RafaelFajardo

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  • The only way to be a Post Digital business is to be a thoroughly, deeply, massively digital one. To be digital in culture not just in capabilities. To know how to iterate in public, to do experiments not research, to recognise that it’s quicker and better to code something than it is to describe it…

    February 22, 2011
  • Back to Denki and it seems that the key rule about coming up with new game ideas here is to just run with them right away. “Immediacy is about proving something as quickly as possible, by any means possible,” says Penn, “you can do it through pictures, play acting, animation, video, anything it takes to…

    February 22, 2011
  • Waiting For “Superman” | Trailer & Official Movie Site | Pledge Now

    Waiting For “Superman” | Trailer & Official Movie Site | Pledge Now

    February 22, 2011
  • Of the two powerful instincts which exist in all human beings and which can be used in teaching, says Gilbert Highet, one is the love of play. ”The best Renaissance teachers, instead of beating their pupils, spurred them on by a number of appeals to the play-principle. They made games out of the chore of…

    February 21, 2011
  • February 21, 2011
  • bashford: Kinect Viewer is available from Apple’s Mac App Store. Based on the hard work of the people from OpenKinect, it allows you to plug your USB Kinect into a Mac to view a 3D visualization of the depth data it generates. You can map RGB values onto the depth image and zoom and rotate the visualization.

    February 21, 2011
  • bashford: Kinect Viewer is available from Apple’s Mac App Store. Based on the hard work of the people from OpenKinect, it allows you to plug your USB Kinect into a Mac to view a 3D visualization of the depth data it generates. You can map RGB values onto the depth image and zoom and rotate the visualization.

    February 21, 2011
  • In many ways, Denki seems to be the spiritual successor to DMA Design, another Dundee-based developer, formed by Lemmings creator Dave Jones in the late-eighties. There, a similar approach to game development thrived – the idea of games as toys, with interface and interaction at the summit of the design process, rather than visuals or…

    February 21, 2011
  • It’s that lack of differentiation in experience and jobs that Garriott misses. “There aren’t really people that own a shop in town square and that’s what they do, and they have a friend who’s a fishermen, and that’s what he does,” he explained. “With Ultima Online, what was so cool about it is that there…

    February 21, 2011
  • What I Did When I Couldn’t Find a Job – The Chronicle Review – The Chronicle of Higher Education

    What I Did When I Couldn’t Find a Job – The Chronicle Review – The Chronicle of Higher Education

    February 21, 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