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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

Gunpoint Video Blog: Story Vs Games

I talk a bit about games vs stories: how they end up ruining each other, and how I’ve tried to avoid that in Gunpoint.

I mention the gender of the main villain in Gunpoint in this, but it won’t tell you much.

My Short Story For The Second Machine Of Death Collection

My second piece of published fiction will be out in July this year, as part of This Is How You Die: the second collection of stories about a machine that can predict your death. (My first was a story in the original collection, and you can read it here).

But! Editor David Malki is also Kickstarting a card game based on the same concept, and since it’s blown its funding goal by over 1000%, they’re releasing a few stories from the anthology to say thanks.

One of them is mine! You can read it now! Here it is!

It’s about a supervillain’s henchman tasked with the job of having their enemies killed in a way that doesn’t contradict their predicted deaths. It is called: LAZARUS REACTOR FISSION SEQUENCE!

If you can’t read it, go here.

Gunpoint Dev Log: From A Broken Mess To A Working Game

A quick update on how Gunpoint’s going.

I AM SO SORRY I LEFT AUTOFOCUS ON! I will remember to disable it next time. My camera is great at everything except detecting how far away an almost stationary human in the center of the frame is.

Five Hours With BioShock Infinite And Ken Levine

“It has the atmosphere of a cheerful village fete, but in a village that couldn’t exist. At one point, we seem to be in a cloud: a thick haze turns everyone in the street to silhouettes, picked out by spectacular rays of golden sunlight. Confetti floats through the air, and hummingbirds pause to probe flowers. Two children splash each other in a leaking fire hydrant.”

“Half an hour later, for reasons I won’t go into, I’m ramming a metal gear into a man’s eye socket until blood geysers all over my face. I’m drenched. Everyone’s screaming. Four more men are coming for me, and this blunt steel prong is all I have to kill them with.”

My preview and interview is up now.

The Calamitous Pacifist In Gunpoint

I’m trying to see if it’s possible to do this level without punching anyone. Not for the first time, my conclusion was: “Nope. Hmm, unless…”

I have to get to those stairs. The guard will shoot me if he sees me. I can’t open the building’s other entrance from the outside. Continued

Not Being An Asshole In An Argument

I don’t argue on the internet anymore. The short version is: it usually gets hostile, and that drives everyone further away from changing their minds.

But I spend a lot of time thinking about whether there’s a way to contribute to a discussion without derailing it. Whether there’s some way of knowing, in advance, that what you’re about to say will make you look like an asshole, start a fight, or be outright wrong.

I think there is. Continued

My SimCity City

The closed beta test of the new SimCity is out, for those in on it. I am! There’s the city I built!

You can see and read about Tyler’s city, built in a different region to the beta, here.

It’s a very demo-y beta: you only get 1 hour before you have to start from scratch. My first one was a single long road, but I quickly discovered that having industrial stuff anywhere near your residential zones poisons everyone and, more importantly, reduces the land value. Continued

Playing Skyrim With Nothing But Illusion

“In Skyrim, a mage is an unstoppable storm of destruction. In real life, a mage is just an illusionist: they can’t do much except trick you. If one of them turned out to be the world’s only hope of salvation, hijinks and sudden death would inevitably ensue. Since these are my two favourite things, I’ve decided to try playing this way.”

My diary of an illusionist in Skyrim is now all online. Start from the first entry, or if you’re up to date, here’s the final one.

Hope you enjoy/enjoyed it. It totally reinvented the game for me, made the world feel dangerous in a way it hadn’t since I first started. And something about having no weapons or armour makes the experience more convincing – I found myself appreciating the scenery more, being happy to trudge through the sparkling snow on a sunny day.

It makes me really want a Skyrim Survival Mode. One where you remain realistically vulnerable at all times, and leaving a town is heart-thumpingly tense. You’d need to eat before you could sleep, and sleep once a day to stay sharp. The only impetus to risk the wilderness would be to hunt animals, gather ingredients, or hope to find something valuable enough to sell for food before you find something too fast to run from.

Welcome To Site 7

Look, I changed everything! I usually redesign my blog a bit at the start of every year, but this one is the first time I’ve built a completely new one from scratch in more than eight years. As is now tradition, I’ll give you a song to listen to while you snoop around. Continued

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

Published a long while back, don’t think I ever linked it here. A long-suppressed rant at mainstream action game design.

“The instant the first character speaks, I reflexively want them to shut up. If there’s text on screen, I’m not reading it. If there’s a cut-scene, I’m skipping it. If there are no enemies to shoot, I shoot my friends, and if I can’t shoot my friends, I shoot just next to my friends and then swing my crosshair onto them as quickly as possible in a lame attempt to glance them with a bullet I know won’t do anything. I thought that was normal.

Then, playing Bulletstorm the other night and hating every second of it, I had an awful realisation: this is my fault. I’m the reason games suck now. I’m the lazy, belligerent jerk every mainstream shooter seems to be designed for, and it’s because of gamers like me that they’re built this way.”

The creative director of Bulletstorm responded to me, which led to an interesting discussion.

Ibb And Obb, A Co-Op Game Where The Ground Has Two Sides

In a platform game, the screen is usually divided between solid land and empty space. The empty space is the fun bit – you can jump around in it, fight enemies, solve puzzles. Usually nothing very interesting happens inside the solid ground beneath your feet.

In Ibb and Obb, the solid ground becomes the empty space for another platformer, one that takes place upside-down.

My preview at PC Gamer.

What I Learned From Gunpoint, And How To Make A Game

I wrote a feature for PC Gamer in which I look at each of the easiest tools you can use to make a game, and interview indies who’ve made great things with them. It’s the Indies’ Guide To Game Making, and I’ve just updated it with some more detailed answers we didn’t have room for in the magazine.

Oi, aren’t you making a game?

I am, but I haven’t finished it yet. I’ve learnt a lot so far, though, and at Minecon in November, I gave a talk about what I’ve learned so far, and what I’d do differently if I was making my first game today. Here it is! Continued

Gunpoint At Minecon

Gunpoint will be playable at Minecon in Paris this weekend! I’ll be around to answer any questions. Say hi if you see me, I look like this.

I’m also giving a talk on the Sunday, about what I’ve learnt as a critic making my first game. That’s at 10.30 AM Sunday, in the Indie Theater, which is in the New York Convention Centre. That’s just a name, it’s in Paris like the rest of it.

If you won’t be there, my talk should be going online afterwards.

Why Isn’t There A Gunpoint Kickstarter?

I get this question a lot, which is lovely because it suggests people want to support the game and are happy to pay to do it. Thank you! I will very much want you to do that at some point!

Kickstarter is awesome and I may need it some day for something, but not Gunpoint. Here’s my thinking. Continued

Alcohol

This post is slightly fetishistic about booze later on, which if you’re a recovering alcoholic might be kind of annoying.

I like alcohol. I don’t get drunk very often, probably once a month on average, but I drink with an enthusiasm and regularity that makes me very conscious of one possible way this could go. I could become like a chocoholic, but for booze. Continued