RafaelFajardo

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  • Something that is often overlooked with creatives is time management and getting shit done. You can be the most talented designer in the world but if you don’t follow through and get stuff out there, it doesn’t matter… ‘Done is better than perfect.’ That doesn’t mean making crap – I believe you should always strive…

    January 8, 2012
  • I hate Google . Can’t stand it. It is agonizing to use. The stream is so noisy, it won’t even bother me when the inevitable Google ads arrive. Culturally, it feels like walking into a religious school. It swarms with disciples of the waiting for the messianic downfall of the Evil Internet, so that the…

    January 8, 2012
  • Web games: Press pause, then resume | The Economist

    Web games: Press pause, then resume | The Economist vellum: Butterfield on Glitch and designing in perpetual beta

    January 8, 2012
  • You come to grips with the fact that writing something that sucks is better than writing nothing at all. If you write something and it sucks, then good for you. Not all explorers discovered lost golden cities and trade routes to the mysterious East. Some of them died in a ditch. A lot of them…

    January 8, 2012
  • January 8, 2012
  • ANNOUNCING PR0C3551N6: PROCESSING FOR IOS

    ANNOUNCING PR0C3551N6: PROCESSING FOR IOS nodalpoint:

    January 8, 2012
  • Interactive toys for an adult audience. (via Twisted Toys | All Products | Online Store Powered by Storenvy)

    January 8, 2012
  • By retreating into beta, Glitch can avoid becoming an evolutionary dead-end. Two alternatives, pursued by other large MMOPRGs successfully and not, involve changing the parameters of play well into the game’s release, prompting mass departures when months or years of mastering skills become worthless, or making minor course corrections and never igniting enough interest to…

    January 8, 2012
  • edgina: Dream Big by Peter Fecteau

    January 7, 2012
  • Kevin Slavin: There’s not a direct line. But they both derive from some of the things that led to Area/Code. A couple of examples: Back in the late 90s, early 2000s, Geocaching was just beginning, and a couple of years later, Katie Salen, Nick Fortugno and Frank Lantz did the Big Urban Game. Around that…

    January 7, 2012
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About us

Rafael Fajardo (he/him) is an artist, designer, researcher, and educator. Born in Colombia, he migrated with his parents to the United States in 1968 and grew up in San Antonio, Texas. Through his work with SWEAT, Rafael has been creating boundary-blurring videogames as an art form since 2000. Rafael has also collaborated with artists Adán De La Garza and Justin Ankenbauer under the moniker of Dizzy Spell to curate a series of pop-up artist game arcades.

https://rafaelfajardo.com/links.html

https://sudor.net

https://dizzyspell.xyz

Latest posts

  • What I did with my June
  • Block Coding in Godot 2
  • my first Godot project
  • Block-based programming comes to Godot!
  • scattered brain

Categories

  • books
  • code drawings
  • commissions
  • communities
  • games
  • toys
  • tumblr archive
  • words

RafaelFajardo

ludo ergo sum