Read our blog for the latest development updates!