RafaelFajardo

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  • Paintwork: cyberpunk++ stories of killer augmented reality mechas and QR code graffiti writers

    mostlysignssomeportents: Tim Maughan’s self-published short story collection Paintwork collects three of his stories, including the British Science Fiction Award-nominated story “Havana Augmented.” In an era of “post-cyberpunk” science fiction, Maughan is firmly cyberpunk — or maybe “cyberpunk++,” a genre that captures all the grit and glory of technology with a higher degree of plausibility and…

    February 1, 2015
  • brbrbrbrbrbrbrbrbr: Artwork by Nicolas Moulin In J.G. Ballard’s 1975 novel High Rise, an ultra-modern apartment building becomes a place beyond society, its inhabitants slowly forming savage clans as they lose contact with the outside world. The work of Parisian artist Nicolas Moulin is informed by a similar mistrust of the march of progress, his images featuring…

    February 1, 2015
  • 99percentinvisible: Elements and principles of design by Paper Leaf We should rethink these to include the abstract design of experiences, flows, systems and ecologies. The ones above identified and articulated 100 years ago at the bauhaus for 2d and 3d compositions.

    February 1, 2015
  • What about the man on the street?

    From the great Morton Feldman “My teacher Stefan Wolpe was a Marxist and he felt my music was too esoteric at the time. And he had his studio on a proletarian street, on Fourteenth Street and Sixth Avenue… . He was on the second floor and we were looking out the window, and he said,…

    January 31, 2015
  • The first airplane didn’t work. It was too flimsy. But, because the problem he set out to solve was creating a plane he could fix in hours, he was able to quickly iterate. Sometimes he would fly three or four different planes in a single day. The rebuild, retest, relearn cycle went from months and…

    January 31, 2015
  • kadist: Javier Tellez (Venezuela) – “One Flew Over the Void,” 2005 via themistakeroom

    January 31, 2015
  • The point of abstraction

    The point of abstraction Don’t let talk of “Abstract vs. Concrete” in the industry misguide you. I have been told many times, in different ways, that “the abstract” has less to do with the real world than “the concrete,” which supposedly deals with the practical, real world stuff. However, I’ve recently concluded that this is…

    January 31, 2015
  • William: Tiptree’s first story that she ever published was called the “The Last Flight of Dr. Ain,” and in it you follow this sad little dude with a runny nose and a bad cough as he flies all over the world and gets off to feed the pigeons. It’s a very short story. By the…

    January 31, 2015
  • There are two fundamental forces at work here: One is the loss of leverage, with more aspiring journalists than there are jobs and an environment in which content is becoming increasingly commoditized. The other is a shift in identity, with a generation of younger workers less familiar with unions who’ve built personal brands that they…

    January 31, 2015
  • visual-poetry: by troy gua

    January 31, 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