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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

EVE’s Assassins And The Kill That Shocked A Galaxy

“The simultaneous ambush and galaxy-wide hangar theft inflicted financial damage upwards of 30 billion ISK – $16,500 US dollars at IGE.com’s prices. The value of the stolen assets utterly dwarfed the original fee for the job. And yet the only item the Guiding Hand’s anonymous client requested for himself was the cold, dead body of the target. It’s safe to say this was personal.”

A prompt two years after it was originally published, my story about the Guiding Hand Social Club assassins is finally (legally) online. At the time a lot of bad J-PEGs of it cropped up online, and since we didn’t actually have a website of our own then, we tolerated the ones that actually bothered to note the piece came from PC Gamer. But now it’s in actual html and – in a column of that width – about as good as I can humanly make it look.

My favourite bit of it, inevitably, is the bit I didn’t write: the responses to the heist from the Intergalactic Summit. Eve players reacted to the hit with genuine disgust or admiration, but also stayed in-character. So their comments are coloured with wonderful subtexts drawn from Eve’s backstory about the slavery of the Minmatar, and subsequent rebellion.

Coupled with Eve’s extraordinarily evocative character portraits, it gives each commentator such a strong and believable personality that, reading it, I find I can imagine exactly what kind of voice each of these people would have, how they would deliver their judgements.

zhouyu

Look at Zhou Yu! He looks like Jesus. Of course he’s appalled. He’d talk like Neil from the Young Ones, by the way.

nanuspark

Look at Nanus Parkite! He’s wearing aviator shades – of course he’s unimpressed. And if you look closely at the full-size version of his portrait, you can actually see his eyes behind the lenses: they’re keen and angry, matching his Godwin-fulfilling disdain for the Guiding Hand.

zaridin

Look at Zaridin! That smarmy, crisp-lipped villain. Of course he loves it, and of course he’s reserved and eloquent in his praise.

eddiegordo

And man, look at Eddie Gordo. Can’t you just hear his thick, exotic accent? He speaks in simple, black-and-white truths, with the weight of suffering behind them. He’s the only one who doesn’t see this as a discussion of methods: he doesn’t care how it was achieved, only that the people who enslaved his race suffered.

In fact, check out Istvaan Shogaatsu, leader of the most vicious band of contract killers in the universe:

It kind of shows, right?

It’s baffling to me that a five-year-old space game still lets you create the most human and distinctive player-designed artificial faces. Why can’t we make faces like this in games where we actually have a body and face rather than a spaceship, where we can walk around and see other people’s? Instead, three years later, we get a blockbuster character-driven RPG in which the emperor of the world looks like this:

oblivion_emp

Anyway, that other site I’m working on – this one. It’s coming. It’s remarkable just how much progress you can make, and how quickly, without even coming close to finishing. I’d add that I am close to finishing now, except that I have felt close to finishing for around three weeks. It seemed nearly done half-an-hour into the process. I suddenly have a newfound sympathy for games that miss their release dates.

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