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November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [13]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
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Latest Features
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November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [7]
 
arrow iPhone Piracy: The Inside Story [49]
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November 22, 2009
 
Trion Redwood City
Sr. Environment Artist
 
Trion Redwood City
Sr. Evnironment Modeler
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
Character Artist
 
Crystal Dynamics
Sr. Level Designer
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
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Blogs

Reid Kimball's Expert Blogs

Opinion: Costly Production Decisions to Avoid  Featured Blogs
Posted by Reid Kimball on Mon, 08 Jun 2009 10:35:00 EDT in Production
Reid covers bad production decisions that turn projects into nightmarish clusterf*cks. *WARNING: This post has been rated M for Mature for language.
Read More... | 5 Comments

Responses to The Interactive Montage
Posted by Reid Kimball on Wed, 20 May 2009 03:00:00 EDT in Game Design
Reid covers some interesting feedback on his article about using interactive montages in games.
Read More... | 4 Comments

The Interactive Montage
Posted by Reid Kimball on Fri, 01 May 2009 02:30:00 EDT in Game Design
Reid Kimball covers the idea of an interactive montage, adapted from the western film montage technique to include gameplay interactivity.
Read More... | 10 Comments

Commentary: Design Lessons from Torture in Games  Featured Blogs
Posted by Reid Kimball on Wed, 22 Apr 2009 05:30:00 EDT in Game Design
Reid gives a quick overview of torture in videogames and discusses how one of them has an important procedural message embedded in its mechanics.
Read More... | 26 Comments

Opinion: Too Much Action and Not Enough Adventure Gameplay  Featured Blogs
Posted by Reid Kimball on Sat, 18 Apr 2009 03:39:00 EDT in Game Design
Reid Kimball thinks narrative driven action games overuse action gameplay and believes western adventure gameplay and other examples can help.
Read More... | 18 Comments

"It's Not Just a Game. It can save a life."
Posted by Reid Kimball on Fri, 10 Apr 2009 11:33:00 EDT in Game Design
Here's a video interview with a woman who has a metabolic disorder, who talks about the value of games for disabled people.
Read More... | 1 Comments

Forget Fun. Is It Engaging?
Posted by Reid Kimball on Sat, 04 Apr 2009 04:33:00 EDT in Game Design
Fun can have a variety of meanings to many people. Reid explains how fun has a very specific meaning and how its overuse restricts our acceptance of games that can't be described as fun. He offers a new descriptor for all games to strive for.
Read More... | 15 Comments

On World Of WarCraft's Color Blindness Patch  Featured Blogs
Posted by Reid Kimball on Tue, 31 Mar 2009 04:27:00 EDT in Game Design
Ablegamers.com has info on WoW's upcoming 3.1 patch, which adds features that help the color blind. However, more work remains.
Read More... | 4 Comments

Have You Thought About How the Disabled Play Games?
Posted by Reid Kimball on Mon, 30 Mar 2009 08:30:00 EDT in
At GDC 2009 AbleGamers.com teamed up with the IGDA Game Accessibility SIG to ask your fellow game developers this question: "Have you thought about how disabled people play games?" Read on for their responses.
Read More... | 0 Comments

Opinion: Down with Ambition, Less is More  Featured Blogs
Posted by Reid Kimball on Fri, 27 Mar 2009 03:54:00 EDT in Production
Reid posits that ambitious development goals leads to less quality and makes crunch inevitable. Instead, why not embrace the concept of "less is more". We just might make better games to boot along with improving quality of life/health.
Read More... | 6 Comments

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