Shigeru Miyamoto Super Mario Bros., Donkey Kong, The Legend of Zelda

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Format: Paperback
Pub. Date: 2015-05-21
Publisher(s): Bloomsbury Academic
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Summary

Video games are considered by many to be just entertainment-essentially void of skillful, artistic intervention. But as any gamer knows, there's incredible technical and graphic talent behind even a flickering Gameboy screen.

You may have never heard Shigeru Miyamoto's name, but you've probably spent many a lazy afternoon absorbed in his work. Joining Nintendo as a video game designer in the late 1970s, Miyamoto created the powerhouse franchises Super Mario Bros., The Legend of Zelda, and Donkey Kong-games so ubiquitous that Miyamoto was named one of TIME's 100 Most Influential People in 2007.

Combining critical essays with interviews, bibliographies, and striking visuals, Shigeru Miyamoto unveils the artist behind thousands of glowing gaming screens, tracing out his design decisions, aesthetic preferences, and the material conditions that shaped his work. With this incredible (and incredibly unknown) figure, series editors Jennifer DeWinter and Carly Kocurek launch the Influential Video Game Designers series, at last giving these artists the recognition they deserve.

Author Biography

Jennifer deWinter is Assistant Professor of Rhetoric and Interactive Media and Game Development at Worcester Polytechnic Institute, US, where she researches computer production and global circulation. deWinter is particularly interested in the cross media vampirism of entertainment media, with a focus on computer games and Japan. She is currently co-editing a book on the intersection of technical communication and games and is working with Steven Conway on a book about video game policy.

Table of Contents

Introduction
Chapter 1: “The Father of Modern Video Games"
Chapter 2: Creating Experiences for Characters: Mario and Legend of Zelda
Chapter 3: Upending the Tea Table: Long Development Cycles and Game Delays
Chapter 4: From Arcade Cabinets of Wii Remote
Chapter 5: In His Own Words
Chapter 6: Gamography
References

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