RafaelFajardo

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  • Perhaps, for help with how we can do this, we can turn to father of abstract art, the Russian painter Kandinsky, and his essay Concerning the Spiritual in Art. “A [game designer], who finds no satisfaction in mere representation, however artistic, in his longing to express his inner life, cannot but envy the ease with…

    May 29, 2011
  • The head of Universal Music France talked about just how much money was necessary to nurture new talent. DIdn’t Barlow understand economics? “If you’re spending $5 billion on new artists, we’re not getting our money’s worth,” Barlow cracked, and he reframed his argument in economic terms of scarcity and abundance. “Trying to optimize towards scarcity,…

    May 29, 2011
  • We first caught a glimpse of Frank Kozik’s 16-inch huge orange-colorway vinyl-fruit-with-rivets MECHABANANA (a peek below-right) earlier, now comes the hotness on the pinkness, which is destined to be a Kidrobot exclusive – available in September, in an edition of only 50 pieces. Expect a price-range between US$150 to $200, with Kozik’s SDCC-editions to be…

    May 28, 2011
  • [In the writing of his history of the video game industry, Replay, author Tristan Donovan conducted a series of important interviews which were only briefly excerpted in the text. Gamasutra is happy to here present the full text of his interview with SimCity creator and gaming pioneer Will Wright.] In this, the last in the…

    May 28, 2011
  • [In the writing of his history of the video game industry, Replay, author Tristan Donovan conducted a series of important interviews which were only briefly excerpted in the text. Gamasutra is happy to here present the full text of his interview with SimCity creator and gaming pioneer Will Wright.] In this, the last in the…

    May 28, 2011
  • crookedindifference: It is so strange to me that there is a growing contingent of computer users that have never physically handled one of these.

    May 28, 2011
  • Here’s an example: The industrial age worked hard to separate “work” from “home.” Everything about the common or public schools started in the mid-nineteenth century reinforced that division: from the school bell ringing for each child at the same time of day, of each child entering school at age 6 whether they were ready or…

    May 28, 2011
  • In this essay, we begin with a theoretical articulation the worked example as a form of invitational scholarship that provides new media scholars, in particular, an important outlet for their work. A worked example leverages purposively-selected instances and multiple modes of discourse (e.g., videos, pictures, expositions, games, quotes, etc.) to establish an invitation, in response…

    May 27, 2011
  • Pop culture now tends to stress production and not just consumption, as well as expertise certified and earned within digital communities and not only via professional forms of degrees and certification. The Legend of Zelda and Philosophy: The Hero of Timelines | James Paul Gee

    May 27, 2011
  • i knew then, and i affirm now, that to get into this industry, you need to be a skilled at one of two things: art or programming. It’s very unusual to skip the queue, so don’t hold out hope. Instead, devote yourself to being useful or talented at something. Lesson: Is this really your dream?…

    May 27, 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

  • 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
  • communities
  • games
  • toys
  • tumblr archive
  • words

RafaelFajardo

ludo ergo sum