Supanek Portfolio 2012 5 2

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My Online Portfolio (610) 691-2832 ONLINE: [email protected] EMAIL: PHONE #: e Portfolio of STEPHEN MICHAEL SUPANEK Detail Seeker Type Afficionado Studious Researcher Visual inker Idea Generator Multi Role Player Team Collaborator GET IN TOUCH

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Transcript of Supanek Portfolio 2012 5 2

Page 1: Supanek Portfolio 2012 5 2

My Online Portfolio

(610) 691-2832

ONLINE:

[email protected]:

PHONE #:

The Portfolio of

STEPHEN MICHAEL SUPANEK

Detail SeekerType AfficionadoStudious ResearcherVisual ThinkerIdea GeneratorMulti Role PlayerTeam Collaborator

GET IN TOUCH

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MY PERSONAL LOGO PROGRESSION

Thank you for taking a look through my portfolio. You’re viewing my work because I truly admire yours.I am a highly passionate designer

striving for greatness, and a person always motivated for opportunities to learn, grow, and contribute.

2002 2007 2009

An evolution of my personal logo throughout the last several years.

“Providing, meaning to a mass of unrelated needs, ideas, words and pictures - it is the designer’s job to select and fit this material together and make it interesting.”

- Paul Rand

“We are all born with genius. It’s like our fairy godmother. But what happens in life is that we stop listening to our inner voices, and we no longer have access to this ex-traordinary ability to create poetry.”

- Milton Glaser

“My argument is that all graphic designers hold high levels of re-sponsibility in society. We take invisible ideas and make them tangible. That’s our job.”

- Neville Brody

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Transit ad series for Fruit Gushers snacks by Betty Crocker, used on the insides of buses. Advertising II class project, Kutztown University 2007.

ELEMENTS: 3 Bus Transit Ads 1 Gushers Oil Derrick Transit Ad

2 Gushers Volcano Transit Ad

3 Gushers Whale Transit Ad

FRUIT GUSHERS BUS TRANSIT ADS

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Twilight

COVER STORY Nintendo Wii / Gamecube

“Nintendo’s Zelda franchise has never wavere in terms of its overall quality and high levels of presentation. “

By Mark MacDonald

LEGEND OF ZELDA : TWILIGHT PRINCESS

The Legend of Zelda series is one that has had so many accolades poured upon it, it is wonder it has not been crushed. From the spectacular NES original, through th sublime Ocarina of Time, right past the cel-shaded Wind Waker and up to th Capcom/Flagship-developed Minish Cap, Nintendo’s Zelda fran-chise has never wavere in terms of its overall quality and high levels of presentation. Now, though, we patiently await the final release of the much-delayed Twilight Princess and can only hope that with th company changing the game’s initial platform and adding in new control mechanics, Nintend has not dropped the ball this time. With the chance to see the near-final build in London there was no bet-ter way to find out the bottom line.

Link, a young man raised as a wrangler in a small, rural village, is ordered by the mayor to attend the Hyrule Summit. He sets off, oblivious to the dark fate that has descended upon the kingdom. When he enters the Twilight Realm that has covered Hyrule, he transforms into a wolf and is captured. A mysterious figure named Midna helps him break free, and with the aid of her magic, they set off to free the land from the shadows. Link must explore the vast land of Hyrule and uncover the mystery behind its plunge into darkness. As he does, he’ll have to enlist the aid of friendly folk, solve puzzles and battle his way through dangerous dungeons. In the Twilight Realm, he’ll have to use his wolf abilities and Midna’s magic to bring light to the land. Besides his trusty sword and shield, Link will use his bow and arrows, fight while on horseback and use a wealth of other items, both new and old. Preferably new!

Behind

the

Lighting up the night with a Lantern, Link link meets up with those of Tauru Villiage

A year ago, the next Zelda game was highly anticipated. Now halfway into a year long delay, the expectations surrounding the expectations are . . . well , rediculous. Even with the Playstation 3 and the Wii dominating headlines and online discussion groups, Link represents a formidable presence as he waits in the shadows. Now that the launch of the two systems is imminent, the green-suited legend, too, prepares to emerge. Taht means it’s time to pull together every shred of information available for an updated look at The Legend of Zelda: Twilight Princess.

An imposing archway with a moonlite background.

When an evil darkness en-shrouds the land of Hyrule, a young farm boy named Link must awaken the hero - and

the animal - within. When Link travels to the Twilight Realm, he transforms into a wolf and must scour the land with the help of a myste-rious girl named Midna. In the Wii version of the game, The Legend of Zelda: The Twilight Princess delivers incredibly precise aiming con-trol using the Wii remote. The Wii Remote and the Nunchuk controller are used for a variety of game activities, including fishing and special sword attacks. Players ride into battle against troops of foul creatures using an amazing horseback combat system, then take on mas-sive bosses that must be seen to be believed.

Meet

c

The last great GameCube game will be the Wii’s first. . .

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Shrouded No One Hears Her Cries

Midna, a new character, is a resi-dent of the Twilight Realm. At a certain point in the game she de-

cides to team up with Link to fight a “greater evil” that she

cannot overcome alone. Midna (once teamed up with Link) breaks out of a “prison” with him. For these parts, the player controls her while she rides on Wolf-Link’s back, however, during certain portions of the game Wolf Link may be controlled without Midna (as seen in the snowy landscape featuring Wolf Link without Midna). There has been much speculation regarding Midna’s identity. Official sources, however, do not suggest in any way that she is a familiar character, confirming only that she changes form in the normal world as Link does in the Twilight Realm. She disap-

pears once Link re-enters regular Hyrule (in the demos), and has been said by Aonuma to remain with Link in another form.

Midna

In the Twilight Realm, Link’s wolf form can hop around tree pads, branches, and even tree tops.

Link riding his horse Epona on path through dark surroundings.

A busy bustling town just outside of Tauru Vil-lage. A lot of nice nice items to be had here.

Wow that enemy has a big pole!Ergh wait! Strike that!

Link battles ape-like creatures and tribal characters in one of the first temples in the game.

Midna riding atop the wolf in a tran-sition to the Twilight Realm.

Midna displaying conjure.

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CounterAct EditorialEditor-in-Chief Phil TheobaldExecutive Editor Mark MacDonaldManaging Editor Jennifer TsaoSenior Editor Crispin BoyerPreviews Editor Shane Bettenhauser

DesignArt Director Monique ConvertitoAssociate Art Director Stefan BelvayContirbutors Colin Adams, JeremyNorm Scott

Copy DeskCopy Chief Kristen SalvatoreCopy Editors Tom Edwards, Greg Ford

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Editorial ZoneIssue. 58 June 2008

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Features

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Game Reviews

View some tasty opinion and an overview of the latest news on gaming and what is covered in the issue.

Role Playing Games, yep, we have them.

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This month’s reviews lineup features analyses of The Elder Scrolls IV: Oblivion and Soul Calibur III find out our Game of the Month

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Without a shadow of a doubt the new Zelda will be the must- have title of 2006 We’ll take a look at the game in a 12 page indepth article and its conjunction with the Wii

Retro Strategy: Yoshi’s Island Part 2 We open the coloring book, and look back on the classic. By Drew Williams

Multiplatform 86> Madden 07 87> Sonic the Hedgehog 88> The Darkness 88> Frontlines: Fuel of War 89> Marvel : Ultimate Alliance 89> Just Cause 90> Mortal Kombat: Armaggedon 90> Call of Duty 3

Playstation 3 91> Metal Gear Solid 4 92> Prey 93> SOCOM 3 94> Assasin’s Creed 95> The Eye of Judgment 96> Stranglehold 97> War Hawk 97> Coded Arms : Assault 98> Heavenly Sword 98> Resistance: Fall of Man

Playstation 2 99> Black 100> Final Fantasy XII 102> God of War II 102> 2006 Fifa World Cup 103> Rogue Galaxy 103> Valkyrie Profile 2: Slimeria

104> Okami 105> Valkyrie Profile 2: Slimeria

XBox 360 106> Crackdown 107> Gears of War 108> Bioshock 109> Dead Rising 110> Forza 2: Motorsports 111> Blue Dragon 112> Halo 3 113> Too Human 114> Saints Row

XBox 116> Sniper Elite 117> Flatout 2 118> Crusty Demons 119> Xbox Arcade

Nintendo Wii 120> Red Steel 121> Metroid Prime 3: Corruption 122> Super Mario Galaxy 123> Super Smash Bros. Brawl 124> Wii Sports 125> Project H.A.M.M.E.R 125> Elebits

Nintendo Gamecube 126> The Legend of Zelda : Twilight Princess 128> Super Paper Mario 129> Mario Party 7

Sony PSP 130> Loco Roco 130> Ratchet & Clank:Size Matters 131> Lumines II 131> Ultimate Ghosts and Goblins

Nintendo DS 132> Yoshi’s Island 2 DS 132> Guilty Gear DS 133> Children of Mana 133> Megaman ZX 134> LOZ: Phantom Hourglass 136> Castlevania: Portrait of Ruin 137> Final Fantasy III

PC 138> Crysis 139> Spore 140> Supreme Commander 140> Enemy Territory: Quake Wars 141> Tabula Rasa

News 008Essentials 164

Afterthoughts 022The Making Of . . . 026

Tech/Gear 064Inside Sports 076

We have previews of games under the radar for this month.

The Last Life

Next Issue

Ju

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Tactix / Tidbytes

Full Story on The Legend of Zelda: Twilight Princess

ESSENTIALS/ REGULARS

On The Inside>>>

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The Controller

Magazine

THE PREVIEW LISTINGS

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THIS MONTH >>>

Entertainment On!

2006 E3 Game Expo In L.A. With this year’s expo in the history books, we’ll look at the games, new consoles. By Dan Hsu

The Legend of Zelda :

Are Wii Ready For The Revolution Nintendo’s new system is very innovative. The controller is unlike anything imagined. And we’ll take a look at the Virtual Console. By John Riccardi

Preview: In For A Phenomenal Shock The new phe-nomenal Xbox 360 / PC title shown at E3 2006 and is being released early next year. A mix FPS and deep water exploration. By Mark Peckham

The Twilight Princess

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We have set a standard with this overview of media and popular culture. The section also has cool informative

Shedding A New Lite on the DS This is our in-depth article on the very stylish revision of the dual-screen handheld system. We take a look at what has changed By Steven Grimm

Tech / Gear

Start ScreenThis area has news, what’s hot, game calendar, opinions, letters, and some Q and A. Everything here is gaming.

Multiplatform 152> Hitman: Blood Money 153> Rogue Trooper 154> Soul Caliber III 158> Disney/Pixar Cars 158> Ice Age 2: Meltdown 159> MLB 2K6 160> Arena Football 160> The Da Vinci Code

Playstation 2 162> Black 164> Kingdom Hearts II 168> Armored Core: Last Raven 168> Suikoden V 169> Ghost Recon Advanced Warfare 170> Naruto: Ultimate Ninja 171> Steambot Chronicles

XBox 360 172> The Elder Scrolls IV: Oblivion 174> Top Spin 2 174> Full Auto 175> Xbox Live Arcade

XBox 176> Dreamfall: The Longest Journey

Nintendo Gamecube 177> Odama 179> Harvest Moon: Magical Melody

Sony PSP 180> Daxter 181> Lemmings 181> Field Commander 182> Metal Gear Ac!d 2 183> Maverick Hunter X

Nintendo DS 184> New Super Mario Bros. 186> Metroid Prime Hunters 187> Magneta 187> Super Princess Peach

Game Boy Advance 188> Mega Man Battle Network 6 188> Tales of Phantasia 189> Mega Man Zero 4

In our next issue we will feature Gears of War and any major story that developes. We will continue our Subject to change

Previews 087Reviews 152 Tactix 192Retro 218 The Wrap Up 260Next Month 265

Inside Sports

Summer Movie Preview Does The Pirates of the Car-ribean : Dead Man’s Chest have the potential to be a $400m picture? Other major movies previewed. By Peter Travers

Hype_ List . . . . . . <058 Hot products and hot topics

Previews of hi-tech toys and electronic products. Gear that is loud!

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The InBox . . . . . . <012 Here are your letters, online blog, contests, and email correspondence.

Gears of War

Strategy/ Walkthrough . . . . . . Indepth strategy guides and walkthroughs for all types of game platforms.

The News . . . . . . <014 An informative look at gaming news and more.

Turning the clock, this section provides reminders of some of games glory moments and some not so.

Table of Contents

Black

Resistance:Fall of Man

Crackdown

Halo 3

Madden NFL 2007

Super Mario Galaxy

Mega Man ZX

Children of Mana

Final Fantasy XII

Assasin’s Creed

Bioshock

Rogue Galaxy

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Highlights provides sport stories on players, sport events.

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Fighter’s Edge . . . . . . Kick and Punch. Become a master in fight ing games. We’ll teach hit combos. This month we’ll look over Soul Calibur III.

Sound and Vision . . . . . . <060 Music and movie previews and reviews.

RPG Sanctuary Our final words relating to all that have mentioned in this issue

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Will Pirates rule over the Summer Box Office

Back Story . . . . . . The back story consists of a review wrap up.

Inside Job . . . . . . <030 We profile/interview game developers, creative directors, game programmers, level designers, etc.

Final Words . . . . . . A final summation of a main topic inside this publication. Additional discussion from members of the staff and writers.

Chart Blast . . . . . . <019 Posted here are the top selling games for their system. It also has other listings.

Gaming Gossip . . . . . . <024 We’ll let you know what’s gonna happen -- probably?

Afterthoughts . . . . . . <028 A key games that were reviewed in the previous issue are given a closer look.

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The Making of . . . . . . <020 Shows the process of how certain games were made from concept to final product.

Are Wii Ready for Nintendo’sNew Revolution.

This is videogame tips and tricks. Here you will also find our strategy guides. Know the right moves with fighting game.

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Code Vault . . . . . . Game codes, cheats, and helpful hints for all types of game platforms.

On the field is where it counts. All spectrums of current sports and sports games are covered.

International . . . . . . <064 What is happening on the worldly scene and popular culture.

The Arena . . . . . . Wanna be put to the challenge! Challenge time trials, scores, and more. Game compe titions against our best and other fan bests.

Off The Field interviews with those in professional sports.

Gridiron this segment is new. A insider on football.

Buyers Beware a warning to consumers of faulty products.

On The Edge a preview of cut-tining edge latast technology.

Peripherals this section shows the latest gadgets and game controllers.

Summer Preview . . . . . . <064 We have provided this area every summer.

The Calendar . . . . . . <026 This shows what will happen for this month and the game releases.

Retronews . . . . . . <220 News on rereleases of old, games in conjunction to the older games

RetroReviews . . . . . . Reviews on the classics of systems past. We also have as usual, Crap of the Past.

Game Graveyard . . . . . . Not that spo0o0ky!!! Games of the past s

RetroStrategy . . . . . . We continue our strategy of the Super Nes masterpiece Super Mario World 2: Yoshi’s Island. Part two of three.

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Cover: Zelda’s Never Ending Twilight An indepth look at this dark mysterious Zelda game that will be released on bothe the Gamecube’s final Zelda By Mark MacDonald

The Gallery . . . . . . A gallery of art and creativity by the fans.

Other Stuff . . . . . . Miscellaneous stuff like comics, trivia and a crossword,

Espers a final summation of the the top stories inside this publication.

The Realm Indepth strategies and exploration of enemy hit points and how to built up your characters.

ElementalsPreviews of RPG games and news.

RETRO SPECIAL: Yoshi’s Island

PREVIEWS : Final Fantasy XIII, Army of Two, NCAA Football,

REVIEWS : Okami, Dead Rising, Deep Labyrinth, Dirge of Cerberus, Ninty-Nine Nights, Prey, and more.

10,000 Days Waiting We open the coloring book, and look bactk at the s By Rob Theakston and Nic Cowen

Sci-Fi Sector . . . . . . <068 Warped out out of this world sector, with all things Sci-Fi.

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Legend of Zelda :Phantom Hourglass

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Loco Roco

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E3 2006 : THE WRAP UP

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RetroGrind . . . . . . Shown here is the evolution of game series We also breakdown different aspects of Castlevania in the spotlight.

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Sheddiing A New Lite

Tabula Rasa

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TOOL’s New Record

The Elder Scrolls IV: Oblivion

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Castlevania: Portrait of Ruin

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The New Super Mario Bros.

Just Cause>89

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Pipe My Mario Nintendo’s new system is very innovative. The controller is unlike anything imagined. And we’ll take a look at the Virtual Console. By Vincent D’Onofrio

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The Annual Videogame Extravaganza

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The cover, table of contents, and lead article spread to the videogame and entertainment magazine, The Controller. Graphic Design II class project, Kutztown Univesity 2007.

ELEMENTS: Magazine Spreads

CONTROLLER VIDEOGAME MAGAZINE

1 Controller Magazine Logo

2 Magazine Front Cover

3 Table of Contents Spread 4 Lead Article Spread

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Pictured are the continuing pages of the lead article spread and the visual spread. The visual spread is a strategy guide on levels/stages to a game. Graphic Design II class project, Kutztown University 2007.

ELEMENTS: Magazine Spreads 1 Lead Spread (Part2)

2 Visual Spread

CONTROLLER VIDEOGAME MAGAZINE

World 3 . . . .World 4 . . . .

World 5 . . . . Extra Stages. . . .

Level 4- 1 :

W ith the announcement of Yoshi’s Island 2 This will be

a true sequel to the Super Nintendo masterpiece. We can only hope that the future release is as good as this platform genre game. In this issue we continue journeying through the second half of World Three and stop at the first half of World Five.

World

Level 4 - 2 :

Stage 3 - 5 :

Level 3 - 6 : The Cave of Harry Hedgehog

World Monkeys’ Favorite Lake

Go! Go! Mario

The Cave of the Lakitus

The stages of World Four are packed with precipitous plat-forms, dark, damp caverns, and tumbling terraces. World Four makes good use of Yoshi’s jumping and floating skills Catch a balloon and take the ride of your dino life.

Continuing where we left off. Yoshi and his pre-cious cargo must commune with nature in a series of steamy jungle stages. Most of World Three is filled with mud and water, making it awkward for Yoshi to move and jump. Inch toward confronta-tion with nasty Naval Pirana!

Level 3 - 8 :

As the story goes, long ago high above Yoshi’s Island, a stork ran into trouble on his way to the Mushroom Kingdom. It seemed that the evil magikoopa Kamek, divined

that the two bundles carried by this particular stork contained misfortune for the future King Bowser.Taking matters into his own hands, Kamek rammed into the bird and snatched

the bundles. Kamek didn’t notice right away, that when

child had slipped off his broomstick and

tumbled to the island below. Now it is

up to the Yoshies to reunite the twins and return them to their parents.

Now look carefully on the lower right. Destroy the thorns to reveal a hidden ? Cloud. Pop it and enter the door.

tropical lake, you’ve never seen anyplace like Yoshi’s Island. The music always strikes just the right note. The game is a perfect challenge for beginners, but even long time players are likely to be stumped by the task of finishing this complex and challenging game.

Level 3 - 7 :

By Drew Williamsand Stephen Supanek

Naval Pirana’s Castle

After schussing down a seem-ingly bottomless series of water slides.Yoshi winds up in a very damp dungeon with an ordinary Wild Piranha up on a ledge. Not for long though. Bad old Ka-mek comes to fertilize the feeding flora, dropping to the water to become Naval Piranha. He will charge at Yoshi. Swallow his spores for more eggs. Rub some more salt in the vicious weeds wounds by ricocheting eggs against the wall and stiking the plant’s bandages.

Stage 3 - 4 : Level 4 - 3 : Don’t Look Back ! Prince Froggy’s Fort

Strategy Guide:

Kamek will shrink Yoshi and Mario for Prince Froggy’s eating pleasure. Prince Froggy will swallow Yoshi into the pit of his stomach. Slurp up the large Shy Guys to produce gigantic eggs! Throw the eggs at Froggy’s uvula. That’s the red, balloon-like thing at the back of Froggy’s throat. Watch out

for the stomach acid raining down uponyou! Bop the uvula many times to giveFroggy a permanent stomachache!

The closing sun beats down as Yoshi explores a half-submerged stronghold.

Level 4-1 is filled with crowds of Koopas, gangs of Goom-bas, and bands of Bandits. At the end of the level Superstar Mario will face his most taxing test of daredevilry so far.

Those simian scamps are at it zgain, dropping depth-charges on Yoshi and Mario. It is a popular spot for grinders, but the large lunge fish are the denizens of this lake.

Jamming Through the TreesZip through the first section, before the bomb-throwing monkey’s can blast your path, then get past the trees.

Something went down the wrong pipe--and that some-thing is you. Dive headfirst into Naval Pirana’s castle sewers. Make your way through his tangled plumbing.

This is a one-way trip across rising balloons and exploding Countdown Platforms. You’ll have to deal with Teeter-Totters and precarious ledges in the first part of the stage. Choose your moves and jumps wisely.

Tall trees and even taller toadstools lie in Yoshi’s path as Yoshi’s path as he traverses jungles above and dark caverns below ground. Don’t bump into the little critters if you want to keep your little bundle of joy.

This is a dark and dreary series of damp and musty chambers. Lakitus cower in every corner and throw things at you when your not looking.

The numbers on the exploding plat-forms tells you how many times you can jump. Think of your moves.

. . . continue to next page

Make your own tunnelsthrough the breakable rocks, look at formations.

Use the Chomp rock to reach the wooden post.

Drop down the narrow shaft to a small shaft con-taining a key. This is the key that will be your only exit from this stage.

After morphing into the mole tank, you’ll fall down a shaft. Then you’ll have to dig through a maze.

After morphing into the mole tank, you’ll fall down a shaft. Then you’ll have to dig through a maze.

Move through the flippers then pause and let Hootie the Blue Fish pass down the pipe.

Burst a Wing Cloud to reveal a Switch, then hit the Switch to open a secret entrance to an underwater chamber.

Use the paddle wheel to collect Flowers and Coins. Watch out for marauding Grinders and Floppy fish.

Burst a Wing Cloud to reveal a Switch, then hit the Switch to open a secret entrance to an under-water chamber.

At the beginning of the stage you’ll see for the first time goombas. If you flatten them they’ll run faster.

Use a pipe to arrive filled with crystals. Bandits hidden behind the crystals waiting to ambush you.

Break off the soft stone to release a Super Star.

Use the Superstar Mario and hover to reach the home stretch of the stage

Use a pipe to arrive filled with crystals. Bandits hidden behind the crystals waiting to ambush you.

Keep your egg arm cocked and ready to collect the fleeting 1-Up balloons. Smash through the soft rock.

Retro Strategy : Yoshi’s Island

Move through the flippers then pause and let Hootie the Blue Fish pass down the pipe.

Shoot between the two pipes to get the stars, avoid the flying koopa troopa.

Contents100 points score. . . . .

Items and Power Ups . . . .Morphing . . . .Sequel Preview. . . .

“ You’ve never seen anyplace like that of Yoshi’s Island. ”

Yoshi’s Island has more than 130 enemies that patrol the games 60+ stages. There are dozens of secret areas and various types of bonus chal-lenges. The world famous design team of Shigeru Mi-yamoto and Takashi Tezuka spent four years of intense effort with the making of this game before its release in Fall of 1995. They both pushed it’s Super FX2 chip to the limit, creating a new pro-gramming technique called morphmation. The chip was use to produce enemies that grow, shrink, rotate, and change shape. Some enemies are even better than the screen. Yoshi’s Island also featured ultra realistic control in it’s day. A rich palette and subtle is shading gives the background effect. Whether flying over icy mountains or

submarining through

Once you jump on the spinning platforms, waste no time eliminat-ing all possible threats from the trees.

Make your own tunnelsthrough the breakable rocks, look at formations.

Pound down the post fpr direct line of fire then spit seeds to get the Flower.

Jump to the first treetop within your range, then backtrack to the tallest tree near the start.

Take the treetops to the high route in the beginning of the stage to reach the four red coins and to retrieve the key inside the cave.

Use a pipe to arrive filled with crystals. Bandits hidden behind the crystals waiting to ambush you. Spit or launch the shell to get the Flower.

Shoot between the two pipes to get the stars, avoid the flying koopa troopa.

You don’t want to get dizzy from the fuzzies, so avoid them and get the Flower.

If you choose to wear off the effects off the Superstar, Ground-Pound the breakable platform and collect the 1-up.

Here you’ll want to shoot your eggs at both balloons to collect the red coin and the key.

Once you’ve bounced off the aroow ball, take down the two Wild Piranhas that bock your way.

Smack the koopa with an egg to to push it’s shell toward a Flower or a 1-up.

Make your way through the pox mark wall. you’ll deal with a barrage of bats as you float from each moving Ferrie.

Hop from one happy balloon to another for a slow ascent to the platforms above. Be ready to leap for the red coin.

If you choose to knock down the bouncy arrow and launch yourself to the upper echelons of the stage. If you choose the higher road you can reach and pump up a red balloon.

If you choose to take the balloon, stay with it! It is an item-rich flight! Be ready to toss eggs at distant goodies. This an alternate route to the ending.

Part 2 of 3

Bounce on one of the monkeys to find the hidden question mark.

Slide down a slope avoid the lunge fish that comes up from the water.

Practice the fine art of egg banking to pick up coins and other fabulous prizes. This skill will come in handy later on.

Fight you way through a series of Wild Piranhas asyou near the endof this stage.

Continue this practice to take out the WIld Piranhas and collec the red coins and Flower.

A ghost clogs the works near the start of the pipe, just slurp up the Shy Guys he spits out and use eggs on him

This is the path of the shrinking red balloon, you have to keep your feet in place to ride the entire alternate jouney, Be sure to knockout the baddies on the goal to take the red coins.

Before you reach the goal, check thecrevis on the ceiling of the gigantic stone slabs near the door. You will reveal a Mytery Cloud, pop it, to reveal a ! Swich. Then pop the Cloud near the goal to make stairs and collect the coins.

In this section of the stage you’ll need to flutter from toadstool to toadstool in order to get the red coins and make it to the exit.

The first stage of world 4 begins with a mess of troops trotting up and down the series of acsending hills.

Knock down the ? Bucket form the ceiling and then hop aboard. The container will protect you.

Knock down the ? Bucket form the ceiling and then hop aboard. The container will protect you.

Once you jump on the spinning platforms, waste no time eliminating all possible threats from the trees.

Jump the Clawdaddies in the acrhways or shoot it three time with eggs.

You shouldn’t raise the last bridge until you picked up the Flower,, the Lemondrops are annoying.

Part 2

This beginning area of the fort has watery mist and is long.It has many Spear Guys and Shy Guys. Later on in this area you’ll deal with Flopsy Fish in the water and bomb-dropping Shy-Guys on the ceiling.

www.controllermag.com046 Controller Mag June 2008 www.controllermag.com Controller MagJune 2008 227

1

2

Twilight Princess is being hailed as the showcase title for the Wii launch, but it’s also slated for GameCube

duty as well. Oddly the two versions will reportedly be offered on separate discs, and gamers will have to decide to purchase one or the other.

Once they make that decision, they should generally find themselves in

familiar territory. The story line will folow in classic Zelda tradi-tion, a tale about yet another unknown hero named Link. This

time he’s a teenager who resides in a small

village just outside Hyrule, where helps to raise goats.

The goat herd setup actually serves as way to get players familiar

with the initial gameplay mechanics offer basic character movement and riding horseback,

which will figure prominently in the game. The visual style will be radically diffeerent than any other Zelda game, especially the anime-influenced WindWaker. The tone will be darker and mature, in keeping with the new aged-up Link character.

“Twilight Princess will be a hit is as sure a thing as the green on Link’s outfit”

COVER STORYLegend of Zelda : Twilight Princess

Look closely at the dual screens of the DS Lite; they’re now

closer together, and are joined by a stream

b hk

A Link to the Past

The unassuming wrangler is thrust into climatic events as Hyrule is threatened by an eerie twilight which is consuming the land. Entire sections of countryside are being transformed into dead, grey areas by the creeping unknown force. Strange, porcine boar riders appear and begin to terrorize the area. When Link’s friend, a little girl, is kidnapped by the evil marauders, he takes action. This is where the familiar green-suited heroic begin to take shape. The dark riders disappear into the gloom, which actually represents a gateway into another world. Much like The Legend of Zelda: A Link to the Pas,t, worlds of light and dark are colliding and now link has to find out why. However, when he enters the gloom he suddenly becomes a wolf. This lycanthropic transforma-tion causes the gameplay to take on new dimensions. Since he has no hands or speech, you have to figure new ways to get things done. Luckily you have heightened animal senses such as speed, vision, and smell. In the dark world you hook up with a mysterious ally named Midna. She appears to help you, but you become quickly aware that she’s working her own agenda, too.

Dark Passage

“The Legend of Zelda is one of those core Nintendo franchises that sets the course for the company’s direction. The saying goes that the software makes the hardware.Reggie Fils- Aimes , vice president of sales and marketing, says Nintendo will not let the GameCube Zelda gently into that good night. “We’ve been quite clear that The Legend of Zelda: Twilight Princess is going to launch on the Game-Cube,” he says, just as we’ve been clear that GameCube games will have value through the launch of the Wii.”

Twilight Princess will be a hit is as sure a thing as the green on Link’s outfit. Zelda games have a rabid following, and every GameCube adventure so far has been better than the one previous. This can be seen also as a farewell tour for the GameCube. The first buzz generator is the darker tone of the game. Naturallly the hero is a brand-new Link incarnation. He’s going to be an older young adult, and just as Wind Waker used a brighter cartoon atmosphere to tell the tale of that particular “kid,”

Twilight Princess is going semi-real and grown up.

Link Ages Up

b

E3 Reaction

The “Twilight World” sport is now sporting a shocking new visual style. Previously these creepy landscapes appeared in sterile shades of gray, but Nintendo has crafted a distinctive new look for the area -- over-saturated colors, soft focus, and hazy lighting effects give the enironments an appropriate otherworldly air. Maybe the year long delay was a good idea after all . . . For those who haven’t been taking notes, this bizarre dark realm stems from “the Twilight.” a mysterious force that’s slowly transforming the Land of Hyrule into a desolate, monster-filled wasteland. When Link enters this dangerous world, he magically transforms into a wolf. This metamorphosis grants Link a host of unique abilities (like new combat moves and the ability to converse with other animals). “Link’s wolf transformation is very mysterious and unfamiliar thing to express,” explains Twilight Princess Director Eiji Aonuma. “So we created this dramatic, unique graphical style that gives the Zelda Universe a very different feel.” But what’s the story behind the twilight realm and the Zelda Universe a very different

Look closely at the dual screens of the DS Lite; they’re now closer together, and are joined by a stream

A Few Enemies

Skulltula

Armored Stolfalo

New Enemy

Stolfalo

Gone Fishin’Although angling has a proud history in the franchise, the team at Nintendo couldn’t find a good fit for fishing in Wind Waker (despite the ocean setting), and it wasn’t originally planned for the new Zelda. But unknown to Aonuma, one of the programmers was working on it as a pet project. “It the same programmer that made the fishing event in Ocarina of Time,” says Aonuma, “He loves fishing in his private time.” Which is probably why, at this point, the gameplay feels much like it does in the N64 clas-sic: Tap B to wheelback and fling out your lure, then press Left and Right on the analog stick to jerk it back and forth or tap B to slowly reel it in. One welcome change is with the camera control -- pressing the C stick Up or Down zooms in on the lure so you can spot fish silhouttes in the water.Once you have a bite, you need

to reel the line back in as the fish thrashes and tugs on the line in the opposite direc-tion, all while the controller vibrates like mad. As for how fishing will be integrated unto the larger game, it’s still under consideration, “[it might just be] a minigame, like in Ocarina of Time, “ says Aomuna. “But I’m thinking about the possibility of making it related to the overall scenerio [as well]. One of the wildest ideas is you could fish for a boss, then fight against him.”

Twilight Princess will be a hit is as sure a thing as the green on Link’s outfit. Zelda games have a rabid following, and every GameCube adventure so far has been better than the one previous. This can be seen also as a farewell tour for the GameCube. The first buzz generator is the darker tone of the game. Naturallly the hero is a brand-new Link incarnation. He’s going to be an older young adult, and just as Wind Waker used a brighter cartoon atmosphere to tell the tale of that particular “kid,” Twilight Princess is going semi-real and grown up.

www.controllermag.com Controller MagJune 2008 047www.controllermag.com046 Controller Mag June 2008

Behind the door lies an ember-filled cavern; from link’s position on a metal scaffold, you practi-cally feel the heat rising from the deadly, glowing magma below. A few more enemies hamper Link’s progress, but they are no match for the hero’s bow and blade skills; if you really want to humiliate the goblins, you can parry to knock them into the flaming sea of magma. With the drawbridge raised, the way seems impassable, but midna again comes to the rescue by suggest-ing that you snap the ropes that hold up the bridge. One well-placed arrow sends the bridge slamming down, and the door to the bosses lair comes into sight.

The chain’s hanging from the bosse’s door are ominous-but are they to keep you out, or to keep the boss in? After you step inside it doesn’t matter; the door seals shut behind you, and the monstrosity of a boss reveals itself. As it breaks free of its bonds and flames erupt from its body, it resembles a giant Goron crossbred with the Balrog from The Lord of the Rings. The behe-moth is powerful; it’s flames are intense. Link’s sword alone has no effect on the boss’s relent-less fury. Fortunately, a glowing gem on its hed reveals a weak point. By using the proper tools and exploiting the chains dangling from the boss’s limbs, Link can bring the giant to its knees and claim victory; we can only wonder how the battle will play out in the final version of the game.

Extreme Twilight

feel.” But what’s the story behind the twilight realm and the evil it seems to be producing? What other challenges and environments await Link? And what about all the animals that seem to be following the hero? It’s unclear just how much of the game takes place in this world, but if it looks this cool, we’re not complaining.

Gruding the Goron Mines

Ah, the tranquil hamlet that kicks off nearly every Zelda game. The one thing that stands out about about Toaru Vil-lage (Japanese for “unspecified” -- the English name is to be determined) is, like everything in this new Zelda, the sense of realism. And we aren’t just talking about the graphics: townspeople go about their business, cats and chickens wander here and there (one attacking the other if they get too close), birds scatter out of the

tall grass as Link approaches. The sense of scale is impressive: maybe it’s just a reaction to Wind Waker’s sqaut characters, but everything seemed taller, bigger, and more spread out. As in the last, Link starts without a weapon or his trademark green outfit. “If someone happened to see this scene without knowing what the game is,” says Aonuma, “they probably wouldn’t even guess it was Link in The Legend of Zelda.” Upon closer inspection, however, one detail is a dead giveaway: On the back of Link’s left hand are three dark triangles -- Zelda’s Triforce symbol.

Tranquil Toaru Village

Link treading water to make thtough one of the game’s many watery passages.

Just some of the highlights of the Goron Mines and some of the overworld field. Inset: The Gale boomer-ang is avery handy accessory.

A few of the uniique enemies that have been part of the Zelda tradition for years, now restyl-ized yet again.

Link battles the Darknut. Knock off each piece of armor.

The Wolf Link can see both people and things that are invicable..

Left Only a very small chunk of the games overworld field. Yes, it is

a monstrousity.

Link is ready to slice n’ dice this poison-ous plant.

Top: The separation process between the Twilight to regular world. Right: Link meets up with a child and scarcrow.

Page 6: Supanek Portfolio 2012 5 2

“ More and more, the DS Lite is looking like the go-any-where-do-anything portable gaming system that every-one thought the PSP was going to be ! ”

It’s a no-brainer that the Lite’s four stages of brightness makes all games better. The lowest setting provides the standard DS’s level of illumination, and lasts 19 hours. And at its brightest. the battery life is still 5 to 8 hours-plenty for the typical obsessive session. High-cheer games-where the design’s all bright, all the time-explode with energy and enthusiasm. The newfound brightness even breathes new life into Game boy Advance collection: We’ve been sucked back into our favorite GBA games to marvel at how great they look when seen in a new light.

Shedding

Dawning Of A New DS

A big redesign with

many small touches

have combined to

make the DS Lite

into Nintendo’s best

handheld ever !

A New

Start Button

By Steven Grimm

Additionally, TV tuner support has been announced in Japan. Even though the digital television broad-cast dtandard exists in Japan only, it’s just another example of DS built-in functionality to be tapped. There’s little doubt that Sony is preparing to launch an all-out assault in the handheld arena with the PSP this year, but the DS Lite is already dug in deeper than most people could have imagined.

Lite Makes Right

The DS Lite is on its way to becoming a formidable multipurpose pocket-sized system

The DS Lite stylus will be thicker to make it more comfortable to use for touchscreen input.

A smaller form factor will make the DS a more convenient portable web-ac-cess device.

A longer, more substantial stylus means less wobble creeps into control; that’s key for speedy games like Magneta, Meteos. and Pokemon Trozei, and sketch based games like Kirby Canvvas Curve, Pac-Pix and Yoshi Touch & Go. The improved stylus comes in handy across the board.

Substantial Stylus

Brilliant Lighting

Slimmed and Sturdy

The DS Lite has slimmed down so that it’s just slightly thicker that the standard DS’s lower portion is. That adds to the DS Lite’s sleekness. Shedding about 20% of the weight also plays a big role in gameplay sessions. When closed, the DS Lite is only slightly thicker than the standard DS’s base, but the Lite remains as durable as the original.

Focused Control Design

Look closely at the dual screens of the DS Lite; they’re now closer together, and are joined by a streamlined hinge. Subtile, yes, but it adds up to a more-seemless experience in games that use the dual-screens for integrated visual effects, from the “tall screen” format of Metroid Prime Hunters’ cinematics to the stretched level designs in Mario & Luigi: Partners in Time. But it may also improve your gameplay in high-rise action

Unified Designs

More and more, the DS Lite is looking like the go-anywhere-do anything portable gaming system that everyone thought the PSP was going to be. And soon the DS lite may have the scoreboard going for it too. Nintendo has touted 15 million DS owners worldwide, and the dual-screen mini-unit, just went on sale in Japan in March. And although no U.S. release date had been release at press time, the DS Heavy and Bulky is already set to phase out this September. The E3 saw the proclaimation of a “Lite” Christmas with the old DS featured in some hearty bundle deals.

system, and a portable one at that, you’ll probably just let the fingerprints accumulate, which somewhat negates the whole point of it being shiny. But the real disappointment is that the attractive outer shell does not extend to the inside surfaces, making the DS Lite look completely different when opened up for playing games on. The matte finish inside is even off-tone, so the colors don’t match. And while I’m picking nits, the edges where the system folds together appear to be yet another, lighter color. So while the overall presentation is still much better than the ghastly original, Nin-tendo didn’t quite get it exactly right. If you’re going to buy a system mostly for the looks, you do want the looks to be perfect.But you shouldn’t buy the DSL just for looks, because its best features by far are the new screens. These screens are so bright and clear that you’ll want to run through all your old DS games just to see their true colors. Metroid Prime: Hunters look completely different

Meatier, slightly raised buttons with touch of traction mean your fingers get a better grip and softened edges make sliding your thumbs between the buttons smoother. The Control Pad’s size has also been dialed back, so your thumb needs to do less work to push left, right, up, down, and directions in between. Even the function buttons are better. For example, the power switch has moved to the right side, it requires an upward flick to turn the Lite on, and a flick-and hold to power down. Admit it: you’ve accidently thumbed the power button during manic battles in Metroid Prime Hunters (or maybe that’s just us).

The Nintendo DS Lite (DSL) is a smart, eye-catching update to the original Nintendo DS (NDS) that manages to add some important up-grades to functionality. Whether it’s worth paying for another system just depends on your level of dissatisfaction with the old unit, but DS hold-outs should absolutely go straight to the DSL.Though not its most important feature, the revamped exterior is definitely the most noticeable change to the DSL, at least initially. The new shell is very shiny and flat, and like the PSP and iPod, it picks up fingerprints like a magnet. As great as the DSL looks out of the box, it’s going to look that great for all of half an hour unless you clean it everyday or handle it with gloves. Since this is a gaming

New Features of The DS Lite

Continued

when played on the DSL. Although there are four brightness levels, the highest one is too bright to be played indoors, though it can be useful if you want to play in sunlight.

Ultility Used Efficiently

Big Story

DS Lite as Mighty Mite

From Wifi to WebNintendo’s pulling on functionality beyond gaming, too. Of course, the DS is wi-fi capable, and McDonald’s patrons around the country are already easing their digestion with a heaping helpings of gameplay. With Nintendo thus setting up nationwide wi-fi networks here and in Japan and fortifying the Nintendo Wi-Fi connection site (nintendowifi.com), the web is the obvious next step for the Lite. A web-browsing cartridge using the Opera browsing standard is about to allow Japanese DS owners to use the wi-fi connection to search the Internet, You use both screen, naturally, with the touchscreen displaying a tiny keyboard with sty-lus-activated mouse commands. Spatial navigation support makes it work for devices that do not have a mouse, such as remote controls or other types of console gamepads.

A comparision picture between the new Nintendo DS Lite and a white

version of the Sony PSP.

Weight loss is one thing but good erogonomics is another. The DS Lite has comfort in spades due to the smaller bass and shifts in where the but-tons are. The reduced size is sometimes a mixed blessing. It does make the system truly portable and much lighter, which lets you play longer with less hand fatigue. But the weight savings may be offset by wrist cramps induce by the difficulty of holding the DSL with adult hands. Games that require heavy use of the D-pad and/or face buttons present a problem, because anyone with moderately sized hands will not be able to tightly grip the DSL for any length of time.

Sweet Ergonomics

Power, Start, and Select are out of the way of your thumbs. Power is a right-side switch; Start and Select are low on the right-side face.

Seemless Experience

This the look of the portable when opened and ready to play. The botton screen is where you use the stylus.

Closed and compact, ready to travel. The DS logo is embossed on the top.

When not playing a Game Boy Advance game, you can cover the slot with a light-weight plug-in, making the system more comfortable in your grip.

Control feels tighter thanks to a centrally placed microphone and higher-placed, more substantial raised buttons. That, in combination with the smaller Control Pad, benefits thumb control, especially during fast pasted action games.

Tighter Control

The DS Lites skips a lights-off mode and instead uses the standard DS’s lights-on as the starting point. The difference between its dimmest and brightest settings? Like night and day.

The DS game cartridge fits into the small slot in the back of the portable.

Your GBA games as with the first DS, fit directly in the front slot, downside: part of the cartridge slicks out of the machine.

The are some of the initial colors of the DS Lite, leading the pack is the C

It definitely shows that Nintendo has a sleek new portable.

Slimming Effect

Lively Shine

The new Nintendo Dual Screen (DS) Lite is so compact, it will fit easily inside a pants pocket.

Lite

When closed the DS Lite is only slightly thicker than the standard DS’s base,but the Lite remains as durable as the origi-nal. And that pretty impressive feat.

More Convenient MicThe mic is now at the center of of the DS experience, positioned on the hinge between screens, which makes mic-based gameplay feel more natural.

games where objects move quickly between the screens: Dual-screen action- like that in Magnetica, Metroid Prime Pinball, and the minigames in New Super Mario Bros. - is different on the Lite.

www.controllermag.com046 Controller Mag June 2008 www.controllermag.com Controller MagJune 2008 047

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Photo by N

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Photo by Nintendo

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Photo by Nintendo

Secondary spread to The Controller videogame magazine., along with a spread previewing aspect of a single videogame. Graphic Design II class project, Kutztown University 2007.

ELEMENTS: Magazine Spreads

1 Secondary Spread

2 Magazine Spread

1

2

CONTROLLER VIDEOGAME MAGAZINE

Imaginative art and style with a mix surreal horror make every turn possibly your last.

We can’t say why, but something about a featureless diving-suit monster scares the hell out of us in ways no horny demon from hell ever will. Dubbed “Protectors,” the hulks of metal and gunnery shamble stoically around Rapture searching for “Gatherers” -- young children who harvest Adam from dead bodies, ingesting and internally recycling it into a reusuable genetic resource. The Gatherers scuttle out of ventilla-tion ducts and hop rides on Protector backs or hold their hands on the way to the bodies. Why? Rapture’s become one messed up habitat, and a third group of metahumans called “Aggressors” roam its ocean-infiltrated hallways, attackin other surviver relentlessly. Without the Protectors, it’d be open season on the Gatherers: though, where the Gatherers take te harvested Adam is one of the game’s many myteries. And there’s one more thing the Protectors are guarding these frail, battered children from . . .you!

B

(Hard) Eye Candy

PREVIEWS BIOSHOCK XBOX360

What Else We Know . . .

Publisher

Available On :

BioShock is the spiritual successor to

System Shock 2, a groundbreaking and

original survival-horror shooter designed

by Irrational Games in 1999. Judging by

our early experience with BioShock, the

game might be even more risky and in-

spired than System Shock 2. Needless

to say, it looks phenomenally promising.

Little Sister

Moral Outrage

Big World

Format

Developer

Release Date

Rapture incident. As a plane crash survivor, you find a strange structure protruding from the middle of the ocean. You pilot a submersible into the twisted depths of the utopia-turned-disaster Rapture, your only chance at survival.

The developers at Irrational have made it clear that BioShock is about choice. That means not only role-playing choice and strategic choice -- it means moral choice. BioShock asks a simple question: how far would you go to stay alive? The answer: pretty damn far, especially when you get a look at some of the perverted freaks that skitter through the leaky corridors of Rapture.

Plenty of games allow the player to indulge in selfish, senseless acts. But BioShock takes that con-cept one step, or even ten steps, further. Crawling around the hallways of Rapture are characters the developers call “Little Sisters.” These harmless hu-manoids look like malnourished eight-year old girls. And that’s because they actually are malnourished eight-year girls. But the problem is, Little Sisters contain vast quantities of a life-giving serum called “Adam” (as in, Adam and Eve). The player desper-ately wants Adam, because it works like money and enables the player to upgrade his abilities and buy other goods. The trouble is, you’ll have to forcibly extract the serum from the little sisters, an alarm-ing enough process in and of itself. Are you willing to drain the life out of little girls in order to make yourself stronger and progress?

The moral question becomes even more interesting when you factor in a huge, hulking character dubbed the “Big Daddy.” The Big Daddy is nearly unbeat-able, and each one has formed a sort of symbiotic relationship with the Little Sister, and will unfailingly protect the Little Sister in every situation. The rela-tionship between the Big Daddy and the Little Sis-

ters is a cornerstone of the game; the Little Sisters know they’re be-

ing hunted by virtually every organism in the entire facility, and will cower behind the protection of the Big Daddy when threatened. As such, a direct assault against a Little Sister is doomed to failure. Instead, you must try to distract or lure away the Big Daddy in any number of ways. Some abilities will allow you to trick the Big Daddy into attacking other enemies -- opening up the Little Sister to attack -- while oth-ers will trick the Little Sister into seeking protection with you (big mistake!).

quently forgotten. By the time you arrive there, there’s evidence everywhere of the denizens attempting to manipulate their environment to survive. In addition to rearranging their disheveled surroundings, some of the inhabitants have ingested too many of the genetic modi-fiers littered around, driving them mad.

The demo started out with your character in the middle of a marble hall, surrounded by glass windows and wooden planks for reinforcement. Cracks, debris, and other signs of wear were all over, proof that Rap-ture’s residents no longer cared for cleanliness. Their concerns were decidedly elsewhere, irrefutably proven when we met the first shambling character. From behind a walk stalked a Big Daddy, a hulking humanoid covered in thick, cumbersome underwater equipment. Instead of charging right at us in a murderous rage, he slowly stepped by, aware of but uninterested in our presence. This gave us a sense of Rapture’s autonomous natures. We’re not the person around all the action revolves; every enemy is just trying to live its own life.

Draining the life force out of little girls is disturbing enough, but BioShock isn’t done yet. Some residents of Rapture will beg you not to hurt them, even bribing you with special, unique rewards in return for safe passage. Of course, there are plenty of drooling, mutated freaks. We saw an example of one, a deranged female human that scurried across walls and ceilings to get at the player. The residents of Rapture boast some freakish mutations thanks to their reckless experimentation with genetic manipulation. There are countless variations of enemies, and the way they in-teract with each other (and you) will clearly provide for limitless scenarios.

By Matt Peckham

Top: One of the many ProtectorsLeft: Spectacular sculptures and waterfalls capture the deep sewer system.

The World of Bioshock

Through fire and the element you walk and meet up with almost impenetrable foes.

Irrational Games

Xbox 360

City of Lost Children

First Quarter 2007

First Person Shooter

DETAILS

The Little Sister runs on a pathway in the fauna-filled corridors. Here are some of the Art Deco, 1920’s

and 30’s style poster decorating the futuristic underwater city of Rapture.

2K Games

www.controllermag.com068 Controller Mag June 2008 www.controllermag.com Controller MagJune 2008 069

Visually, BioShock is flat-out phenomenal. The spar-kling, rippling, shimmering water effects are easily the best-looking ever seen, blowing away former heavy-weights like F.E.A.R. and Half-Life 2. The rest of the visuals are jaw-dropping, too, with tons of creepy

details and every next-gen trick you can think of. We’d go so far as saying that BioShock is one of the gorgeous Xbox 360 games we’ve seen yet.

Bioshock is about choice. It’s about explora-tion, problem solving, and survival. It’s also about scaring the crap out of you. If you’re wondering what the best game at the show is,

this may very well be it. We got in at 2K Games’ both to see a 20 minute demo of the game in action, and got to see a number of gameplay mechanics, as well as gaze at its gorgeous graphics. Bioshock’s setting is a large part of its appeal. Set in the underwater city of Rapture, the environments are a striking blend of sci-fi machinery and art deco designs. Since Rapture is under enormous aquatic pres-sure, the city is constantly leaking, meaning there’s a significant amount of spraying water mixed in with the settings. The city was created in secret and subse-

BioShock’s world takes place in an underwater utopia called “Rapture,” a safe haven originally designed for the greatest minds, the prettiest faces, and the most capable bodies. In short, Rapture was designed to

be a paradise, free from the ungainly pressures and forces of the real world.

But something went terribly wrong. The residents of Rapture discovered a strange genre-altering substance, a substance that

allows humans to adopt new, and some-times frighteningly inhuman, abilities. A sort of civil war broke out amongst the residents of Rapture, and all contact has been lost. That’s where you come in. It’s

1960, a year after

A scenic look at some of Bioshock’s environments, with window views of the fishes outside.

Top: One of the many art-deco posters that surround the city.

One of the Protectors on a search for energy in an eccentri environment.

Only Gears of War might have more visual flair. Despite its first-person perspective, Bio-Shock is a survival-horror adventure at heart. Let’s hope the financial backing of 2K Games will help Irrational Games finally find the widespread sup-port they never got with System Shock 2. Because judging by what we saw, BioShock might be a top candidate for Game of the Year when it hits in 2007.

Keep BioShock on your radar -- you’ll be hearing plenty more about it in the coming months as more emerges on this fantastic title.

Top and sides: All in-game footage of you tak-ing it out on the very tough Big Daddies.

A hulking Big Daddy on the search

Art-Deco neon lighting. Cool!

Beautiful lighting effects and shading. Blasting away at your

various enemies.

More exploration of a dark blue environment, in destruction.

Page 7: Supanek Portfolio 2012 5 2

Two-color black and white logo designs for carpet and flooring supplier Carpet Kraft Inc. The top logo was used as the main design, while the two logos below were alternates. Project designed on company assignment for DynamicMedia in Winter 2010.

ELEMENTS: Logo and Alternative Logos

1 Main Carpetkraft Logo

2 Carpetkraft Logo Vest

3 Alternate Carpetkraft Logo 2

CARPET KRAFT LOGOS

1

2 3

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Website for an Italian Restaurants located in both Macungie and Emmaus, Pennsylvania. The site conveys the feeling for passion of fine Italian food in family atmosphere. There is a full menu and catering menu drop down and Issuu viewer, plus Gluten free dishes. The site contains banquet reservations, a gallery of their various entrees, email specials and coupons, social media, slideshow, restaurant history, and audio/video players. Dynamic Media, Spring of 2012

http://www.italianodeliteristorante.com/site

ITALIANO DELITE RISTORANTE WEBSITE

1 Italiano Delite Front Page

2 Italiano Delite Banquet Page

3 Italiano Delite Menu Page

4 Italiano Delite Gallery Page

Page 9: Supanek Portfolio 2012 5 2

Calendar series representing the signs of the zodiac and astrology. Some of the calendars combine use of typography and poetry. Advanced Typography class project, 2007.

ELEMENTS: 4 Calendar Squares

ASTROLOGY TYPOLOGICAL CALENDAR SERIES

1 May Calendar

2 June Calendar

3 July Calendar

4 August Calendar

1

3

2

4

Page 10: Supanek Portfolio 2012 5 2

A logo made on the idea of environmentally friendly havesting company. Personal freelance project, 2009.

Logo project inspired by the Bethlehem Steel/Iron Works and celebrate it’s history. Freelance project, 2009.

BETHELEHEM STEEL CELEBRATORY LOGO

WINDFALLOW HARVESTS LOGO

1 Windfallow Logo

2 Steelworks Logo

1

2

Page 11: Supanek Portfolio 2012 5 2

A 6”x9” direct mail postcard designed for Camera City to advertise a springtime weekend sale at Arnold’s Greenhouse. Spring 2012.

ELEMENTS: 6”x9” Postcard

GREENHOUSE SALES WEEKEND DIRECT MAIL

1

2

1 Greenhosuse Direct Front

2 Greenhous Direct Back

Page 12: Supanek Portfolio 2012 5 2

Rebranded logo, business card, and stationary set for Fashion Cleaners of Bethle-hem dry cleaning sevice. Client Project, Fall 2009.

ELEMENTS: Logo, Business Card, Envelope, and Letterhead

FASHION CLEANERS STATIONARY SET

1 Fashion Cleaners Logo

2 Fashion Cleaners Business

3 Fashion Cleaners Envelope

4 Fashion Cleaners Letterhead

1

4

2

3

Page 13: Supanek Portfolio 2012 5 2

Fashion Cleaners is a dry cleaning service in the center of the city of Bethlehem. The assignment was for distributive advertising in the form of coupons and doorhangers. Client project, Fall 2009.

ELEMENTS: Valpak Coupons, Doorhanger and Seasonal Doorhangers

FASHION CLEANERS COUPONS AND DOOR HANGERS

1 Fashion Cleaners Valpak

2 Fashion Cleaners Business

4 5

3

2

1

Page 14: Supanek Portfolio 2012 5 2

Table tents that were used to advertise discounts on wedding related dry cleaning services. Seasonal table tents advertised drycleaning discounts on apparel that was appropriate during certain times of the season. Client project, Fall and Winter 2009.

ELEMENTS: Table Tents and Seasonal Table Tents

FASHION CLEANERS TABLE TENTS

1

3

4

2

1 Fall Table Tent

2 Bridal Table Tent

3 Bridal Table Tent 2

4 Winter Saving Table Tent

Page 15: Supanek Portfolio 2012 5 2

A variety of logos that were designed for college work and freelanced for clients.

ELEMENTS: Logos

VARIOUS LOGOS

1

2

4

3

1 Krysteria Bar Logo

2 Streamline Anchor Logo

3 Quadworm Corp. Logo

4 Kaiju Collectibles Logo

5 South Harbor Logo

5

Page 16: Supanek Portfolio 2012 5 2

Billboards advertisements that promoted different styles of the Swatch brand of watches. Swatch’s partnership with the 2008 Beijing Olympics. Advertising II class project, Kutztown University 2007.

ELEMENTS:

SWATCH WATCH BILLBOARD SIGNS

1 Swatch Aquachrome Billboard

2 Swatch Diaphane Billboard

3 Swatch Tribal Billboard

4 Outdoor Billboard

1

2

3

4

Page 17: Supanek Portfolio 2012 5 2

A direct mailer used to introduce and gain opinion on a proposed skyscraper in Chicago by the name of The Chicago Spire. When constructed, the residentual building would be the tallest in the USA at standing height of 2000 ft.

ELEMENTS: introduction card, invite letter, folding direct mailer, and envelope

CHICAGO SPIRE DIRECT MAIL ADVERTISEMENT1 Spire Introduction Card

2 Spire Invite Letter

3 Spire Info Mailer (Inside)

4 Spire Info Mailer (Outside)

5 Spire Envelope

1

Page 18: Supanek Portfolio 2012 5 2

Star Spangled Anthems is the first album release from Awareness Audiobooks, it features dramatic historical readings and a chronology of fresh new renditions of American patri-otic songs. The album debuted at a 4th of July concert held at the courtyard of the historic Sun Inn by Awareness Audiobooks. The festivities included vendors, prize raffles, and live performances, while donations went to the Sun Inn. Special guests included the mayor of Bethlehem John Callahan and former mayor Gordon Mowrer. Soon to be released regionally. Designed in Spring 2011.

ELEMENTS: DVD case, music cd, trifold insert, and 10 pack display point-of-purchase

AWARENESS AUDIOBOOKS STAR SPANGLED ANTHEMS

1 Star Spangled Anthems Cover

2 Star Spangled Anthems Music CD

3 Anthems Trifold Insert (Outside)

4 Anthems Trifold Insert (Inside)

5 Anthems Point-of-Purchase Display

6 Photo of DVD Pack and CD7 Photo of Anthems Trifold

1

23

4

5

6

7

Page 19: Supanek Portfolio 2012 5 2

1

Awareness Audiobooks is an establishment that shines a light on how addiction affects the live of everyday people through full cast audio books. This website is the online store for purchasing such products as audio books, music recordings, accessories, and other products. Social media is one of keys in promoting the emphasis on sales of the downloadable titles. Special promotions, media streams. and contests are used to also attract customers. The site links to the company’s corporate website and blog. There is a resource directory to provide help to those in need of support. Designed in Spring 2011.

ELEMENTS: E-Commerce Website Template

AWARENESS AUDIOBOOKS E-COMMERCE WEBSITE

1 E-Commerce Website Front Page

Page 20: Supanek Portfolio 2012 5 2