Acceleroto – new website

Acceleroto – new website

January 25th, 2013 / Portfolio / No Comments

It was a pleasure working with Bryan to create a fresh new look for his website. The goal was clarity and simplicity, both in the visuals and the navigation. There is as little as possible displayed on each page; there’s no sidebar or subnav, and the search field is hidden away behind the top edge […]

Paranorman: 2-Bit Bub

Paranorman: 2-Bit Bub

September 17th, 2012 / Portfolio / No Comments

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.

How to export Flash SWF animations to PNG sequences

How to export Flash SWF animations to PNG sequences

March 12th, 2012 / Resources / 3 Comments

I looked around for quite a while to find a good tool for exporting simple Flash frame animations to PNG sequences that could be used in game development. It’s true, Flash supports exporting a PNG sequence at different sizes, but it’s error-prone and tedious. Then I found swf2pngs. It looked like it did exactly what […]

Photoshop for devs: Required reading

Photoshop for devs: Required reading

March 8th, 2012 / Game Art for Devs / No Comments

I recently discovered @bjango’s excellent blog. There are many topics here that I’ve been meaning to do screencasts about, but haven’t had the time, and many new tricks I didn’t know about. If you’re a dev using Photoshop, take a few minutes to browse through it. There are loads of useful bits of information here:

New t-shirt: Boost Greed

New t-shirt: Boost Greed

March 2nd, 2012 / Blog / No Comments

After an in-game comment from @TeaRascal about how @cannos should make a “Boost Greed” t-shirt for Disc Drivin’, I put this together. Get it in my t-shirt shop here.

Protect yourself against theft

Protect yourself against theft

January 28th, 2012 / Blog / 3 Comments

This is not directly related to game development, but I’ve had a few friends fall victim to theft lately, and the devastation of losing years’ worth of family photos and client work files; not to mention everything else we store on our devices. Below is my list of tips for helping secure yourself against losing […]

Website for One Man Left

Website for One Man Left

January 11th, 2012 / Portfolio / No Comments

“Mike provided us with an incredibly versatile content management solution for our site, making Wordpress conform to our design goals instead of the other way around. Our new site is a joy to manage compared to the fugly beast that preceded it.” Alex Okafor, One Man Left

I like two things

I like two things

January 6th, 2012 / Blog / No Comments

This year for Christmas, my parents gave each of us (I have 4 older brothers) a folio full of mementoes and other things collected throughout our childhood. This gem was in a book I made in Grade 2 called “All About Me”. Now you see that the sentiment behind the name of my company began […]

Spider Swiper

Spider Swiper

January 2nd, 2012 / Portfolio / No Comments

“I worked with Mike on Spider Swiper over the holiday season. We worked on a very tight schedule and I couldn’t have been happier with the quality of work, level of communication, and dedication to making a great game that Mike showed. I look forward to working with him again.” – Graeme Devine, GRL Games

Photoshop tip – layer style defaults in CS5

Photoshop tip – layer style defaults in CS5

November 13th, 2011 / Game Art for Devs / No Comments

I recently upgraded to CS5 (finally), and just noticed this excellent and long-overdue button at the bottom of the Layer Styles window: If you are ever using drop shadows, please set your default to “straight down” (90 degrees) and definitely no more than 50% opacity. Dark drop shadows are distracting. A good drop shadow is […]

Sortie game icon with time-lapse video

Sortie game icon with time-lapse video

November 10th, 2011 / Portfolio / No Comments

@iPhonig asked me to make an icon for their upcoming dogfighting game, Sortie. They had 3d files of their fighter jets, but I wanted the icon to have more of an illustrated look to it (as well as be infinitely scaleable). With some helpful tips from Pete Parisi of @fuzzycube, I used a technique I’ve […]

Screencast 10: App Store icon corner radius woes

Screencast 10: App Store icon corner radius woes

August 31st, 2011 / Game Art for Devs / No Comments

There are a couple of ways that icons in the app store get their corner radius screwed up: Fringed edges on the corners Incorrect border radius This screencast shows you how to avoid both of these problems.

reMovem 2 themes

reMovem 2 themes

March 15th, 2011 / Portfolio / No Comments

“These bugs are really cute and similar in theme and just what I was hoping for. Nice job!” -Trish Weller, Mundue

Disc Drivin’ HD artwork

Disc Drivin’ HD artwork

March 10th, 2011 / Portfolio / 1 Comment

“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

We Heart #iSketchADay

We Heart #iSketchADay

January 15th, 2011 / Blog / 5 Comments

As has been known to happen, something extremely cool has been created out of nothing more than a Twitter conversation. @mysterycoconut, @LordBron, @tearascal, @rje, and @chaoticbox were talking about sketching more, and #iSketchADay was born. It’s a casual, no-rules way to encourage all of us wannabe artists to sketch more, and share it with everyone. […]

Announcing the Unofficial Disc Drivin’ Tourney

Announcing the Unofficial Disc Drivin’ Tourney

December 18th, 2010 / Blog / No Comments

Disc Drivin’. You push discs around a track, and it’s awesome. I’m starting a little round robin tournament. Check the details.

Air Hockey for Mac menus & buttons

Air Hockey for Mac menus & buttons

December 1st, 2010 / Portfolio / No Comments

Various buttons and other UI elements for the port to Mac

360iDev Game Jam goes global

360iDev Game Jam goes global

November 4th, 2010 / Blog / 1 Comment

Leading the way in indie awesomeness, Noel Llopis – @snappytouch – has rounded up a group of developers (including yours truly) to sponsor the 360iDev Game Jam in Austin next week. We’ve been talking a lot about how to take it up a notch. There was a lot of interest expressed, so we decided it […]

In the months since 360iDev (and why you should go)

In the months since 360iDev (and why you should go)

October 25th, 2010 / Blog / 3 Comments

I’ve said it many times before, my trip to 360iDev in April was a catalyst for an explosion of game dev activity for We Heart Games. Previously I was a lone game designer, hiring programmers to make my iPhone game. I got invited to speak about the process I used to make the game at […]

T-shirts now available

T-shirts now available

October 22nd, 2010 / Blog / No Comments

We ♥ Shirts! I’ve opened up a t-shirt shop with three designs; more are coming. Click the image to get your shop on.

Screencast 9: Combining multiple copies of a layer effect

Screencast 9: Combining multiple copies of a layer effect

September 22nd, 2010 / Game Art for Devs / No Comments

The latest entry in my iDevBlogADay Photoshop for Devs series, I show you how to apply multiple copies of a layer effect to single shape by duplicating the layer and setting the fill to zero. Helping iPhone developers hate using Photoshop a little less with simple tricks that make workflows more efficient. View the rest of the […]

Screencast 8: Painting with textures using layer masks

September 15th, 2010 / Game Art for Devs / 3 Comments

The latest entry in my iDevBlogADay Photoshop for Devs series, I talk about using the layer masking technique described last week to paint a texture onto a drawing. Helping iPhone developers hate using Photoshop a little less with simple tricks that make workflows more efficient. View the rest of the screencasts in the “Photoshop for Devs” series. […]

Screencast 7: Never erase again – Using layer masks to erase non-destructively

September 8th, 2010 / Game Art for Devs / 1 Comment

The latest entry in my iDevBlogADay Photoshop for Devs series, this one’s a short-but-sweet intro to using layer masks in Photoshop. Layer masks are used to hide areas of a layer without deleting any of the layer’s colour information. I always use layer masks rather than the erase tool. You never know when you’re going to […]

How to effectively communicate with designers

How to effectively communicate with designers

September 1st, 2010 / Blog, Resources / 6 Comments

Coders often find it difficult to relate to designers, much less collaborate and communicate with them in a productive — and enjoyable! — way. If you’re already working with a designer, these tips can help you better understand them; if you’re looking for a designer, this could help you find a competent one.

Screencast 6: 65 Layers tips in 8 minutes

August 25th, 2010 / Game Art for Devs / 3 Comments

The latest entry in my iDevBlogADay Photoshop for Devs series, I’ve crammed in as many tips as I could about using layers in Photoshop. Helping iPhone developers hate using Photoshop a little less with simple tricks that make workflows more efficient. View the rest of the screencasts in the “Photoshop for Devs” series. What am […]

How to get your game made, even if you’re not a programmer

How to get your game made, even if you’re not a programmer

August 12th, 2010 / Blog, Resources / 12 Comments

Great apps are like babies… very easy to conceive but very hard to deliver! – Ted Mico, Interscope / Geffen / A&M Everyone and their dog has an app or game idea. The skill to implement that idea, and implement it well, is much less common. If you are a designer and love games, this […]

Screencast 5: Variations of a graphic with layer comps

Screencast 5: Variations of a graphic with layer comps

August 4th, 2010 / Game Art for Devs / 3 Comments

Do you save out multiple variations of a graphic by setting layer visibility? Ever wish there was a faster way to do that whenever that graphic needed to be updated? The latest entry in my iDevBlogADay “Photoshop for Devs” series, I show you how to use Layer Comps to save layer visibility settings so can easily switch […]