RafaelFajardo

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  • Reality Check: Comparing HoloLens and Magic Leap After trying demos of Magic Leap and HoloLens, it’s clear that commercializing augmented reality technology will be difficult. (via Magic Leap and HoloLens Demos Show Augmented Reality Challenges | MIT Technology Review)

    March 26, 2015
  • We’re in a creative industry. Of all people, we should know the way we get better isn’t through celebrating our successes, but by reflecting on our failures. We’re in this industry because we see something special in this medium. We don’t have to brag. We don’t have to prove ourselves. We don’t have to create…

    March 26, 2015
  • Daniel Cook’s thoughts on the matter are blunt. “The games industry…is less a meritocracy than it is a reputation-based market,“ he says. "Are you hip? Are you, as a brand, culturally relevant? Is your work enlightened? Many developers are faking it till they make it and as such are immensely aware of showing certain weaknesses.…

    March 26, 2015
  • For [Tanya] Short, [Dan] Cook, [Keaton] White, and other independent developers, there’s a period where, plain and simply, their games were not their main source of income. This is counter to any glorified notion about “going indie.” Often, games aren’t a developer’s main source of income far past their first game. So then, how do…

    March 26, 2015
  • <blockquote>When I first heard there was a video game called <i>Social Justice Warriors</i> which simulated Internet arguing, I (errantly) assumed that in the wake of the gamergate controversy, the title was invoking a pejorative use of “social justice.” Upon further investigation, I learned that the titular <i>Social Justice Warriors</i> are indeed the heroes in this…

    March 26, 2015
  • MOTIVATION Our intention is to increase the number of students experiencing low-level approaches (as in command line prompts and programming) that remove as many layers of interface abstraction as possible. Specifically, we are offering an alternative to the standard “Creative Suite®” focused approach to new media aspects of art and design foundations. ARRAY[ ] offers…

    March 26, 2015
  • Too much time on his hands

    mostlysignssomeportents: “That guy has too much spare time” is one of the most odious, intellectually dishonest, dismissive things a person can say. It disguises a vicious ad-hominem attack as a lighthearted verbal shrug. The subtext of the remark is that the subject’s passions — this remark is almost always directed at someone engaged in some…

    March 26, 2015
  • theatlasofbeauty: Peru

    March 25, 2015
  • kenyatta: kmikeym: CHAPPIE IS A TERRIBLE, TERRIBLE, IMPORTANT MOVIE I liked this movie. best ironic quote: It’s not just Chappie either—the entire Johannesburg Police Force’s front line is composed of walking talking killing machines. These robots aren’t free-willed and thinking in the same way that Chappie is, but can be seen to make judgements about…

    March 25, 2015
  • The Art of David Lynch

    March 25, 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