Passionate about Game Accessibility to improve sales and player experience. Focused on challenging and inspiring players to think creatively.

 
 
 
 NAME
 
Reid Bryant Kimball
 
 
 
 WEBSITE
 
game.rbkdesign.com
 
 
 
 EMAIL
 
reid -at- rbkdesign -dot- com
 
 
 
 ADDRESS
 
2940 Crescent Ave. #116
Eugene, OR 97408
 
 
 
 PHONE
 
415.632.9982
 
 
 
 SKYPE
 
If you have Skype, you can call me for free, no charge!
 
 
 
 PDF RESUME
 
download .pdf version
 
 
 
 WORD RESUME
 
download .doc version
 
 
     
 

FREELANCE GAME DESIGNER - VIDEO GAMES INDUSTRY

 
 

SUMMARY OF QUALIFICATIONS

  • Over 15 years of level & game design experience
  • Led Internet based team of 10+ people to create a closed-captioned modification of Doom3 for the hard of hearing and deaf
  • Closed-captioning and game accessibility expert, increasing sales of games by reaching more audiences
  • Public speaking and interviewing experience
  • Creative problem solver thrives working collaboratively
  • Strong ability to learn new tools and processes quickly
 
 

WORK EXPERIENCE

 
 

Buzz Monkey Software - Eugene, OR

September 2008 - January 2010

Lead Game Designer
 
 
Unannounced FPS (PC)
  • Designed new IP including the world, story and characters
  • Designed gameplay mechanics for customizable weapons
  • Collaborated with programmers to create and refine customizable weapon functionality
  • Prototyped new multiplayer game mode using UT3's Kismet visual scripting
  • Collaborated with artists and programmers to create weapon customization UI
  • Researched and shared tutorials to help level design learn the new tools
 
 
Game Designer
 
 
TONY HAWK: RIDE (Nintendo Wii)
  • Contributed to Game Design Document (GDD)
  • Wrote game accessibility features for the GDD
  • Experimented with tools and game engine technology, first to create a custom level and documented the process.
  • Implemented gameplay using custom XSI gameplay tools
  • Created "greybox" environment and gameplay geometry using XSI
  • Frequently shared tips and tricks while using XSI and how to create gameplay objects
  • Worked closely with artists to optimze X360/PS3 level geometry for the Nintendo Wii
 
 

LucasArts - San Francisco, CA

February 2006 - June 2008

Designer
 
 
Unannounced Third Person Action/Adventure (XBOX 360, PS3)
  • Provided written and oral feedback to various prototype strike teams
  • Wrote game accessibility features for the Game Design Overview
  • Contributed to documentation describing the purpose of our prototype, its goals and lessons learned
  • Designed gameplay systems
  • Implemented scripted events triggered by the player using proprietary scripting tools
  • Created "greybox" environment geometry using proprietary Maya-like modeling tools
  • Taught other team members how to use LucasArts' proprietary tools
  • Created and modified LUA gameplay scripts
Star Wars: The Force Unleashed (XBOX 360, PS3)
  • Led Scrum team to complete all our tasks during multiple sprints
  • Collaborated with lead to spearhead design and implementation of a multi-staged multiplayer mode that resembled the epic battles from the Star Wars movies
  • Created multiplayer levels utilizing Euphoria and Pixelux technologies
  • Implemented gameplay and scripting on multiplayer and singleplayer
  • Provided LUA scripting support for one other multiplayer designer on level specific scripts and multiplayer mode specific scripts
  • Implemented gameplay and scripting on multiplayer and singleplayer
  • Gave demonstrations of work in progress during team meetings with an audience of 100+
  • Implemented gameplay and scripting on multiplayer and singleplayer
  • Initiated early design of the portaling and sectoring tool in our proprietary level editor which is used to prioritize the rendering of in game geometry
 
 

Ritual Entertainment - Dallas, TX

May 2003 – November 2005

Level Designer
 
 
Unpublished Quake4 Engine Game (PC)
  • Created paper top-down view designs for single player missions
  • Implemented gameplay and scripting
  • Wrote dialog for selected missions
  • Created particle effects
25 to Life (PC, XBOX, PS2)
  • Created paper top-down view designs for single and multiplayer levels
  • Implemented gameplay and scripting
  • Worked with artists to art-up the levels to acceptable standards
Unpublished Game with Eidos (XBOX, PS2)
  • Created paper top-down view designs for singleplayer levels
  • Implemented gameplay
Unpublished Source Engine Game (PC)
  • Created paper top-down view designs for singleplayer levels
  • Implemented gameplay and scripting with a focus on physics interaction
Black Hawk Down: Team Sabre (PC)
  • Created paper top-down view designs for singleplayer levels
  • Implemented gameplay and scripting
Counter Strike (XBOX)
  • Created areas of gameplay and architecture
  • Implemented scripted sequences
  • Optimized levels for console memory constraints
Counter Strike: Condition Zero (PC)
  • Created areas of gameplay and architecture
  • Implemented scripted sequences
Blair Witch 3: The Elly Kedward Tale (PC)
  • Reported bugs to the developers and made suggestions to improve game play
  • Created gameplay events with proprietary scripting language
 
 

MOD EXPERIENCE

 
 

Games[CC] - San Francisco, CA

Sept 2004 - June 2005

Project Lead
 
 
Doom3[CC] (PC)
  • Designed “Dynamic Closed Captioning” system
  • Managed international team of programmers and captioners via the Internet
  • Acted as the customer of the mod, providing feedback and suggestions for improvement
  • Captioned dialog and sound events
 
 

Rewolf, INC - Flagstaff, AZ

Sept 1995 – July 2000

Level Designer
 
 
Gunman Chronicles (PC)
  • Worked with a team of game developers via the Internet using the Half-Life engine
  • Design the 3D environments and gameplay for singleplayer levels
 
 

Moxill Interactive - USA

June 1997 – August 1997

Level Designer
 
 
DOOM TC (PC)
  • Created the start level “Wake Up Call” for Your Path of Destruction DOOM TC for Quake
 
 

ACHIEVEMENTS

 
 
  • Gave presentation, “Closed Captioning in Video games” at Ohlone College (2007)
  • Featured in Official Playstation 2 magazine “Disabled Gaming: How Technology Can Help” (September, 2007)
  • Gave PBS KQED TV and radio interviews about game accessibility
    KQED TV
    KQED Radio
  • Doom3[CC] mod nominated as “Best Doom3 Mod for 2005” at the IGF Choice Awards during the Game Developers Conference 2006
  • Gave presentation, “Closed Captioning in Video games” at Game Developers Conference, San Jose, CA (2006)
  • In 2004/2005 lead a team of captioners and programmers to develop a closed captioning system for Doom3
 
 

TECHNICAL SKILLS

 
 
  • Titles worked on/shipped/mods completed: 10/7/3
  • Software: Adobe Photoshop, XSI, 3DS Max, Maya, Word, Excel
  • Scripting Languages: LUA, Studio Developed Languages
  • Development Tools: Hammer Editor (Source Engine), QeRadiant (Doom3/Quake4 Engine), Adventure Game Studio, Proprietary Level Editors
 
 

RELATED INTERESTS/HOBBIES

 
 
  • Research and develop solutions for closed captioning in games for hard of hearing and deaf
  • Playing a wide variety of games (indie, serious and AAA)
 
 

EDUCATION

 
 

Rochester Institute of Technology, Rochester, NY
BS Information Technology, November 2002

 
     
   
 
   
Copyright (c) 2007-2010 Reid Bryant Kimball
 
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