Skip to content

RafaelFajardo

    • about
    • Dossier_2023
    • Dr Manhattan
    • for UCLA
    • micro- nano- RPGs
    • Print Inventory
  • Here it is. This year’s theme: Less Yammering. More Hammering. Let me explain. In the recently deceased year, we spent the bulk of our informal projects time talking about things that were *more than interesting to us. It was more than interesting. Supra-interesting. Boundless interestingness. I’m talking mostly about, well — talking about #designfiction. And…

    February 18, 2011
  • fitnessandfootball: Sometimes it’s as simple as this. Growing up, my dad built mini wooden soccer goals in our backyard, probably the size of indoor goals. We loved it and it was such a simple pleasure. [via:nikhak] 

    February 18, 2011
  • nevver: Wall Hanging Chess

    February 18, 2011
  • I guess my main thrust was about ‘post-digital’ thinking. Which sounds good doesn’t it? What do I mean? Hmm. I mean a few things: 1. Screens are getting boring. It’s really hard to impress anyone with stuff on a screen any more. However clever you’ve been. However much thought you’ve put in. However good the…

    February 18, 2011
  • I guess my main thrust was about ‘post-digital’ thinking. Which sounds good doesn’t it? What do I mean? Hmm. I mean a few things: 1. Screens are getting boring. It’s really hard to impress anyone with stuff on a screen any more. However clever you’ve been. However much thought you’ve put in. However good the…

    February 18, 2011
  • A Real Web Design Application | Jason Santa Maria

    A Real Web Design Application | Jason Santa Maria

    February 18, 2011
  • It’s funny, but the brilliant indie developers like Tarn Adams, Vic Davis, and Chris Park (and Notch, obviously) are incredibly well-positioned here. Their games don’t cost much to make, they don’t have to sell three million copies, and the cost control allows them to take chances. These guys can afford to fail, and they’ll still…

    February 17, 2011
  • There aren’t many of these high-budget games,” he said. Only about 60 games sold more than 1 million units last year, according to Cerny, and a game produced on a relatively thrifty $20 million budget has a much better chance of being profitable in that environment. But he’s not sure publishers can staunch the spending…

    February 17, 2011
  • (((The transition from old-fashioned desktop multimedia units to gaseous cloudy portable whatever is affecting many industries, not just gaming. Even the designers are splitting between contemporary “interaction designers” and old-school “computer human interface special interest groups.”))) Dead Media Beat: blockbuster videogames | Beyond The Beyond

    February 17, 2011
  • (((Social benefits maybe — but ECONOMIC benefits? Where? To whom? The US, inventor of the Internet, is still offering advice on how to prosper? If it’s money you want, then the Chinese Internet Firewall model is the only one with some proven cash-in capacity. The Internet per se looks more and more like a net…

    February 17, 2011
←Previous Page
1 … 1,459 1,460 1,461 1,462 1,463 … 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

  • 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