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November 21, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [9]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [3]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
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November 21, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [5]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [5]
 
arrow iPhone Piracy: The Inside Story [48]
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November 21, 2009
 
Gargantuan Studios
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Warner Bros Games
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Microsoft Game Studios
Multiplayer Game Design Lead - Halo
 
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Developer Support Account Manager
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Blogs

Reid Kimball's Blog   Expert Blogs

Reid Bryant Kimball - videogame level designer in Eugene, OR - is a versatile designer focused on creating compelling Triple-E player experiences and growing developers' sales by ensuring all players have access to those experiences through game accessibility features.

A proven innovator of closed-captioning for games, Reid has said, “Game accessibility means games for all, allowing developers to reach the broadest audience possible, increasing sales and empowering more people.”

With over 13 years of experience in videogame design and development (including modding), Reid understands the power of videogames to be a catalyst for change. He uses his creativity and vision for videogames to help people reach their full potential by creating Triple-E experiences that educate, engage and empower people to improve themselves and the world around them.

He can be contacted via email: reid [at] rbkdesign [dot] com.

Or followed on Twitter.com @reidkimball

Expert Blogs

Opinion: Create a Real PSA Against Online Hate Speech  Featured Blogs
Posted by Reid Kimball on Wed, 04 Nov 2009 04:00:00 EST in Game Design
Reid Bryant Kimball urges developers to create real, sincere and genuine PSA's reminding people that hate speech is not cool and is not tolerated in online gaming experiences.
Read More... | 54 Comments

Breaking the Vicious Cycle  Featured Blogs
Posted by Reid Kimball on Mon, 17 Aug 2009 11:00:00 EDT in Game Design
"In this article, game designer Reid Kimball posits that instead of striving for replayability, game designers can strive to create inspirational games that need only be played once." -Sande Chen
Read More... | 11 Comments

The Future Of The IGDA Is Written By You.
Posted by Reid Kimball on Mon, 03 Aug 2009 03:19:00 EDT in Audio, Game Design, Programming, Production, Visual Art
How the recent controversy regarding Tim Langdell opens the door to shape the IGDA into what its members want from it.
Read More... | 6 Comments

Infusing Games with a Moral Premise  Featured Blogs
Posted by Reid Kimball on Mon, 06 Jul 2009 10:30:00 EDT in Game Design
Reid Kimball puts forth an idea of how to use the concept of a Moral Premise to synchronize both gameplay and narrative to create more meaningful gaming experiences with progressive moral arcs.
Read More... | 60 Comments

A Philosophical Riddle from a Game Designer
Posted by Reid Kimball on Sat, 27 Jun 2009 11:33:00 EDT in Game Design
In this two sentence post, Reid takes an ancient philosophical riddle and adapts it to a pressing question most designers and writers may want to ask themselves.
Read More... | 9 Comments

Using Games As A Dialog With Players  Featured Blogs
Posted by Reid Kimball on Mon, 15 Jun 2009 10:15:00 EDT in Game Design
Reid discusses one way he thinks games can become more artful, by engaging players in a dialog on specific topics.
Read More... | 21 Comments

[More Reid Kimball Blogs]   

Reid Kimball's Comments

Comment In: Zynga Raises $15.2 Million In New Funding [News - 11/17/2009 - 01:27]

Tim, I think on IT ...

Tim, I think on IT guys that know how to remove scummy toolbars. http://www.youtube.com/watch v S7YaVVpK1G4

Comment In: In-Depth: The Guide To Rescuing A Troubled Project [News - 11/17/2009 - 05:46]

Ted, I completely recommend it, ...

Ted, I completely recommend it, especially for game designers, and yet there were very few of them there. Mostly producers and managers.

Comment In: IGDA Forum: Asking 'Why' Will Keep Games Out Of The Ghetto, Says Hecker [News - 11/13/2009 - 01:10]

We can debate forever whether ...

We can debate forever whether games are culturally relevant. Perhaps we ought to ask ourselves us game designers why we create games and I think, unfortunately, the answers will not be as varied as they ought to be for a dynamic and healthy games industry.

Comment In: Opinion: Create a Real PSA Against Online Hate Speech [Blog - 11/04/2009 - 04:00]

Bob and Joe, violence in ...

Bob and Joe, violence in games is an issue I think is important. But you cannot invalidate the argument that IW used offensive language too casually by bringing up another issue you do not agree with. Of course it would not be OK if there was a game about shooting ...

Comment In: OneBigGame Announces Chime, Upcoming Matsuura, Perry, Cecil Projects [News - 11/03/2009 - 12:10]

What an awesome concept. One ...

What an awesome concept. One I've been waiting to see how OneBigGame would deliver on this for sometime. Glad it won't be long to try out Chime and contribute to the causes. I wonder if they'd consider different price points for people to choose from, similar to how people can ...

Comment In: Screen Actors Guild Members Reject Video Game Deal [News - 10/29/2009 - 08:41]

Ian, because they deserve protection ...

Ian, because they deserve protection and fair compensation. The question isn't why should they when others don't, but why aren't others protected and fairly compensated along with them

[More Reid Kimball Comments]