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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

Team Fortress 2, Episode Two And Portal

Team Fortress 2

The team must have been working on this for a long time, they’ve kept it very secret, and they must have been nervous as hell about whether people would go for a cartoon look to a class-based tactical shooter. They must now be beaming, because virtually everyone seems to love it. The only whispers of dissent I’ve heard are people who love it saying “I don’t know why anyone has a problem with it, TF1 was never realistic.” I was a sceptic before they released this shot, but I see now that it is wonderful. I love their slim chunkiness, their sharp curves, even shading, their characterful but not charicatured expressions. And how cool the Spy:

Team Fortress 2

I still don’t quite understand why they’re giving it to us free with Episode Two, along with Portal – a fantastic-sounding Source-engine successor to indie gem Narbacular Drop (the best game name since Grim Fandango). My best theory so far is that it’s just to generate good will toward episodic gaming and Steam, and partially to ensure a large user-base for TF2. Maybe they were hedging their bets against the cartoon look putting people off, and ensuring that people would end up owning it whether they liked it or not. Of course, they did a similar thing with Half-Life 2 and Counter-Strike Source. We’ll never know exactly how well that did, because they won’t release Steam sales figures, but I have to assume it exceeded what they would have expected for Half-Life 2 alone. Otherwise they wouldn’t be repeating the formula with TF2 and Episode 2.

Forgetting analysis, the ripe bunch of gaming fruit that your slim twenty-dollar bill is going to bag you now looks utterly irresistable. A hefty and exotic chunk of the most finely crafted single-player game ever created; a bold reimagining of one of the all-time greatest multiplayer games using a graphical style never seen in a game before; and a completely fresh and mind-fryingly inventive experimental game, put through the mighty Valve polishing machine. Maybe that’s the point – just to put together something wonderful and profoundly worth the money to everyone. Sometimes if I feel I’ve done something well, I spend an extra half an hour to make it extraordinary, just to see how someone reacts. To hear CEO Gabe Newell talk, the faceless collective grin of an impressed gaming public – expressed through poorly spelt forum posts – is what he lives and breathes for.

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