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RafaelFajardo

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  • 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
  • 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
  • May 27, 2011
  • mythofechelon: Hypercube. Oh yeahhh.  4th dimensional objects for the win!

    May 27, 2011
  • laughingsquid: How To Play Rock, Paper, Scissors, Lizard, Spock

    May 27, 2011
  • laughingsquid: How To Play Rock, Paper, Scissors, Lizard, Spock

    May 27, 2011
  • 4. We have five senses. Sure, sight, smell, hearing, taste and touch are the big ones. But we have many other ways of sensing the world and our place in it. Proprioception is a sense of how our bodies are positioned. Nociception is a sense of pain. We also have a sense of balance—the inner…

    May 27, 2011
  • (via Isaac Asimov On Libraries [PIC])

    May 26, 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