RafaelFajardo

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  • BB: Does maker culture, and its mass-market mirror of “artisanal” production, have any shared roots with the SI’s emphasis on producing highly-designed, limited-run free journals and books? MW: Yes and no. One wouldn’t want to be part of this whole disruptive technology language, which is pure California ideology [Ed. – “The Californian Ideology” was a…

    July 30, 2015
  • Geert Lovink: Where in your biography would you trace the origins of speculative thought? Kodwo Eshun: One of the key inputs is McLuhan. There is an interview he gave in 1968 called “Hot and Cool”. Here I realized that McLuhan had anticipated my project. He was saying that the extraction of concepts from any field…

    July 30, 2015
  • In the contemporary science-fiction scene, [acclaimed author Samuel R.] Delany’s race and sexuality do not set him apart as starkly as they once did. I suggested to him that it was particularly disappointing to see the kind of division represented by the Sad Puppies movement within a culture where marginalized people have often found acceptance.…

    July 30, 2015
  • As someone who trained and currently still operates as a ‘craftsperson’, debates around manufacturing processes and technological de-skilling became very boring, very quickly. I studied at a well-known Art and Design institution, where the first students to have access to rapid prototyping facilities were within the School of Applied Arts and not on a course…

    July 30, 2015
  • If art is defined as Prakash defines it — as something that changes you — then perhaps it’s the format of a game, in which players move toward some kind of predetermined triumph or goal, that is self-limiting. But even visual artists working in the medium have tended to adopt gaming formulas. Artist Feng Mengbo…

    July 30, 2015
  • (via Prototyping the F21 Thread Screen – Core77) creative code + rapid prototyping + physical computing + colored ribbons on spools + instagram API + Forever 21 (Source: https://www.youtube.com/)

    July 29, 2015
  • While there have been many adaptions of Alice in Wonderland, Campos and Su thought it would interesting to make a storybook controller where the users must physically interact with in order to progress the story. For example, there’s a section in the story where players must flick an item in the storybook to move an…

    July 29, 2015
  • Library of Babel

    Library of Babel

    July 29, 2015
  • / Mathias Fuchs: Diversity of Play

    / Mathias Fuchs: Diversity of Play Diversity of Play The early days when digital games were new, harmless and niche are long gone. Today’s games can simulate battlefields, predict disaster, and crash markets. We are faced with a diversity of play and the ubiquity of games, making them not only a popular medium, but the…

    July 29, 2015
  • <blockquote>To contrast with other similar design approaches, we think Design Fiction is a bit different from critical design [c.f. Dunne & Raby, Garnet Hertz], which is a bit more abstract and theoretical compared to our own interest in design happening outside of galleries or museums. Design Fiction is about exploring a future mundane. It tackles…

    July 29, 2015
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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
  • commissions
  • communities
  • games
  • toys
  • tumblr archive
  • words

RafaelFajardo

ludo ergo sum