4 Decades in the Making

Page 1

4 DECADES I N T H E MAKING


1


1985 N I N T E N D O

E N T E R T A I N M E N T

S Y S T E M

/

F A M I C O M


1986 S

E

G

A

M

A

S

T

E

R

S

Y

S

T

E

M


1989 S

E

G

A

G

E

N

E

S

I

S

/

M

E

G

A

D

R

I

V

E


1991 S U P E R

N I N T E N D O

E N T E R T A I N M E N T

S Y S T E M


1994 S

O

N

Y

P

L

A

Y

S

T

A

T

I

O

N


1996 N

I

N

T

E

N

D

O

S

I

X

T

Y

-

F

O

U

R


1999 S

E

G

A

D

R

E

A

M

C

A

S

T


2000 2 S

O

N

Y

P

L

A

Y

S

T

A

T

I

O

N

2


2001 N

I

N

T

E

N

D

O

G

A

M

E

C

U

B

E


2001 2 M

I

C

R

O

S

O

F

T

X

B

O

X


2005 M

I

C

R

O

S

O

F

T

X

B

O

X

3

6

0


2006 S

O

N

Y

P

L

A

Y

S

T

A

T

I

O

N

3


2006 N

I

N

T

E

N

D

O

W

I

I


2012 2 N

I

N

T

E

N

D

O

W

I

I

U


2013 S

O

N

Y

P

L

A

Y

S

T

A

T

I

O

N

3


2013 M

I

C

R

O

S

O

F

T

X

B

O

X

O

N

E



S

ince the late 60’s when Ralph Baer created the very first definitive games console proto-type ‘The Brown Box’ the world of console gaming has exploded into everyday life, growing into the gigantic industry it is today. Within this book I look to explore the vast visual evolution of Consoles over the years, representing how technological restrictions, design trends and a deeper understanding of customer wants have affected the design of each console.


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