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April 21, 2019
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Reid Kimball's Expert Blogs

Posted by Reid Kimball on Mon, 24 Jan 2011 07:00:00 EST in Production
Please share your experiences with Unity Asset Server.


Posted by Reid Kimball on Mon, 21 Jun 2010 06:00:00 EDT in Audio, Design, Programming, Art
Reid Bryant Kimball edits a video of Heavy Rain to envision what it might look like with full closed captioning.


Posted by Reid Kimball on Sun, 21 Feb 2010 09:00:00 EST in Design
Reid Bryant Kimball recaps briefly Jesse Schell's thought provoking talk at this year's D.I.C.E conference. Not a fan of potential future of games, he wonders if game developers will create games to make people better consumers, or better contributors.


Posted by Reid Kimball on Sun, 13 Dec 2009 03:45:00 EST in Design
Reid Bryant Kimball designed and programmed What Goes Around, an experimental anti-war game. He discusses the design challenges he faced and his reasoning behind the final result.


Posted by Reid Kimball on Wed, 04 Nov 2009 04:00:00 EST in 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.


Posted by Reid Kimball on Mon, 17 Aug 2009 11:00:00 EDT in 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


Posted by Reid Kimball on Mon, 03 Aug 2009 03:19:00 EDT in Audio, Design, Programming, Production, Art
How the recent controversy regarding Tim Langdell opens the door to shape the IGDA into what its members want from it.


Posted by Reid Kimball on Mon, 06 Jul 2009 10:30:00 EDT in 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.


Posted by Reid Kimball on Sat, 27 Jun 2009 11:33:00 EDT in 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.


Posted by Reid Kimball on Mon, 15 Jun 2009 10:15:00 EDT in Design
Reid discusses one way he thinks games can become more artful, by engaging players in a dialog on specific topics.


[More Reid Kimball Blogs]