RafaelFajardo

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  • tacanderson: Designers Imagine Creative Ways That Boston Can Live When It’s Mostly Underwater As climate change raises sea levels, many cities face the near certainty of flooding in the future. Take Boston. By 2100, forecasts show water levels climbing by five to six feet in its Harbor area, meaning that 30% of the city could…

    February 26, 2015
  • February 26, 2015
  • FedEx won’t ship milling machine that makes untraceable guns

    mostlysignssomeportents: Defense Distributed sells a $1500 digital mill called the Ghost Gunner. Among other things, it can carve an aluminum AR-15 rifle body without a serial number. FedEx refuses to ship it. Read the rest…

    February 26, 2015
  • Notes from “The Information” by James Gleick

    February 25, 2015 Chapter 4. To Throw the Powers of Thought into Wheel-Work The complexities she [Ada Lovelace] encountered for the first time became familiar to programmers of the next century: How multifarious and how mutually complicated are the considerations which the working of such an engine involve. There are frequently several distinct sets of…

    February 25, 2015
  • Notes from “The Information” by James Gleick

    February 25, 2015 Chapter 4. To Throw the Powers of Thought into Wheel-Work Her exposition took the form of notes lettered A through G, extending to nearly three times the length of Menabrea’s essay. They offered a vision of the future more general and more prescient than any expressed by Babbage himself. How general? The…

    February 25, 2015
  • Notes from “The Information” by James Gleick

    February 25, 2015 Chapter 4. To Throw the Powers of Thought into Wheel-Work …ne winter she grew obsessed with a fashionable puzzle known as Solitaire, the Rubik’s Cube of its day. Thirty-two pegs were arranged on a board with thirty-three holes, and the rules were simple: Any peg may jump over another immediately adjacent, and…

    February 25, 2015
  • reckon: A Humument” (4th ed.) by Tom Phillips is downloadable (PDF): http://t.co/JxylwNuUpe

    February 25, 2015
  • February 25, 2015
  • Tenth anniversary edition of A Theory of Fun for Game Design

    mostlysignssomeportents: Hard to believe it’s been ten years since the initial release of Raph Koster’s indispensable A Theory of Fun for Game Design, a book that does for game-design what Understanding Comics did for sequential art. Koster and O’Reilly have produced a tenth anniversary edition, which updates all the interior art (all-color, now!), and takes…

    February 25, 2015
  • Liberation theology, instead of legitimating the status quo, tries to read reality, history, and the Bible not from the side of the powerful, but from the side of the pain. Its beginning point is not sin management, but “Where is the suffering?” This makes all the difference in how we read the Bible. God sees…

    February 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