RafaelFajardo

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  • Separate but equal is never really equal, no matter how it’s practiced. It may very well be that the breaking of the gender barrier in baseball will be ugly, fraught with incident, and unfathomably difficult. It may very well be that it is costly, painful, and rife with resentment. It may even be the case…

    May 15, 2014
  • theshapeofthecontinuum: defenders of the polyverse

    May 15, 2014
  • dinosaurparty: (via High-Res, Printable Posters from the IBM Archives – The Fox Is Black) Super gorgeous design. IBM has such an amazing history of working with artists.

    May 15, 2014
  • wolfliving: “Uploaded on Oct 28, 2010 "A short scenario written by Bruce Sterling and produced in collaboration with Scott Klinker and his students at Cranbrook Academy of Art exploring ‘the internet of things’ – new ways of connecting data and the physical world as a model of sustainable design.” (Source: https://www.youtube.com/)

    May 15, 2014
  • We were the people who were not in the papers. We lived in the blank white spaces at the edges of print. It gave us more freedom. We lived in the gaps between the stories Margaret Atwood, The Handmaid’s Tale (via justanotherquoteblog)

    May 15, 2014
  • we-find-wildness: from In Your Computer, by Domenico Quaranta

    May 15, 2014
  • tactical glitches

    tactical glitches plz gltch this.man[ual/ifesto]

    May 15, 2014
  • Monkey X

    Monkey X A programming language, IDE, and frameworks that Raph Koster is recommending for 2D games. He feels that it offers numerous advantages for getting playable experiences up quickly.

    May 15, 2014
  • Monkey-X is my current favorite language for doing game prototypes and even full projects. It isn’t at all widely known, and has more than a few rough edges, but I still find it congenial and thought I’d share so that more people will give it a try. Monkey-X » Raph’s Website

    May 15, 2014
  • This short profile of Beats By Dre contains many nuggets of marketing wisdom. When developing the first Beats headphones, Iovine would lay out various prototypes in his Interscope offices and then poll everyone who came to see him. “It was this incredible parade of the world’s great artists,” says Wood. “M.I.A. or Pharrell Williams or…

    May 14, 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

  • Discord may be taking our data
  • Yurupari documentary series
  • Learning Pico-8
  • What I did with my June
  • Block Coding in Godot 2

Categories

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

RafaelFajardo

ludo ergo sum