William Pauley Portfolio

Page 1

William Pauley Portfolio~2014



William Pauley Portfolio~2014



07 Bio 09 July 23rd, 2013 15

SF Lane

25 Brentano String Quartet 35 Portfolio Website 39 Seaside Sparrow 47 Owl Tree Rebrand 53 Mario Madness 59 Contact


William Pauley


My Name is William Pauley. I study visual communication design and marketing at San Francisco State University. I am passionate about art, design, photography, and human computer interaction. I find that these avenues of expression have a significant impact on society. Research is paramount in design. The solution lies within the problem itself.

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July 23rd, 2013 The Brief This project focuses on various food items I ate on July 23rd, 2013. It was the first website I designed. It uses HTML and CSS only.

Introduction Skills Used Adobe Creative Suite HTML / CSS Video shooting & editing

The purpose of this project was to explore HTML and CSS. It was the first website I designed. No Java script was used to create the hover effects. Instead, I used various pseudo elements in HTML and CSS to accomplish these effects. This project is essentially a time line of events of one day in my life. I decided to look at certain food items I ate throughout the day. I did this to take a different look at what I consume. Sort of looking at it from a different perspective. I chose to film each food item, and embed the footage in the code. The color filter of each film relates to the color of the image on the home page. Overall, I feel this project was successful, although I still need to work out some kinks with different browsers. The site can be seen at williampauley.com/july_23_2013

William Pauley


Home This is the landing/ home page. It displays a cropped photo of each item of food. The user can scroll over the box to see what time the food was consumed. They can click on the box to view the video.

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Pages These are two of the inner pages of the site. The layout is identical, but the footage is different. The video is set to play automatically when the window is opened. Calories of food item is shown.

William Pauley


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HTML /CSS This entire site was made with HTML5 and CSS. CSS pseudo elements were used for the hover effects on the home page. Notice .box4 & .box4:hover to the right.

William Pauley


Scrolling over a rectangle initiates the pseudo element. In this case, the opacity is reduced for the majority of the image, which reveals the time the food was eaten.

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SF Lane The Brief This project focuses on cycling safety in San Francisco. It calls upon cyclists to take action and advocate for separated bike lanes within the city.

Introduction Skills Used Adobe Creative Suite HTML / CSS Video shooting & editing

Cycling has become an increasingly popular means of transportation over the last few decades. Some US cities have seen a 400% increase in bicycle commuting since 1990. There are however risks to cycling in urban areas, and interaction with vehicles is one of the worst. The most effective way to reduce injuries and fatalities is to create designated bike lanes. The most effective bike lanes are those completely separated from vehicle traffic. Building these lanes is not easy, and support from the community is a very important factor in their creation. This project focuses on getting the community, namely 20-40 year old cyclists, to get involved in the process of creating separated bike lanes in San Francisco. The project consists of a “Spoke Card� and website. The card is placed in the spokes of a parked bike. It briefly describes how the cyclist can become part of the fight, and it leads them to the website were they can learn about current bike lane projects in the city. The SF Lane website can be seen at williampauley.com/SFLane

William Pauley


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Spoke Card The spoke cards are printed on laminated card stock to ensure they are protected from the elements. They are placed in the spokes of parked bikes with the purpose of attracting the cyclist to the SF Lane website.

William Pauley


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SF Lane Website The SFLane website is simple and easy to use. It is designed to load quickly and will recognize what device the user is on, thus filling the screen properly. The home page is updated regularly with current bicycle lane projects. The sole purpose of the site is to inform the cyclist of ways they can help improve and participate in bicycle lane projects in their area. Visit williampauley.com/SFLane to view the site.

William Pauley


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SF Lane Website

William Pauley


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Story Board

The Cyclists approaches his bike and notices a card placed in his spokes. The card reads “nice bike!�. He pulls the card form his spoke for further review.

William Pauley

Want a lane for it? The cyclist realizes there are some streets on his route without safe bike lanes. He is intrigued and wants to learn more. He holds on to the card so he can check out the URL when he gets home.


When the cyclist gets home, he jumps on his computer and types in the URL.

The SFLane website quickly pops up. The sleek and easy to use interface displays information regarding bike lane projects in his neighborhood. He finds out there is a public hearing on a project next week. He attends the meeting, and voices his interest in the construction of the bicycle lane.

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Brentano String Quartet The Brief The Brentano String Quartet played a free show as part of the Morrison Chamber Series at SFSU. This poster was designed to promote the show.

Project Introduction Skills Used Adobe Creative Suite Designing within brand guidelines Photo selection & editing

Creative State–Morrison Chamber Series provide quality free concerts to those who are interested. The Design and Industry Design Group at SFSU, under the direction of Professor Joshua Singer, created the advertisements for many of these concerts. Initial design guidelines were set by previous members of the Design Group. My job was to follow these guidelines, and create a new and unique poster for the Morrison Chamber Concert. Typography was limited to MT Grotesque light in all caps. Image selection was to follow the theme of vintage/classic machinery. Sail boats are very unique in shape and form, and provide great visuals. I chose an image that was free to use and share, and cropped to focus on a particular area.

William Pauley


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Final The final poster utilizes branding guidelines set up for the Morrison series. MT Grotesque font and imagery of vintage machinery/vessels. I chose a sail boat for the Brentano series.

William Pauley


Concepts These are various concepts following the guidelines. We decided the gears of the images below were too mechanical for this series.

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Image Selection The chosen sailboat, uncropped. This was found online as a free to use and share image.

William Pauley


Image Crop Cropping decision were based on photo content. I wanted to focus on the sail, but also wanted to include the sailors and the hull of the vessel breaking through the water.

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Comps These are various concepts that didn’t make the cut. They look at different sections of the sail boat, each has a different feel, which was created by cropping the image.

William Pauley


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Image Selection The images below were part of the research. Each image was found online, and is free to use and share.

William Pauley


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Portfolio Website The Brief The purpose of this project was to design a user friendly portfolio website for a designer. We were instructed to use the Bootstrap web template.

Introduction Skills Used Adobe Creative Suite HTML / CSS Iteration Page layout Java Script Bootstrap

The Bootstrap web template allows designers to quickly cut and paste code to create the skeleton of the site. Style sheets can then be altered to tailor the aesthetics of the site. Bootstrap is a great tool for created usable comps, and sometimes final websites. I began with a splash page describing who the designer is. Navigation takes the user to the portfolio / about / contact pages. The portfolio page shows print, web, and photography work. Each project is contained in its own box. Links take the user to the website, online publication, or embedded jpeg of the project. The about page shows an image of the designer, and quick bio. The contact page allows the user to send an e-mail to the designer, or find them on Facebook. The site can be seen at williampauley.com/portfolio

William Pauley


Home This is the landing/ home page. The carousel automatically begins with a quick description of the designer, and welcomes the user into the site.

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Portfolio The portfolio section is broken down into graphic design, web design, and photography. Each project is given its own tab. The user can select a project to read more about it.

William Pauley


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Seaside Sparrow The Brief Seaside Sparrow is a three-panel piece that focuses on one particular event from the year I was born. I chose the extinction of the Dusky Seaside Sparrow. I conveyed the death of the species through typography selection and composition.

Introduction Skills Used Adobe Creative Suite Typography selection Metaphor Design Process

The project began with research into my year of birth. I studied personal and non-personal events, and decided I wanted to stay away from the personal. The amount of loss during the year stuck with me, so I decided loss would be the focus. I studied the Dusky Sparrow, and found out why it went extinct. The main reason being habitat loss, but chemicals also played an important roll. I looked at what chemicals were used, and what kind of construction occurred to reduce its habitat. These would become the words used in the cloud that pushes the bird out. I wanted the font to say something about the way the bird went extinct. I chose a distressed typewriter style font to convey the vile systematic nature of pesticide spraying and construction.

William Pauley


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Sketches The picture of last Dusky Seaside Sparrow inspired the project. Various sketches throughout the design process. This lead to composition and final design decisions.

William Pauley


Comps Various concepts done in Illustrator. The program allowed for easy repetition of objects and typography.

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Panel 1 I used the white space of the panel to represent the birds’ habitat. The bird is small in relation to the habitat. Parts of the font begin moving onto the panel, but the large white space represents the expanse of its habitat.

William Pauley


Panel 2 More of the font is noticeable. Larger words represent more important factors in the birds demise. Layering of the type turns it into a dark mass, which represent the dirtying and loss of habitat. The bird begins to fade as the habitat is reduced.

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Panel 3 Most of the habitat is gone at this point. The only part that is left is where the bird used to be. The bird now appears almost entirely washed out and blurred, representing a ghost of what it used to be. The progression from panel-to-panel represents the passing of time.

William Pauley


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Owl Tree The Brief A hypothetical re-brand of a San Francisco bar called the Owl Tree. The re-brand consists of a new logo, alternative & small use logos, new typography, and color selection.

Introduction Skills Used Adobe Creative Suite Brand identity & guidelines Color & typography selection Iteration Design process User research

William Pauley

The purpose of the project is to re-brand the Owl Tree. The preliminary research looks at the current bar in terms of aesthetics, patrons, competition, current logo, and overall identity. A new identity based on the current customer base and aesthetic, paired with a new theme, was the outcome of the project The tone of the re-brand is upbeat and social with the vibe of a 50s jazz club. Patrons should feel comfortable talking to one another while having a drink. It will be an intimate location for close interaction with friends or dates.


Logo The full color, and black & white logo are shown here. The interaction of the overlapping moon creates unique composition. The secondary typeface Vevey is used in both of these logos.

OWL

TREE

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Alternate Logo The logo can be broken down into a simplified form. This can be used at the designers discretion.

2a

William Pauley

2b

2c


Typography The primary typeface Helvetica Nue ultra light is used in office and business communications, as well as menus.

Primary Typeface: Helvetica Nue Ultra Light

The secondary typeface Vevey is used in the logo, and for select headlines.

Secondary Typeface: Vevey

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Concepts Various Concepts for the logo. The 50s jazz club inspired most of these designs.

William Pauley


Products The primary and alternate logos applied to coaster and shirts.

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Mario Madness The Brief This info graphic is a large format poster detailing the history of Mario. This particular video game character is one of the highest grossing of all time.

Introduction Skills Used Adobe Creative Suite Research Iteration Color / typography selection Information layout

William Pauley

The Project began with research into various video game characters. I chose Mario because it is one of the highest grossing video game characters of all time. I wanted to give a general overview of the franchise. I began with who Mario is, how he came to be, and the general story/game play. I used actual sprites from various games to show the evolution of Mario, as well as some of the design decision made by Nintendo designers. I also included sales figures from around the world, and compared sales statistics per game release. The final deliverable is a 24 x 36 info graphic poster.


Final The final poster is 24 x 36 inches in size.

Mario Madness Mario Who?

International Sales The figures below represent the overall Mario Platform sales in North America, Europe, and Japan. North America has the highest figure at 106.11 million units sold. Europe and Japan fall way behind that number at 37, and 36 million units.

Mario is arguably the most popular and well-known video game character of all time. He was introduced to the world as “Jumpman” in the 1981 classic Donkey Kong. Since then, he has appeared in over 200 video games, making Super Mario Brothers the best selling franchise of all time. The following data celebrates the history of Mario. It also looks at sales figures across the platform games Mario appears in.

Europe

37

million units

The Story

Mario is a plumber who lives in the Mushroom Kingdom, a fictional land full of flying turtles, fire breathing plants, and walking mushrooms. Along with his brother Luigi, Mario battles Bowser, an evil dinosaur. The brothers’ goal is to defeat Bowser, and rescue Princess Peach.

North America

106.11

Evolution of Mario

Japan

million units

36

Mario is reanimated for each game. The look is similar, but there are subtle differences in color and shape. Strategic design decisions were made while creating the first generation of Mario. Hair was hard to animate with the technology in the 80s, so Mario was given a hat. He was also given a mustache to accentuate his nose, and overalls to make his arms more noticeable.

Super Mario Brothers 2

Hat

System: NES Release date: 1988

Flowing hair was hard to animate in 8 bit games, so Mario was given a hat to hide his hair.

Facts

1. Mario was created by Shigeru Miyamoto and appeared in the game designer's first ever title, the 1981 arcade platformer, Donkey Kong. Miyamoto was hired as a graphic artist by Nintendo in 1977, and was given the task of designing a game after several of the company's early coin-ops had failed to make an impression on the lucrative arcade market. Donkey Kong was created using the hardware behind an older arcade title named Radar Scope, which sunk without a trace in the US. Miyamoto ditched the shooting theme and added an ape and rolling barrels. Success naturally followed.

Super Mario Brothers 3 System: NES Release date: 1990

Mustache

Super Mario World

System: Super Nintendo Release date: 1991

The Mustache was given to accentuate his nose.

Super Mario

2. Donkey Kong Jr, the 1982 sequel to Donkey Kong, is the only game in which Mario officially stars as the antagonist. He has trapped poor Donkey Kong in a cage and the ape's son must rescue him. In the game's promotional material, Mario even gets a specially twirled moustache, highlighting his evil nature.

System: NES Release date: 1985

Super Mario Land 2 System: Game Boy Release date: 1992

3. Bowser, the key antagonist of the Super Mario Bros series, has also appeared as a good guy. He helps Mario in the 1996 title Super Mario RPG: Legend of the Seven Stars. 4. The naughty version of Mario – Wario – first appeared as a nemesis in the Game Boy title, Super Mario Land 2. He was designed by Hiroji Kiyotake, who also created Samus Aran, the heroine of the Metroid series. Wario's name blends Mario with the Japanese adjective 'warui' meaning evil.

Overalls

Mario was given overalls to make his arm movements more noticeable.

Super Mario 64

5. The new Chain Chomp enemies in Super Mario Bros 3

System: Nintendo 64 Release date: 1996

look like steel black balls with razor sharp teeth. They were inspired by an incident in Miyamoto's childhood when a neighbour's dog chased the terrified genius, before it was yanked back by its chain.

Millions Sold

40.23

40 35

The best selling Mario game is the first Super Mario Brothers. It was released for the original Nintendo Entertainment System in 1985. It was the flagship game for the system, and was packaged with the console. Some argue that this was the factor that led to the games high sales. The lowest selling Mario game was Yoshi’s Island, released in 1999 for the Super Nintendo.

29.22

30 25

10

5.2

4

7.05

6.31

11.9

5

8.53

11.89

10

10.85

15

18

18.06

20.6

20

The first Mario platform game where Mario headlined as the main character was Super Mario Brothers. The game came out in 1985, and was a huge success. The game has outperformed all other Mario Games to date. It is credited with boosting home gaming, which had been hit hard by low sales from the “Atari Shock” of 1983. There have been a hundreds of Mario games throughout the decades, but the ones listed below are the only games where Mario is the main character. There were only three games in the 1980s, six games in the 1990s, five in the 2000s, and only one so far in the current decade.

Bro the rs rio Bro the r rio Wo Sup rld er Ma Sup rio er Lan Ma d rio Bro the Sup rs er 3 Ma rio Lan d2 Sup er Ma Sup rio er 64 Ma rio Sup Ga er lax Ma y rio Bro Sup the er r2 Ma rio Sup 3D Lan er Ma d rio Ga Sup lax Sup er y2 Ma er rio ma Sun rio Sup Lan shi er ne d3 Ma :W rio ar Wo io L rld an 2: Y d osh i's Is lan d Ma

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Super Mario World

System: Game Boy Release date: 1989 Sales: 18.06 million units Developer: Nintendo R&D1 Producer: Gunpei Yokoi Mode: Single Player

Super Mario Brothers 2 System: NES Release date: 1988 Sales: 10 million units Developer: Nintendo R&D4 Producer: Shigeru Miyamoto Mode: Single player

Designed by William Pauley – December 2013 SFSU – dai – Information Design – Pinot Trogu

46.38 million units 2000s

room World, Miyamoto's long-running and ever-evolving fantasy kingdom. When Mario 'eats' a super mushroom he grows in size and ability. Miyamoto denies that he was influenced by Alice in Wonderland, and instead claims the idea came from enchanted foodstuffs in myths and folklore.

71.47 million units 1990s

68.31 million units 1980s

8. Footage from Super Mario Bros 3 appears in the climatic

scene of appalling 1989 movie, The Wizard, about an emotionally withdrawn gaming champion. As this was the first chance that US Nintendo fanatics would get to see the game, the movie effectively acted as an advert for the release.

3 games 3 games 1990s 1990s 3 games 1990s

Super Mario Land 3

System: Super Nintendo Release date: 1991 Sales: 20.6 million units Developer: Nintendo EAD Producer: Shigeru Miyamoto Mode: Single/ multiplayer

1980s

7. Super Mario Bros was the first game to be set in Mush-

6 games 1990s

Super Mario 64

Wario Land System: Game Boy Release date: 1994 Sales: 5.2 million units Developer: Nintendo R&D1 Producer: Gunpei Yokoi Mode: Single Player

System: Nintendo 64 Release date: 1996 Sales: 11.89 million units Developer: Nintendo EAD Producer: Shigeru Miyamoto Mode: Single player

System: NES Release date: 1990 Sales: 18 million units Developer: Nintendo R&D4 Producer: Shigeru Miyamoto Mode: Single/ multiplayer

Super Mario Land 2

System: Game Boy Release date: 1992 Sales: 11.9 millions units Developer: Nintendo R&D1 Producer: Gunpei Yokoi Mode: Single Player

13. The first Super Mario Bros game has sold 40.24 million copies, although that figure is skewed by the fact that it was bundled with the Nintendo Entertainment System console. It was until recently, however, considered the best-selling game of all time. It has been pushed into second place by Wii Sports on 41.65 million units. 14. In the 1984 Nintendo Entertainment System game Golf, Mario made his first appearance in a sports sim. Kind of. The original character merely resembled Mario, while the later NES Open Tournament Golf specifically featured Mario as a golfer. He appears on the cover in red and white striped overalls, with a blue starry shirt. An awesome outfit. 15. Super Mario Bros was preceded by the 1983 arcade platformer, Mario Bros. Designed by Miyamoto and Game Boy-creator Gunpei Yokoi, it's set in the New York sewer system and introduces Mario's brother Luigi. 16. The 1993 movie, Super Mario Bros, was Hollywood's first attempt to create a video game tie-in. Starring Bob Hoskins and Dennis Hopper it was a critical and commercial failure, which conspired to give the game a darker, more adult veneer. Apparently, Dustin Hoffman was interested in the role of Mario as his children were fans of the game. 17. The original Super Mario Bros 2 was designed as a tougher version of the first game and released to support the Famicom Disk System, a new add-on for the Japanese version of the Nintendo Entertainment System. It was considered too difficult for Western release, though, so the US and Europe got a tweaked version of the 1987 title Yume Kojo: Doki Doki Panic instead. The game was hastily refitted with Mario characters in a sort of digital cut-and-shut job. In 1993, the genuine SMB2 was finally released in the West as Super Mario Bros: the Lost Levels, part of the Super Mario All-Stars collection. 18. The Super Mario bros series is in the Guinness Book of Records as the most successful gaming franchise of all time. It now boasts global sales of over 240 million units.

19. The Wii hit Super Mario Galaxy was inspired by a tech was more recognisable to American children than Mickey Mouse. demo known as Super Mario 128 shown at the Nintendo Space World event in 2000. The demo showed dozens of teeny Marios walking around on a slightly curved surface. During the Gamecube era Galaxy designer Yoshiaki Koizumi thought that entirely spherical levels would make an inter11. Elsewhere, the Whomp characters from Super Mario 64 esting environment for Mario, but Miyamoto was apparently were inspired by a mythological being known as the nurikabe, unconvinced at first. Finally, Koizumi showed off several a 'wall ghost' that misdirects or impedes travellers at night. test levels and the project was greenlit for Wii.

10. Since 1995, the voice of Mario has been provided by American voice actor Charles Martinet. He also voices Wario and Luigi.

Super Mario Galaxy 2

New Super Mario Brothers

System: Nintendo DS Release date: 2006 Sales: 29.22 millions units Developer: Nintendo EAD Group #4 Producer: Hiroyuki Kimura Mode: Single/ mulitplayer

System: Nintendo Wii Release date: 2010 Sales: 7.05 million units Developer: Nintendo EAD Tokyo Producers: Yoshiaki Koizumi, Takashi Tezuka Mode: Sing/ multiplayer

Super Mario 3D World

System: Nintendo Wii U Release date: 2013 Sales: -Developer: Nintendo EAD Tokyo, 1-Up Studios Producer: Yoshiaki Koizumi Mode: Single/ multiplayer

2000s

1990s

Super Mario Brothers 3

12. The versions of the ghostly Boo enemies found in Super Mario 64, are based on the wife of the game's co-designer Takashi Tezuka. As Miyamoto explained in an interview with Nintendo Power magazine: "Mr. Tezuka got an idea about putting his wife in the game. His wife is very quiet normally, but one day she exploded, maddened by all the time he spent at work. In the game, there is now a character who shrinks when Mario looks at it, but when Mario turns away, it will grow large and menacing."

9. A Q Score survey in the early nineties revealed that Mario

worldwide

Ne

Super Mario Land

System: NES Release date: 1985 Sales: 40.23 million units bundled with NES Developer: Nintendo EAD Producer: Shigeru Miyamoto Mode: single/ multiplayer

the hardware at the time. He has a hat, because realistic hair was difficult to portray, a moustache to accentuate his nose, and dungarees to make his arm movements more noticeable. In Super Mario Bros, he wears a brown shirt below his overalls – a look that was swiftly abandoned.

15.58 million units 2010s

186.36 million units

Game

Super Mario

6. The look of Mario is all about the graphical limitations of

Decades of Mario

0

Sup er

million units

Super Mario World 2

Yoshi’s Island System: Super Nintendo Release date: 1995 Sales: 4 million units Developer: Nintendo EAD Producer: Shigeru Miyamoto Mode: Single/ Multiplayer

Super Mario Sunshine

System: Nintendo Game Cube Release date: 2002 Sales: 6.31 million units Developer: Nintendo EAD Producer: Shigeru Miyamoto Mode: Single player

Super Mario Galaxy

2010s

System: Nintendo Wii Release date: 2007 Sales: 10.85 millions units Developer: Nintendo EAD Tokyo Producer: Shigeru Miyamoto Mode: Single/ multiplayer

Super Mario 3d Land

System: Nintendo 3DS Release date: 2011 Sales: 8.53 million units Developer: Nintendo EAD Tokyo Producer: Yoshiaki Koizumi Mode: Single player

http://www.gamefaqs.com/ http://vgsales.wikia.com/wiki/Mario http://www.themushroomkingdom.net/ http://www.mariowiki.com/Super_Mario_Bros http://www.theguardian.com/technology/gamesblog/2010/sep/13/games-gameculture http://www.nesmaps.com/maps/SuperMarioBrothers3/sprites/SuperMarioBrothers3Sprites.html

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Evolution Various Mario sprites depict the evolution of the character. A closer look at Mario reveals why he was given a hat, moustache, and overalls.

Evolution of Mario

Mario is reanimated for each game. The look is similar, but there are subtle differences in color and shape. Strategic design decisions were made while creating the first generation of Mario. Hair was hard to animate with the technology in the 80s, so Mario was given a hat. He was also given a mustache to accentuate his nose, and overalls to make his arms more noticeable.

Super Mario Brothers 2

Hat

System: NES Release date: 1988

Flowing hair was hard to animate in 8 bit games, so Mario was given a hat to hide his hai r. Super Mario Brothers 3

System: NES Release date: 1990

Mustache

Super Mario World

System: Super Nintendo Release date: 1991

The Mustache was given to accentuate his nos e.

Super Mario Super Mario Land 2 System: Game Boy Release date: 1992

System: NES Release date: 1985

Overalls

Super Mario 64

System: Nintendo 64 Release date: 1996

William Pauley

Mario was given overalls to make his arm movements more noticeable .


Sales This map of the world shows the three countries with the highest sales figures. The US and North America has the highest by far.

International Sales The figures below represent the overall Mario Platform sales in North America, Europe, and Japan. North America has the highest figure at 106.11 million units sold. Europe and Japan fall way behind that number at 37, and 36 million units.

Europe

37

million units

North America

106.11

million units

Japan

36

million units

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Sales Graphs made in Excel show sales figures per game, and sale per decade.

Millions Sold

40.23

40 35

The best selling Mario game is the first Super Mario Brothers. It was released for the original Nintendo Entertainment System in 1985. It was the flagship game for the system, and was packaged with the console. Some argue that this was the factor that led to the games high sales. The lowest selling Mario game was YoshiÕs Island, released in 1999 for the Super Nintendo.

29.22

30 25

4

5.2

6.31

8.53

10

7.05

5

11.9

11.8 9

10

10.8 5

15

18

18.0 6

20.6

20

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William Pauley

Decades of Mario

The first Mario platform game where Mario headlined as the main character was Super Mario Brothers. The game came out in 1985, and was a huge success. The game has outperformed all other Mario Games to date. It is credited with boosting home gaming, which had been hit hard by low sales from the ÒAtari ShockÓ of 1983. There have been a hundreds of Mario games throughout the decades, but the ones listed below are the only games where Mario is the main character. There were only three games in the 1980s, six games in the 1990s, five in the 2000s, and only one so far in the current decade.

15.58 millio n units 2010s

46.38 million units 2000s

71.47 million units 1990s

68.31 million units 1980s

3 games 3 games 1990s 1990s 3 games 1990s

186.36 million units worldwide

6 games 1990s


Data Collection Super Mario Brothers Super Mario Brother 2 Super Mario Land Super Mario Brothers 3 Super Mario World Super Mario Land 2 Super mario Land 3: Wario Land Super Mario World 2: Yoshi's Island Super Mario 64 Super Mario Sunshine New Super Mario Brother Super Mario Galaxy Super Mario Galaxy 2 Super Mario 3D Land

40.23 10 18.06 18 20.6 11.9

11.89 6.31 29.22 10.85 7.05

A large part of the project was data collection and processing. I used Excel and Word to compile the data, and turn it into graphs.

5.2 4

45 40 35 30 25 20 15 10 5 0

Series1 Series2 Series3

68.31 71.47 46.38 15.58

NES Game Boy SNES Nintendo 64 Game Cube Wii Nintendo DS Nintendo 3DS Wii u

3 6 3 3

1

1

2

2

3

3

4

4

106.11

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William Pauley


916.532.9224 william@williampauley.com www.linkedin.com/pub/william-pauley/80/452/b90/

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