[ Portfolio of Zsolt Kaszanyicki ]

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Quacky virtual pet game UI hero — interface and brand system overview

Quacky

Designing a complete player experience around a modern virtual pet.

Roles

  • [ Product Design ]
  • [ Game UI ]
  • [ Illustrations ]
  • [ Brand Design ]

Overview

Tools

  • Figma logo

    Figma

  • Afinity Designer logo

    Affinity Designer

  • Reaper logo

    Reaper

  • VS Code logo

    VS Code

  • Cursor logo

    Cursor

  • DaVinci Resolve logo

    DaVinci Resolve

Responsibilities

  • [ UX ]
  • [ UI ]
  • [ Pixel Art ]
  • [ Animation ]
  • [ Programming ]
  • [ Brand Identity ]
  • [ Steam Store ]
  • [ Website ]
  • [ Web apps ]
  • [ Editorial Design ]
  • [ Typography ]
  • [ Audio ]

The Vision

The goal of this project was to create a virtual pet that felt calm and rewarding without relying on notifications or time pressure.

The experience should encourage players to check in because they wanted to, not because they felt obligated.

The Experience / Player Journey

Interface Design

To reinforce the feeling of interacting with a dedicated virtual pet device, I established three principles that guided every interface decision:

Simple & Minimal

Only surface the information players need at that moment.

Low Cognitive Load

Reduce visual clutter and keep interactions predictable so the experience remains relaxing.

Hardware-Inspired Controls

Use tactile, button-like interactions that evoke the feel of a physical handheld device rather than a modern app.

Quacky activites

Activities

Different activities to keep the duck entertained and engaged.

Notifications

A screen dedicated to inform players about new drops.

Quacky notifications
Quacky customization

Customization

Players can customize their Waddlr Nano device to their liking.

Menus

A menu system that allows players to navigate the game and access different features.

Quacky menus

Visual System

The visual language was designed to make the game feel like a cohesive physical device rather than a collection of independent screens. I established a shared pixel grid, typography, iconography, button language, and illustration rules that could be applied consistently across the game and its supporting experiences.

Logo

Quacky logo

Typography

Quacky typography

I slightly modified the fonts numbers to have number better readable in smaller sizes.

Iconography

Quacky icons

Buttons

Quacky button left Quacky button right Quacky button close Quacky button menu Quacky button activities Quacky button settings

Pixel Grid System

Quacky pixel grid system

All the illustrations; the frames, ducks and backgrounds are built on a 5px grid.

Duck sprites

Quacky duck sprites

Backgrounds

Quacky backgrounds

Frames

Quacky frames

Companion Experiences

[ Duck-o-dex / Official Bird Watching Book ]

Problem Players needed a way to remember which ducks they had already found.
Solution Created an official in-universe bird watching guide.

Duck-o-dex cover Duck-o-dex page Duck-o-dex page Duck-o-dex page Duck-o-dex page Duck-o-dex page

[ User Manual ]

Instead of writing documentation, I designed an in-universe manual that became part of the brand.

Waddlr Nano User manual cover Waddlr Nano User manual page Waddlr Nano User manual page Waddlr Nano User manual page Waddlr Nano User manual page Waddlr Nano User manual page Waddlr Nano User manual page Waddlr Nano User manual page Waddlr Nano User manual page Waddlr Nano User manual page Waddlr Nano User manual page Waddlr Nano User manual page

[ Wallpaper Builder ]

Players wanted more ways to engage with their favorite ducks.

Solution
Interactive wallpaper generator.

When players reach age 5 with a duck they unlock an immersive “Free Range” view that will allow the duck to live on the wallpaper without a background or frame.

Quacky wallpaper builder

[ Mods ]

Players requested features for their special use cases.

Solution
QuackMarket Mods - Extra featuresets users can install as DLCs, tailored to different needs that are outside the scope of the regular featureset

Quacky mods

Launch & Product Experience

The product experience extended beyond the game itself. I designed the Steam store presence, promotional assets, screenshots, trailer, branding, and supporting materials so the visual language remained consistent from first discovery through installation.

Quacky Steam store page assets — branding, screenshots, and promotional art