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Reid Kimball's Blog
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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
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Expert Blogs
Opinion: Create a Real PSA Against Online Hate Speech  |
| Posted by Reid Kimball on Wed, 04 Nov 2009 04:00:00 EST in
Game Design
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| 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  |
| Posted by Reid Kimball on Mon, 17 Aug 2009 11:00:00 EDT in
Game Design
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| "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 |
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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
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| 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  |
| Posted by Reid Kimball on Mon, 06 Jul 2009 10:30:00 EDT in
Game Design
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| 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 |
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A Philosophical Riddle from a Game Designer |
| Posted by Reid Kimball on Sat, 27 Jun 2009 11:33:00 EDT in
Game Design
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| 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  |
| Posted by Reid Kimball on Mon, 15 Jun 2009 10:15:00 EDT in
Game Design
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| 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
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Comment In: Opinion: Create a Real PSA Against Online Hate Speech [Blog - 11/04/2009 - 04:00]
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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 ... |
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Comment In: OneBigGame Announces Chime, Upcoming Matsuura, Perry, Cecil Projects [News - 11/03/2009 - 12:10]
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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 ... |
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Comment In: Screen Actors Guild Members Reject Video Game Deal [News - 10/29/2009 - 08:41]
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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 |
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Comment In: Ideas I Did Not Own [Blog - 10/28/2009 - 04:53]
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Nice Ted Agree that it's ... Nice Ted Agree that it's best to enjoy the fact that you had an idea that someone else thought was good enough to turn into a game. Being first is overrated. If someone releases a game based on a concept you had thought of, be thankful They just saved you ... |
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Comment In: Repetition: Not That Bad After All [Blog - 10/12/2009 - 11:18]
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I think if narrative in ... I think if narrative in games will evolve it will happen when designers aren't afraid to rule out repetition. I've touched on that in my older blog articles. Designing a game around repetitive gameplay limits the broad spectrum of experiences one can have in a game. |
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Comment In: Could we have "Fair Trade" games? [Blog - 09/23/2009 - 05:59]
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Tim, if the team crunched ... Tim, if the team crunched for more than 6 months, they lose the fair trade label. sounds like a great idea. |
[More Reid Kimball Comments]
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