ui Archives - We Heart Games https://weheart.games/tag/ui/ Board game design & freelance game art Sat, 20 Nov 2021 14:10:48 +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 ui Archives - We Heart Games https://weheart.games/tag/ui/ 32 32 Cheese Wheels https://weheart.games/cheese-wheels/ https://weheart.games/cheese-wheels/#respond Sat, 20 Nov 2021 14:09:44 +0000 https://weheart.games/?p=5634 One day — out of the blue — my 11yo challenged me to make a game with:  4 cards  pawns  cubes  dice  After proclaiming this, he added as a joking afterthought, “And… it has to be about cheese.” So I made Cheese Wheels — a 4-card pickup & deliver game for two players. You can download […]

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One day — out of the blue — my 11yo challenged me to make a game with: 

  • 4 cards 
  • pawns 
  • cubes 
  • dice 

After proclaiming this, he added as a joking afterthought, “And… it has to be about cheese.”

So I made Cheese Wheels — a 4-card pickup & deliver game for two players. You can download the game here.

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Robot Rampage https://weheart.games/robot-rampage/ https://weheart.games/robot-rampage/#respond Mon, 01 Aug 2016 16:51:05 +0000 http://2018.weheart.games/?p=3593 This project is for a Ray Wenderlich tutorial teaching users to make an FPS game in Unity. The tutorial author asked for a colour-coded set of bots to fight, with corresponding coloured weapons and ammo pickups. See this game in action in this video:

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This project is for a Ray Wenderlich tutorial teaching users to make an FPS game in Unity.

The tutorial author asked for a colour-coded set of bots to fight, with corresponding coloured weapons and ammo pickups.

See this game in action in this video:

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Piloteer https://weheart.games/piloteer/ https://weheart.games/piloteer/#respond Fri, 03 Jul 2015 04:21:42 +0000 http://weheart.games/?p=2561 "Before hiring Mike, I felt extremely lost with Piloteer's development. Its design was all over the place, and I had nothing to go on when it came to UI. I finally decided to hire Mike for UI design and it was an incredibly good decision. He not only made beautiful UI and icon artwork, but also helped me greatly with the overall game design, and how best to relay core game concepts to players. Piloteer wouldn't be half of what it is today without Mike's amazing work." -Whitaker Trebella, Fixpoint Productions

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Whit had already created a work of art with Piloteer when he came to me looking for a logo and UI. He wanted something that would both contrast with the beautiful chalky drawings he had done for the game, yet still compliment the steampunk style of the jetpack and the main character’s outfit.

I went for “understated steampunk”; metallic and mechanical, without being gaudy. And that just-right amount of animation.

See the game for yourself on the App Store, here.

Piloteer - Main Menu
Piloteer - Area Select

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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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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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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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Paranorman: 2-Bit Bub https://weheart.games/paranorman-2-bit-bub/ https://weheart.games/paranorman-2-bit-bub/#respond Tue, 18 Sep 2012 03:13:32 +0000 http://weheartgames.webfactional.com/?p=1275 "I couldn't have been happier with the quality if work, level of communication, and dedication to making a great game that Mike showed." - Graeme Devine, GRL Games

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I was part of the amazing team that made 2-Bit Bub, headed up by Graeme Devine of GRL Games. I did a lot of 2d photo stitching and editing for the intricately detailed environments in the game, as well as UI work and some level design.

 

 

 

 

 

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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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