RafaelFajardo

    • about
    • Dossier_2023
    • Dr Manhattan
    • for UCLA
    • micro- nano- RPGs
    • Print Inventory
  • 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
  • Most modern theories of art hold that all forms of art and all media are interactive, that there is an implicit conversation between any audience (despite the original roots of the word in just “listening”) and any creator — that the act of interpreting the work even in the most shallow way means that there…

    May 27, 2011
  • Most modern theories of art hold that all forms of art and all media are interactive, that there is an implicit conversation between any audience (despite the original roots of the word in just “listening”) and any creator — that the act of interpreting the work even in the most shallow way means that there…

    May 27, 2011
  • However I think the other side of the coin is that most programmers – and, I would sadly argue, designers too – don’t really know how to improve the abstract thing that is ‘game play’. There are many who’d love to create better stories, emotions, AI, and so on, but don’t have the knowledge or…

    May 27, 2011
  • However I think the other side of the coin is that most programmers – and, I would sadly argue, designers too – don’t really know how to improve the abstract thing that is ‘game play’. There are many who’d love to create better stories, emotions, AI, and so on, but don’t have the knowledge or…

    May 27, 2011
  • I’ve certainly made games that were fun right off the bat. It’s an exhilarating experience when it happens — though arguably, I played them in my head before playing them in code or on paper, in my first prototype. But I have definitely gotten prototypes to fun before showing them to other people. In fact,…

    May 27, 2011
  • I’ve certainly made games that were fun right off the bat. It’s an exhilarating experience when it happens — though arguably, I played them in my head before playing them in code or on paper, in my first prototype. But I have definitely gotten prototypes to fun before showing them to other people. In fact,…

    May 27, 2011
  • One of the most commonly repeated or recited snippets from Theory of Fun for Game Design is the notion of dressing substantially changing a game experience, using the example of a Tetris clone reskinned to mimic a gas chamber. Let’s picture a game wherein there is a gas chamber shaped like a well. You the…

    May 27, 2011
←Previous Page
1 … 1,388 1,389 1,390 1,391 1,392 … 1,608
Next Page→

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

  • Discord may be taking our data
  • Yurupari documentary series
  • Learning Pico-8
  • What I did with my June
  • Block Coding in Godot 2

Categories

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

RafaelFajardo

ludo ergo sum