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Insaniquarium Redesign

Insaniquarium Redesign

A UI redesign of the chaotic feeding fish intergalactic action game.

Full Case Study

About the Game

Dive into the chaotic underwater world of Insaniquarium Deluxe, a captivating and quirky strategy game. As a fish-tank tycoon, you'll nurture and protect a collection of eccentric aquatic creatures, battling alien invaders and feeding your colorful companions to help them grow and fend off ever-increasing challenges. With its blend of resource management, pet simulation, and arcade action, Insaniquarium Deluxe offers an addictive and delightful gaming experience that keeps you hooked as you strive to create a thriving and wacky aquatic ecosystem.
Released in the US: September 1, 2004

Tools

    • Figma

    • Illustrator

    • Photoshop

    • Textures.com

    • Steam Libraries (Popcap Games)

Timeframe: Approx. two weeks

Images

Takeaways

My efforts culminated in the final version, an outcome shaped by deliberate choices spanning layouts, colors, and sizing. A fusion of painterly aesthetics and pixel art characterized the original Insaniquarium. Utilizing the wireframe and the designed mid-fidelity, I skillfully used photo bashing and painting techniques to achieve the desired depth and intricate detailing. This process breathed life into the interface, creating a more realistic vibe while maintaining an evocative nod to the original's charm.

Looking back on this journey, I find a sense of pride in what I've achieved within the constraints of a limited timeframe. If presented with the chance to delve back into this project, I commit myself to a more extensive exploration of tycoon games. This research would be centered on comprehending their strategies for addressing accessibility concerns tied to repetitive clicking and interactions, with a clear intention to alleviate physical limitations while elevating the game's immersive and captivating aspects. Additionally, I'm keen on delving deeper into animations and micro-interactions, seeking to amplify the visual dynamism of the interface. In the end, I hold a strong sense of accomplishment for what I've been able to create, taking pride in the results I achieved, given the scope and time I allocated to this endeavor.

(p.s. the Figma prototype is recommended to be view on desktop)

Gallery

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