RafaelFajardo

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  • When you play a game, what you’re really doing is enacting some role inside of a simulated world that has particular rules. We’re not necessarily looking for a simple answer when we play, but rather to see the consequences of different approaches. Kind of coming to grips with that ambiguity in the world is something…

    January 7, 2011
  • When you play a game, what you’re really doing is enacting some role inside of a simulated world that has particular rules. We’re not necessarily looking for a simple answer when we play, but rather to see the consequences of different approaches. Kind of coming to grips with that ambiguity in the world is something…

    January 7, 2011
  • When you play a game, what you’re really doing is enacting some role inside of a simulated world that has particular rules. We’re not necessarily looking for a simple answer when we play, but rather to see the consequences of different approaches. Kind of coming to grips with that ambiguity in the world is something…

    January 7, 2011
  • When you play a game, what you’re really doing is enacting some role inside of a simulated world that has particular rules. We’re not necessarily looking for a simple answer when we play, but rather to see the consequences of different approaches. Kind of coming to grips with that ambiguity in the world is something…

    January 7, 2011
  • A lovely drift of a movie, “Go Go Tales” commands your attention even as it lulls you along. Conspicuously inspired by John Cassavetes’s “Killing of a Chinese Bookie,” among other touchstones, it is a sincere and inspired meditation on art and creation, but in a loose, funny key. Mr. Ferrara has called “Go Go Tales”…

    January 7, 2011
  • A lovely drift of a movie, “Go Go Tales” commands your attention even as it lulls you along. Conspicuously inspired by John Cassavetes’s “Killing of a Chinese Bookie,” among other touchstones, it is a sincere and inspired meditation on art and creation, but in a loose, funny key. Mr. Ferrara has called “Go Go Tales”…

    January 7, 2011
  • Fun (a programming language for the realtime web)

    Fun (a programming language for the realtime web)

    January 7, 2011
  • Fun (a programming language for the realtime web)

    Fun (a programming language for the realtime web)

    January 7, 2011
  • Design Fiction is very contemporary and tends to mix speculative objects, “diegetic prototypes,” mockups, group activities, futurist scenarios, drawings, animations, videos, interactions, and vaguely political “critical design” put-ons. Design Fiction has never been a linear, narrative, literary effort at fiction. *The role of writing in design-fiction is pretty much like tech-writing for other kinds of…

    January 7, 2011
  • Design critic Rick Poynor asks “Where Is Art Now?”

    Design critic Rick Poynor asks “Where Is Art Now?” “I’m not part of the art world, but I studied art and I share some of its assumptions. I do believe the higher kind of art exists. It grips and fascinates me. There are few things I enjoy more than looking at art in museums and…

    January 6, 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