illustration Archives - We Heart Games https://weheart.games/tag/illustration/ Board game design & freelance game art Wed, 10 Oct 2018 13:23:27 +0000 en-US hourly 1 https://wordpress.org/?v=6.8.1 https://weheart.games/wp-content/uploads/2025/02/cropped-WHG-logo-square-single-orange-32x32.png illustration Archives - We Heart Games https://weheart.games/tag/illustration/ 32 32 Galcon 2 UI & Illustrations https://weheart.games/galcon-2/ https://weheart.games/galcon-2/#respond Mon, 23 Jun 2014 19:44:34 +0000 http://weheart.games/?p=1754 "I really enjoyed working with Mike. He did a great job of designing and creating all of the Galcon 2 UI elements. Mike also established a simple yet elegant style for the trophies and icon styles in the game which has worked really well for me." -Phil Hassey

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With Galcon 2, I worked with the one and only Phil Hassey on all the UI, icons, trophies, sector illustrations, and rank badges for the game.

galcon-home

galcon-sector

galcon-friend

galcon-clan

galcon-account

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Cookies Inc. Bakery Illustrations https://weheart.games/cookie-collector-bakery-illustrations/ https://weheart.games/cookie-collector-bakery-illustrations/#respond Fri, 13 Jun 2014 03:38:34 +0000 http://weheart.games/?p=2343 Naveen does regular updates to Cookies Inc. I illustrate these new “bakeries” in the existing style of the game.

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Naveen does regular updates to Cookies Inc. I illustrate these new “bakeries” in the existing style of the game.

Cookies Inc bakery illustrations

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Hoverboard Game Mockup https://weheart.games/hoverboard-game-mockup/ https://weheart.games/hoverboard-game-mockup/#respond Tue, 22 Oct 2013 01:35:32 +0000 http://weheart.games/?p=2347 Game art created for a project that didn’t end up getting made.

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Game art created for a project that didn’t end up getting made.

Hoverboard-scene

hoverboard-main-characters-layout

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iOS Games by Tutorials – All Game Art https://weheart.games/ios-games-tutorials-game-art/ https://weheart.games/ios-games-tutorials-game-art/#respond Mon, 21 Oct 2013 16:17:43 +0000 http://weheart.games/?p=1640 "We really enjoyed working with Mike on this book. He was super friendly and easy to work with, got the art done quickly, and was very communicative. Best of all - his artwork looks amazing! I’d highly recommend Mike for any art project." - Ray Wenderlich

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Doing game art for 6 different mini-game projects at once is an interesting challenge! I enjoyed working Ray and his team to make artwork — including logos and icons — for all the games in this book.

Bullet-Storm

Zombie-Conga-title

Zombie-Conga

Zombie-Conga-you-win

Zombie-Conga-you-lose

Circuit-Racer-title

Circuit-Racer-select-difficulty

Circuit-Racer-select-car

Circuit-Racer-steeringwheel

 

Circuit-Racer-Track-3

Circuit-Racer-Track-2

Circuit-Racer-Track-1

 

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Raptor GL Logo https://weheart.games/raptor-gl-logo/ https://weheart.games/raptor-gl-logo/#respond Sun, 21 Jul 2013 05:29:18 +0000 http://weheart.games/?p=1579 "Mike really brought my vision to life. I provided a basic concept and he took it to a much higher level. I can't wait to work with him again on other projects. He was not only efficient and professional but creative and easy to communicate with. Mike really made the process of creating the logo enjoyable and exciting!" - Laszlo Z. Antal

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Shape-Up https://weheart.games/shape/ https://weheart.games/shape/#respond Wed, 01 May 2013 17:24:58 +0000 http://weheart.games/?p=2374 Artwork commissioned by PixelCUBE Studios for a project that was never completed.

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Artwork commissioned by PixelCUBE Studios for a project that was never completed.

Shape-Up

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Donut Blast https://weheart.games/donut-blast-postmortem/ https://weheart.games/donut-blast-postmortem/#respond Mon, 01 Apr 2013 15:59:14 +0000 http://weheart.games/?p=1481 "Donut Blast was the 2nd project that I worked on with Mike, and once again, I was thrilled with the results. The artwork turned out great, and Mike was very easy to communicate with during the entire project. He even went above what was required to provide valuable feedback about the actual gameplay in Donut Blast, which led to a more fun game. I definetly plan on working with him on future projects." -Naveen, PixelCUBE Studios

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Cute content and short dev cycle.
Easily the most fun I’ve had making art for a game.

After doing the art for Ballooned! along with regular updates since its launch last summer, I was excited to hear from @naveen_pcs that he had a couple prototypes ready to go, and he wanted me to do all the art for them.

“I basically just need three donuts and a background…”

Naveen said the project was really simple, mentioning that he’s been inspired by One Game a Month — particularly @retrodreamer‘s first three months, successfully knocking out several small-scale games in a very short time period. It really is amazing what that kind of time crunch can do for your dev cycle. It forces a few important things on you:

  • laser focus
  • an attainable feature set
  • core gameplay that is both simple and fun

These are all things that can make game dev even more enjoyable.

UPDATE: Gavin wrote an excellent post on #1GAM, what it is, and most importantly, what it isn’t.

The Prototype

This is the first thing I saw when Naveen (PixelCUBE Studios) sent me the art request for Donut Blast.

The functionality of the game was pretty much complete; it was just waiting for some art. I had a hard time seeing how fun the game would be, based solely on this video. But I hadn’t played it yet…

The Donuts

Naveen asked for three different types of donuts; one regular, one special and one bad. Getting the look for the first one took a few small iterations, but came together very quickly.

 donut003 donut004 donut005 donut006

I wanted to keep the short dev cycle in mind, so for the special donut I kept the same “base”; I recoloured it a bit to make it lighter, and rotated it some so that it wouldn’t look like a copy, but it’s essentially the same. It’s almost completely covered by the icing, so you’d never know. This is another one of those things that you might not do if you weren’t trying to go as fast as you can, but you quickly learn which kinds of things matter, and where you can take some shortcuts.

The only change we made from the first version of the pink donut was to add a different mouth.

 donut-pink001Donut-Pink

The bad donut is the only one I actually did any kind of pencil sketching for, ahead of time. I wanted to give him some Oscar-the-Grouch-style eyebrows and some kind of mouldy grossness on him without it looking *actually* gross.

bad-donutDonut-Bad@4x

The Logo

The logo was quite fun, with several iterations based on feedback from many kind friends on Twitter. It definitely came out a lot better in the end, so thanks for all your help, everyone!

Logo, first draftDonut Blast Logo

The Background

The background went through a few iterations. The original request was to have a shot of a donut shop, with a counter and display case, etc. I proposed the top-down view to more align with the view of the donuts themselves, as though the donuts might actually be sliding across a table. I didn’t want the background to be distracting, but also wanted it to be very obvious that it was a tabletop. We added and removed a few common items before settling on the background as it is in game:

Background-Tablecloth@2x

Making games is fun (…remember?)

The game ended up needing a bit more than 4 graphics (3 donuts and a background), but the final count was just 29 PNGs for everything in the whole game. This barely takes a bite out of the number of PNGs required to just do UI for most games.

The bright, fun content of the game definitely made it a fun game to make, but it was also very exciting to make a game so darn *quickly*. All the art was done in less than a week, with Naveen integrating everything I made almost instantly. We spent some more time after that, tweaking the scoring mechanism and particles — and I’m sure Naveen spent more time than I know, tweaking many other things! Be sure to give Donut Blast a try (App Store link), it’s free, and the whole “fastest fingers” thing is super fun.

Making a game this quickly was so… refreshing.

You should try it. This #1GAM thing is such a great experiment for so many reasons, and I’m so glad to be able to participate in it.

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Super Balloon Rush https://weheart.games/super-balloon-rush/ https://weheart.games/super-balloon-rush/#respond Sat, 14 Jul 2012 03:32:32 +0000 http://weheartgames.webfactional.com/?p=1280 "It was a pleasure to work with Mike on our mobile game Ballooned! Througout the entire project that lasted 12 months, he was dedicated to providing excellent art and was very easy to get along with. The final project turned out incredible, and it wouldn't have been possible without Mike. He also provided significant insight into our UI design in addition to creating all the art assets for the game. Mike was extremely easy to work with, and would often go out of his way to make additional suggestions about how to improve the game. I'd instantly recommend him to anyone, and look forward to working with him again on future projects." -Naveen, PixelCUBE Studios

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I created all the art and UI for Ballooned! by PixelCUBE Studios. Definitely a fun project with lots of colour and interesting things to draw.

SBR-mainmenu

SBR-toys4 SBR-toys2 SBR-toys3 SBR-toys1

portfolio-icon-SBR

 

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Disc Drivin’ https://weheart.games/drivin-hd-artwork/ https://weheart.games/drivin-hd-artwork/#respond Fri, 11 Mar 2011 04:08:03 +0000 http://weheart.games/?p=1080 "Mike Berg did incredible work for us on Disc Drivin'. He really understood the game well and added many of his own great ideas to our requests. He effortlessly adapted to an existing art style, and made significant improvements and additions to both our UI and in-game assets. Mike is very professional, makes beautiful designs and artwork, and completes the work quickly. Additionally, his communication skills are the best of anyone we've worked with. He responds quickly to requests and feedback, and is terrific at iterating. We definitely want to work with Mike on future projects, and cannot recommend him enough." - Michael Bean, Pixelocity

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I am arguably one of Disc Drivin’s biggest fans. I even started an unofficial tournament. I love this game. So when @cannos came to me and asked if I wanted to work on a new UI and splash screen for the iPad version, I was… excited.

They asked for a comic book style splash screen with lots of character, and the UI was to resemble an ESPN or FOX Sports score HUD.

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