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TOM FRANCIS
REGRETS THIS ALREADY

Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.

Theme

By me. Uses Adaptive Images by Matt Wilcox.

Tom’s Timer 5

The Bone Queen And The Frost Bishop: Playtesting Scavenger Chess In Plasticine

Gridcannon: A Single Player Game With Regular Playing Cards

Dad And The Egg Controller

A Leftfield Solution To An XCOM Disaster

Rewarding Creative Play Styles In Hitman

Postcards From Far Cry Primal

Solving XCOM’s Snowball Problem

Kill Zone And Bladestorm

An Idea For More Flexible Indie Game Awards

What Works And Why: Multiple Routes In Deus Ex

Naming Drugs Honestly In Big Pharma

Writing vs Programming

Let Me Show You How To Make A Game

What Works And Why: Nonlinear Storytelling In Her Story

What Works And Why: Invisible Inc

Our Super Game Jam Episode Is Out

What Works And Why: Sauron’s Army

Showing Heat Signature At Fantastic Arcade And EGX

What I’m Working On And What I’ve Done

The Formula For An Episode Of Murder, She Wrote

Improving Heat Signature’s Randomly Generated Ships, Inside And Out

Raising An Army Of Flying Dogs In The Magic Circle

Floating Point Is Out! And Free! On Steam! Watch A Trailer!

Drawing With Gravity In Floating Point

What’s Your Fault?

The Randomised Tactical Elegance Of Hoplite

Here I Am Being Interviewed By Steve Gaynor For Tone Control

A Story Of Heroism In Alien Swarm

One Desperate Battle In FTL

To Hell And Back In Spelunky

Gunpoint Development Breakdown

My Short Story For The Second Machine Of Death Collection

Not Being An Asshole In An Argument

Playing Skyrim With Nothing But Illusion

How Mainstream Games Butchered Themselves, And Why It’s My Fault

A Short Script For An Animated 60s Heist Movie

Arguing On The Internet

Shopstorm, A Spelunky Story

Why Are Stealth Games Cool?

The Suspicious Developments manifesto

GDC Talk: How To Explain Your Game To An Asshole

Listening To Your Sound Effects For Gunpoint

Understanding Your Brain

What Makes Games Good

A Story Of Plane Seats And Class

Deckard: Blade Runner, Moron

Avoiding Suspicion At The US Embassy

An Idea For A Better Open World Game

A Different Way To Level Up

A Different Idea For Ending BioShock

My Script For A Team Fortress 2 Short About The Spy

Team Fortress 2 Unlockable Weapon Ideas

Don’t Make Me Play Football Manager

EVE’s Assassins And The Kill That Shocked A Galaxy

My Galactic Civilizations 2 War Diary

I Played Through Episode Two Holding A Goddamn Gnome

My Short Story For The Machine Of Death Collection

Blood Money And Sex

A Woman’s Life In Search Queries

First Night, Second Life

SWAT 4: The Movie Script

The Nameless Mod Is Out, Apparently Great

nameless

I’ve been waiting for this enormous, surreal, self-referential net-culture conversion of Deus Ex for ages. It finally came out today, so I immediately carried on playing the game I was reviewing this weekend and then sat outside and wrote it up and then cooked a meal and watched a bit of TV and talked to Kim for a while. But then, right away, I read a review of it.

Richard Cobbett gives it an enormous and extremely enthusiastic write-up on his blog, which makes a good read while the 923MB file is downloading. Lead Designer Jonas Wæver often chimes in here on James, so I’m glad to hear his work wasn’t wasted. I’ll update this post once I’ve given it a fair shake.

If you find your reading and connection speeds are such that you finish Richard’s review some minutes before the mod itself has downloaded, I can recommend from first-hand experience writing a blog post about its availability and the fact that you haven’t played it yet. It leads immediately to enormous popularity and profit.

Update: I’ve played it! A bit. I did the whole training section and watched the intro in full, so I didn’t actually get far into the game proper in the time. I dig the manned security camera mechanic, whereby you can eliminate the guy watching the monitors to neutralise one.

It was actually a guy watching monitors who saw me when I was sneaking around the apartment vents, though, and I had to grab a screwdriver from his desk to stab him in the back of the head with as he set off the alarm. That screwdriver saw some pretty heavy use before I finally succumbed to the summoned security forces, so I think I need to up the difficulty. And not sneak around stabbing security guards with screwdrivers.

All very impressive, and Richard is right, it adopts the Deus Ex motifs well. The voice of the main character seemed particularly good, as far as I played.