PWilliam PauleyPortfolio~2014
William Pauley
Portfolio~2014
07 Bio
09 July 23rd, 2013
15 Brentano String Quartet
25 Portfolio Website
29 Seaside Sparrow
37 Owl Tree Rebrand
43 Mario Madness
49 Contact
William Pauley
Portfolio 2014 7
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.
William Pauley
July 23rd, 2013The BriefThis 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.
IntroductionThe 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.
Skills Used
Adobe Creative SuiteHTML / CSS
Video Shooting / Editing
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HomeThis 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.
William Pauley
PagesThese 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.
Portfolio 2014 11
William Pauley
HTML/CSSThis 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.
Portfolio 2014 13
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.
William Pauley
Brentano String QuartetThe BriefThe Brentano String Quartet played a free show as part of the Morrison Chamber Series. This poster was designed to promote the show.
Project IntroductionCreative 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.
Skills Used
Adobe Creative SuiteDesigning within brand guidelines
Photo selection / editing
Portfolio 2014 15
William Pauley
FinalThe 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.
Portfolio 2014 17
ConceptsThese are various
concepts following the guidelines. We
decided the gears of the images below
were too mechanical for this series.
William Pauley
Image SelectionThe chosen sailboat, uncropped. This was found online as a free to use and share image.
Portfolio 2014 19
Image CropCropping 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.
William Pauley
CompsThese 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.
Portfolio 2014 21
William Pauley
Image SelectionThe images below were part of the research. Each image was found online, and is free to use and share.
Portfolio 2014 23
William Pauley
Portfolio WebsiteThe BriefThe purpose of this project was to design a user friendly portfolio website for a designer. We were instructed to use the Bootstrap web template.
IntroductionThe 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 Face book.
Skills Used
Adobe Creative SuiteHTML / CSS
IterationPage LayoutJava Script
Bootstrap
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HomeThis is the landing/
home page. The carousel automatically begins
with a quick description of the designer, and
welcomes the user into the site.
PortfolioThe 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
Portfolio 2014 27
William Pauley
Seaside SparrowThe BriefSeaside 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.
IntroductionThe 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.
Skills UsedAdobe Creative Suite
Typography selectionMetaphor
Design Process
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William Pauley
SketchesThe picture of last Dusky Seaside Sparrow inspired the project.
Various sketches throughout the design process. This lead to composition and final design decisions.
Portfolio 2014 31
CompsVarious concepts
done in Illustrator. The program allowed for easy repetition of
objects and typography.
William Pauley
Panel 1I 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.
Portfolio 2014 33
Panel 2More 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.
William Pauley
Panel 3Most 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.
Portfolio 2014 35
William Pauley
Owl TreeThe BriefA 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.
IntroductionThe 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.
Skills Used
Adobe Creative SuiteBrand identity / guidelines
Color / typography selectionIteration
Design processUser research
Portfolio 2014 37
OWLTREE
LogoThe 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.
William Pauley
2a 2b 2c
Alternate LogoThe logo can be broken down into a simplified form. This can be used at the designers discretion.
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Typography
Primary Typeface: Helvetica Nue Ultra Light
Secondary Typeface: Vevey
The primary typeface Helvetica Nue ultra
light is used in office and business
communications, as well as menus.
The secondary typeface Vevey is used in the logo, and for select headlines.
William Pauley
ConceptsVarious Concepts for the logo. The 50s jazz club inspired most of these designs.
Portfolio 2014 41
ProductsThe primary and
alternate logos applied to coaster
and shirts.
William Pauley
Mario MadnessThe BriefThis 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.
IntroductionThe 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.
Skills Used
Adobe Creative SuiteResearchIteration
Color / typography selectionInformation Layout
Portfolio 2014 43
Decades of MarioThe 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 suc-cess. 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.
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.
Mario Who?
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.
The Story
International Sales
6 games1990s
3 games1990s
3 games1990s
3 games1990s
68.31 million units1980s
15.58 million units2010s
71.47 million units
1990s
46.38 million units
2000s
11. Elsewhere, the Whomp characters from Super Mario 64 were inspired by a mythological being known as the nurikabe, a 'wall ghost' that misdirects or impedes travellers at night.
6. The look of Mario is all about the graphical limitations of 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.
1. Mario was created by Shigeru Miyamoto and appeared in the game designer's first ever title, the 1981 arcade plat-former, Donkey Kong. Miyamoto was hired as a graphic artist by Nintendo in 1977, and was given the task of design-ing 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.
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.
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.
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.
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.
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.
7. Super Mario Bros was the first game to be set in Mush-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 influ-enced by Alice in Wonderland, and instead claims the idea came from enchanted foodstuffs in myths and folklore.
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.
Facts
9. A Q Score survey in the early nineties revealed that Mario was more recognisable to American children than Mickey Mouse.
8. Footage from Super Mario Bros 3 appears in the climatic scene of appalling 1989 movie, The Wizard, about an emotion-ally 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.
5. The new Chain Chomp enemies in Super Mario Bros 3 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.
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."
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.
10. Since 1995, the voice of Mario has been provided by American voice actor Charles Martinet. He also voices Wario and Luigi.
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.
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.
19. The Wii hit Super Mario Galaxy was inspired by a tech 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 inter-esting environment for Mario, but Miyamoto was apparently unconvinced at first. Finally, Koizumi showed off several test levels and the project was greenlit for Wii.
Super Mario System: NESRelease date: 1985Sales: 40.23 million units bundled with NESDeveloper: Nintendo EADProducer: Shigeru MiyamotoMode: single/ multiplayer
Super Mario Brothers 2 System: NESRelease date: 1988Sales: 10 million unitsDeveloper: Nintendo R&D4Producer: Shigeru MiyamotoMode: Single player
Super Mario Land System: Game BoyRelease date: 1989Sales: 18.06 million unitsDeveloper: Nintendo R&D1Producer: Gunpei YokoiMode: Single Player
New Super Mario BrothersSystem: Nintendo DSRelease date: 2006Sales: 29.22 millions unitsDeveloper: Nintendo EAD Group #4Producer: Hiroyuki KimuraMode: Single/ mulitplayer
1980s 1990s 2000s 2010s
Super Mario World 2 Yoshi’s Island System: Super NintendoRelease date: 1995Sales: 4 million unitsDeveloper: Nintendo EADProducer: Shigeru MiyamotoMode: Single/ Multiplayer
Super Mario Galaxy System: Nintendo WiiRelease date: 2007Sales: 10.85 millions unitsDeveloper: Nintendo EAD TokyoProducer: Shigeru MiyamotoMode: Single/ multiplayer
Super Mario Brothers 3System: NESRelease date: 1990Sales: 18 million unitsDeveloper: Nintendo R&D4Producer: Shigeru MiyamotoMode: Single/ multiplayer
Super Mario 64 System: Nintendo 64Release date: 1996Sales: 11.89 million unitsDeveloper: Nintendo EADProducer: Shigeru MiyamotoMode: Single player
Super Mario World System: Super NintendoRelease date: 1991Sales: 20.6 million unitsDeveloper: Nintendo EADProducer: Shigeru MiyamotoMode: Single/ multiplayer
Super Mario Sunshine System: Nintendo Game CubeRelease date: 2002Sales: 6.31 million unitsDeveloper: Nintendo EADProducer: Shigeru MiyamotoMode: Single player
Super Mario 3d Land System: Nintendo 3DSRelease date: 2011Sales: 8.53 million unitsDeveloper: Nintendo EAD TokyoProducer: Yoshiaki KoizumiMode: Single player
Super Mario Land 2 System: Game BoyRelease date: 1992Sales: 11.9 millions unitsDeveloper: Nintendo R&D1Producer: Gunpei YokoiMode: Single Player
Super Mario Galaxy 2System: Nintendo WiiRelease date: 2010Sales: 7.05 million unitsDeveloper: Nintendo EAD TokyoProducers: Yoshiaki Koizumi, Takashi TezukaMode: Sing/ multiplayer
Super Mario Land 3 Wario Land System: Game BoyRelease date: 1994Sales: 5.2 million units Developer: Nintendo R&D1Producer: Gunpei YokoiMode: Single Player
Super Mario 3D WorldSystem: Nintendo Wii URelease date: 2013Sales: --Developer: Nintendo EAD Tokyo,1-Up StudiosProducer: Yoshiaki KoizumiMode: Single/ multiplayer
Evolution of MarioMario 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.
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.
MustacheThe Mustache was given to
accentuate his nose.
OverallsMario was given overalls to make his
arm movements more noticeable.
HatFlowing hair was hard to animate in
8 bit games, so Mario was given a hat to hide his hair.
Super Mario System: NESRelease date: 1985
Super Mario 64 System: Nintendo 64Release date: 1996
Super Mario Land 2 System: Game BoyRelease date: 1992
Super Mario World System: Super NintendoRelease date: 1991
Super Mario Brothers 3System: NESRelease date: 1990
Super Mario Brothers 2 System: NESRelease date: 1988
Japan36 million units
Europe 37 million units
North America
106.11 million units
Millions SoldThe 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.
Game
5
0
10
20
25
30
35
40
15
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: W
ario Land
Super Mario World 2: Yoshi's Is
land
Super Mario 64
Super Mario Sunshine
New Super Mario Brother
Super Mario Galaxy
Super Mario Galaxy 2
Super Mario 3D Land
40.2
3
10
18
20.6
11.9
5.2
11.89
6.31
29.22
10.85
7.05
8.53
18.06
4
186.36 million units
worldwide
Designed by William Pauley – December 2013SFSU – dai – Information Design – Pinot Trogu
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-gameculturehttp://www.nesmaps.com/maps/SuperMarioBrothers3/sprites/SuperMarioBrothers3Sprites.html
Mario Madness
FinalThe final poster is
24 x 36 inches in size.
William Pauley
Evolution of MarioMario 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.
MustacheThe Mustache was given to
accentuate his nos e.
OverallsMario was given overalls to make his
arm movements more noticeable .
HatFlowing hair was hard to animate in
8 bit games, so Mario was given a hat to hide his hai r.
Super Mario System: NESRelease date: 1985
Super Mario 64 System: Nintendo 64Release date: 1996
Super Mario Land 2 System: Game BoyRelease date: 1992
Super Mario World System: Super NintendoRelease date: 1991
Super Mario Brothers 3System: NESRelease date: 1990
Super Mario Brothers 2 System: NESRelease date: 1988
EvolutionVarious Mario sprites depict the evolution of the character.
A closer look at Mario reveals why he was given a hat, moustache, and overalls.
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International SalesThe 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.
Japan36 million units
Europe 37 million units
North America 106.11 million units
SalesThis map of the world shows the
three countries with the highest sales
figures. The US and North America has the highest by far.
William Pauley
Decades of MarioThe 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.
6 games1990s
3 game s1990s
3 games1990s
3 game s1990s
68.31 million units1980s
15.58 millio n units2010s
71.47 million units
1990s
46.38 million units
2000s
Millions SoldThe 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.
Game
5
0
10
20
25
30
35
40
15
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: W
ario Land
Super Mario World 2: Yoshi's Is
land
Super Mario 64
Super Mario Sunshine
New Super Mario Brother
Super Mario Galaxy
Super Mario Galaxy 2
Super Mario 3D Land
40.2
3
10
18
20.6
11.9
5.2
11.89
6.31
29.22
10.85
7.05
8.53
18.0 6
4
186.36 million units
worldwide
SalesGraphs made in Excel show sales figures per game, and sale per decade.
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Super Mario Brothers 40.23Super Mario Brother 2 10Super Mario Land 18.06Super Mario Brothers 3 18Super Mario World 20.6Super Mario Land 2 11.9Super mario Land 3: Wario Land 5.2Super Mario World 2: Yoshi's Island 4Super Mario 64 11.89Super Mario Sunshine 6.31New Super Mario Brother 29.22Super Mario Galaxy 10.85Super Mario Galaxy 2 7.05Super Mario 3D Land
NESGame BoySNESNintendo 64Game CubeWiiNintendo DSNintendo 3DSWii u
68.31 371.47 646.38 315.58 3
106.11
0 5
10 15 20 25 30 35 40 45
Series1
Series2
Series3
1
2
3
4
1
2
3
4
Data CollectionA large part of the
project was data collection and
processing. I used Excel and Word to
compile the data, and turn it into graphs.
William Pauley
Portfolio 2014 49
[email protected]/pub/william-pauley/80/452/b90/
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