RafaelFajardo

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  • comixology: kane52630: Watchmen Chapter IArt by Dave GibbonsWords by Alan MooreKane52630 Gifs x

    April 30, 2014
  • A software canon

    jkottke: Paul Ford set himself the task of picking five great works of software and he came up with Microsoft Office, Adobe Photoshop, Pac-Man, Unix, and Emacs. I propose a different kind of software canon: Not about specific moments in time, or about a specific product, but rather about works of technology that transcend the…

    April 30, 2014
  • A software canon

    jkottke: Paul Ford set himself the task of picking five great works of software and he came up with Microsoft Office, Adobe Photoshop, Pac-Man, Unix, and Emacs. I propose a different kind of software canon: Not about specific moments in time, or about a specific product, but rather about works of technology that transcend the…

    April 30, 2014
  • April 30, 2014
  • sophiaamoruso: It’s hip to be square. homage to a square

    April 30, 2014
  • royeren: steampoweredcupcake: b-ryyy: 88floors: Joseph Begley lights up rooms in a cheeky way with ‘Slap It’ A quick pinch or squeeze of the ‘slap it’ lamp by London-based designer Joseph Begley brightens up rooms with its warm glow. made from realistic feeling silicone, the cheeky light responds to pressure sensors when it is touched, directly…

    April 30, 2014
  • royeren: steampoweredcupcake: b-ryyy: 88floors: Joseph Begley lights up rooms in a cheeky way with ‘Slap It’ A quick pinch or squeeze of the ‘slap it’ lamp by London-based designer Joseph Begley brightens up rooms with its warm glow. made from realistic feeling silicone, the cheeky light responds to pressure sensors when it is touched, directly…

    April 30, 2014
  • Threshold

    clairehosking: I don’t think anyone has to be interested in game definitions, mechanics, and inclusivity, but I am, mostly because new players/makers should hash out what games mean to them and what their yardsticks to measure games will be. I see debate over the extent of “games” as a sign that most people feel like…

    April 30, 2014
  • Theorising the Web 2014 talk: What does a Materialist Account of a Ludic Century Look Like? Or How I learned to Stop Worrying and Love Counter Strike

    dropouthangoutspaceout: This is the transcript of the talk I gave at this year’s Theorizing the Web Conference in New York City. I know there is a video recording from teh conference circulating somewhere, but I had to cut out some of the depth to fit the talk into the time permitting. Consider this the directors…

    April 30, 2014
  • arssociety: Ten Rules for Writers by Zadie Smith 1. When still a child, make sure you read a lot of books. Spend more time doing this than anything else. 2. When an adult, try to read your own work as a stranger would read it, or even better, as an enemy would. 3. Don’t romanticise…

    April 30, 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