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RafaelFajardo

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  • Each episode of Adventure Time takes about nine months to produce and begins in a writer’s room with series creator Ward, producers Adam Muto and Kent Osborne, and staff writer Jack Pendarvis. From that meeting, they generate a barebones, two-page outline. Those outlines are handed over to one of four storyboard teams who have two…

    September 15, 2014
  • yalegraphicdesign: How Can One (Re)make Swiss Typography? 2014 Design Observer column by Chris Pullman about the 1970’s covers of Typografische Monatsblätter, a monthly journal serving the Swiss printing and typography industry, and the impact of the typographic explorations of Wolfgang Weingart.

    September 15, 2014
  • So much has changed in 7 years. Coolest Girl wouldn’t be news now, I don’t think. We’re lucky to have a much richer range of games starting to explore female experience, from all kinds of game makers. I can write this article, which I would never have felt able to 3 years ago, let alone…

    September 14, 2014
  • A designer must project forward into a potential future to launch an artifact that will, if all goes right, transform a near present or rewrite the future. Jamer Hunt, “Prototyping the Social: Temporality and Speculative Futures at the Intersection of Design and Culture” (via shoutsandmumbles)

    September 14, 2014
  • thecreatorsproject: Announcing The 10 Finalists Of Intel’s Make It Wearable Challenge

    September 14, 2014
  • New Media Exhibit Developer-Interactive Data Visualizations | Exploratorium

    New Media Exhibit Developer-Interactive Data Visualizations | Exploratorium @EDP_Denver Dream Job: This position is an exhibit developer in the New Media Studio, working in the Exploratorium’s non-commercial interdisciplinary research and development environment, in close collaboration with scientists, educators, artists, user research professionals and other exhibit developers.

    September 14, 2014
  • A computer programming classroom in the Soviet Union; a poster on the wall reads ‘Train BASIC Everyday!’, 1985

    September 14, 2014
  • dinosaurspen: UCLA’s SDS Sigma-7 computer. In 1969 this machine became the first node on ARPANET, early packet-switching network and predecessor of today’s Internet.

    September 13, 2014
  • bad-at-games: Hey look! A comics anthology I’m participating in! newlevant: Announcing Chainmail Bikini! At a time when the female perspective and female presence and in gaming has once again come under fire, Chainmail Bikini seeks to celebrate the experience of women as players, makers, and critics of gaming. Female creators have come together to make an…

    September 13, 2014
  • Code may flirt with illegibility, but it must finally cohere logically or it will not work; the language of art can fracture grammar and syntax, can fail to transmit meaning but still cause emotion, and therefore successfully produce rasa. Author and programmer Vikram Chandra. His new book, “The Geek Sublime: the Beauty of Code, the…

    September 13, 2014
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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

  • Tunic – 03
  • Tunic – 02
  • Tunic 01
  • Discord may be taking our data
  • Yurupari documentary series

Categories

  • books
  • code drawings
  • commissions
  • communities
  • games
  • toys
  • tumblr archive
  • words

RafaelFajardo

ludo ergo sum