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RafaelFajardo

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  • Mapping the playspace Here’s the process I used to map the playspace and create the various play modes. Identify: Identify the variables. Many of the important variables in the original Steambirds were hidden away in code. Andy surfaced these in an XML file so they could be readily tweaked. Explore: Methodically explore the space. I…

    May 6, 2011
  • julienfoulatier: Beautiful liar Sculpture de l’artiste Brian Donelly plus connu sous le nom de Kaws. http://kaws.com/

    May 6, 2011
  • (via How Big is the World of Cloud Computing? [Infographic] « Wikibon Blog)

    May 6, 2011
  • Feynman using a metaphor of discovering the rules of chess through observation of the gameplay as a way to explain incremental scientific method, discover, and revolutions :: Rules of Chess (by defjam99b)  (Source: https://www.youtube.com/)

    May 6, 2011
  • Yorco: d.school 2.0

    Yorco: d.school 2.0 yorco: You know those times when you have expectations for how you think something might go? Amid all the influence of prior experience and subjective information of what your hear and read? And then that experience starts, moves, lives and breathes taking a shape even more incredible than you could have…

    May 6, 2011
  • emergentdigitalpractices: If you still practice or encourage the outdated practice of writing long design documents, you are doing your team and your business a grave disfavor. Long design docs embody and promote an insidious world view: They make the false claim that the most effective way to make a game is to create a fixed…

    May 6, 2011
  • If you still practice or encourage the outdated practice of writing long design documents, you are doing your team and your business a grave disfavor. Long design docs embody and promote an insidious world view: They make the false claim that the most effective way to make a game is to create a fixed engineering…

    May 5, 2011
  • Diego Rivera (via Harmony Ball Company :: Collection Jardinia)

    May 5, 2011
  • poptech: The New York Times’ R&D Lab has built a tool that explores the life stories take in the social space Project Cascade — it’s a working title — lets you visualize a cascade as a comprehensive unit; it also allows viewers to zoom in on particular events to see key points in how a…

    May 5, 2011
  • Sound Perspective Belief: Be Careful…Don’t Start to ‘Suck’

    Sound Perspective Belief: Be Careful…Don’t Start to ‘Suck’ tjdegarmo: I watched a video this morning with Jason Fried, from 37 Signals, speaking on design – what it means to him and his approach, all while drawing some kick-ass sketches. Fried starts out with this statement, “All design supports a goal.” He goes on to say…

    May 5, 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