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RafaelFajardo

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  • Working on the game controller project book, we’re building various charts of joypad evolution. What’s interesting is that we’re definitely not the sole persons doing this. Over the recent months, there’s been several other relevant visualizations, that I compiled in this blogpost… (via Pasta&Vinegar » Blog Archive » More game controllers evolution charts)

    September 19, 2011
  • Why do I blog this? Collecting material about cyberpunk for an upcoming interview about the connections between science-fiction and interaction design. The creolization meme seems important but, for some reasons, I don’t know (yet!) how to articulate its role. More material needed to understand the implications. (via Pasta&Vinegar » Blog Archive » Cyberpunk and creolization)…

    September 19, 2011
  • But installing this gear can get really messy and hairy. You are on your own if it does not work correctly. And some printer models are easier to retrofit than others. I opted for a more elegant and not that much more expensive option: have the pros do it. Cobra Systems will install their continuous…

    September 19, 2011
  • In studies across all age ranges, nocturnal sleep duration has been proven to be unaffected by midday napping. As a matter of fact, studies indicate that in a number of cases napping actually improves the ability to sleep at night. (via Cool Tools: Take a Nap! Change Your Life) The Science of Siesta

    September 19, 2011
  • The paper argues that cyberpunk culture embedded certain notions (“global cities”, cities as communication system, the importance of Los Angeles school of urban studies). It also highlights how urban planners can “understand the influence of a range of social theories on public understanding of planning issues“. (via Pasta&Vinegar » Blog Archive » Urban theories embedded…

    September 19, 2011
  • via Jesper Juul

    September 18, 2011
  • Not long after writing A Game Has Never Made You Cry I read Kendall Walton’s Mimesis as Make-Believe and began writing about game design as make-believe, the topic that forms the core of my latest book Imaginary Games. On Walton’s theory, all fiction is a kind of game – specifically a game of make-believe, related…

    September 18, 2011
  • Ian Bogost has drawn attention to the theoretical importance of the engine for game development. In many respects, the engine is the game – or rather, any given engine supports a wide array of games with fundamentally similar capabilities. The engine determines what a game can or cannot do, and the cost of developing the…

    September 18, 2011
  • The true prototype for a museum, for me, is simply a street, any street. […] We have to re-invent the street as museum; a collection of everyday objects in everyday use. – Yona Friedman (via underpaidgenius) this would be a design museum, I think.

    September 18, 2011
  • All that is needed is a strong critical discourse surrounding artgames to develop, and for artgame aggregators to become discerning. Such aggregators cannot afford to be bogged down with Braid and Portal – this road cannot lead to cultural esteem. They must instead find and discuss those games like Passage, The Graveyard, The Marriage, The…

    September 18, 2011
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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

  • Tunic – 03
  • Tunic – 02
  • Tunic 01
  • Discord may be taking our data
  • Yurupari documentary series

Categories

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

RafaelFajardo

ludo ergo sum