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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

Résumé

2000-2003: University of Southampton

Bachelor of Science degree in Mathematics and Philosophy, First Class

Doing maths and philosophy at the same time made sense to me, but then in a Relativity module I found out that simultaneity depends on your inertial frame, so now I’m not even sure I did.

My dissertation was on the ethics of teleportation by replication: scan, clone, destroy the original. Like in that movie I can’t mention, because it’s a spoiler for that movie.

2004-present: writer and editor at PC Gamer

Games Media Award for Best Specialist Games Writer in Print

I was assembling skateboards in a warehouse when a staff writer job opened up at PC Gamer. I didn’t get it. But later I got a job doing their coverdiscs, and successfully got myself demoted to writer a year or two in.

2012-present: director, Suspicious Developments

Finalist, Independent Games Festival Award for Excellence in Design

I entered Gunpoint into the IGF mainly to get feedback from the judges. Becoming a finalist was an extremely expensive accident: I tragically had to fly to San Francisco to attend the swanky awards ceremony and related parties.

The winner of the Excellence in Design category was Spelunky, the game that spurred me to make games in the first place. Even I would have voted for it.

A Snoop At Gunpoint’s Labs

Last week I added two new gadgets to Gunpoint and added test levels for eight of them, to give you a custom-built space to try them out and learn how they work. At the same time, coincidentally, John finished the level art for the labs of the company who make these things. I wanted them to have functional-but-trendy offices above ground, and straight up supervillain labs beneath. The stuff he’s actually produced is way cooler than I’d imagined. Click this for big: Continued

PRESS RELEASE

UNITED KINGDOM – April 1, 2012 – Intense creative re-focussing has led Gunpoint to be re-invented as a 3rd person cover shooter.

“We’re going to make a lot more money this way”, says morally bankrupt CEO.

(Full credit to our artist John Roberts for this startling change in direction)

(This was an April Fools)

Proteus

“I was fairly sure I wouldn’t like it, because the screenshots don’t look all that inviting. But it turns out that all of Proteus’s magic happens in the three things a screenshot is missing: motion, music, and interaction.”

Played Proteus yesterday, then again last night, and finished it. An extraordinary experience. It’s half game and half song, and the feeling of crafting music through the way you explore a shifting and beautiful world is wonderful, totally unlike anything else I’ve played.

Making Gunpoint’s Save System

Gunpoint’s current save system is rough, but functional if you know how to use it. The game autosaves every ten seconds, and when you die, a message pops up telling you to press L to load the latest one, O to load the one before, or R to start the mission completely. It’s just placeholder, but it’s close to what I want: you should never have to repeat a chunk of progress you’re happy with, only the bit you actually screwed up. Continued

GDC Talk: How To Explain Your Game To An Asshole

I never went to the Game Developer’s Conference as a journalist, but this year I took a week off and flew out to San Francisco on my own dollar to attend it as a developer. I was mainly there to demo Gunpoint for the expo crowds at the IGF Finalists Pavilion, but I was also invited to give a five-minute talk as part of the closing talk of the Independent Games Summit: the Indie Soapbox Session. Continued

Talk To Me, Be Talked At By Me, And Play Gunpoint At GDC

I’m giving a talk at GDC! It’s part of the Indie Soapbox Session at 16.30 on Tuesday, in Room 2003, West Hall, 2nd Floor. Ten of us will give five minute talks, and mine is called: Continued

Maybe I Should Just E-Mail You When Gunpoint Is Out

I drew up a more specific and honest to-do list at the weekend, and realised Gunpoint is going to be done later than July. I’ve also set up a mailing list called Just Tell Me When Gunpoint Is Out. If you sign up, you’ll get two e-mails now, to confirm it’s your address, and one when the game is released. Continued

Gunpoint Business Cards Render Quality Of Actual Game Irrelevant

I get to go to GDC for the first time this year, to cover it, give a talk, demo my game, and lose an award! I thought I might need some classy-ass business cards to give to all the classy-ass people I’m sure to meet there, so I did these via Moo.com. Details are on the back, on the same scene in Crosslink mode.

From what I understand of business, the quality of your card stock and matte laminate are the primary traits by which companies attract a mate, and beyond that your actual work has little bearing.

New Gunpoint Test Build Soon, Sign Up Here

Update: build sent out 15/02/12, thanks to everyone who signed up. You can still sign up to put yourself down for future test builds.

I’m almost ready to send out a new test version of Gunpoint to anyone who’s around and able to give me some brief feedback. There’s no selection process, just sign up on the mailing list here and you’ll get it in the next day or two:

The Gunpoint Testing Mailing List

Also, Gunpoint was just previewed on BoingBoing! Brian Easton played an early build and seemed to really dig it!

Solutions to puzzles can be as elegant or kludgy as you need them to be. That’s a lot of the appeal of Gunpoint; there’s rarely a single solution and you are free to do things your way.

Link.

You Can Now Vote For Gunpoint In The IGF

The category we’re a finalist for is Design, but all finalists are also nominated for the Audience award, which is decided by you suddenly very attractive people. If you’d like to help Gunpoint achieve ULTRO FANTASY DREAM, take a sec to vote for it here!

IGF Audience Award Voting Page

Remember, you’re free to vote for any game, unless it isn’t Gunpoint, in which case you are asked to ignore your own preference and throw us a pity vote. Look how small your character is on-screen! That makes us literally the little guy. Also I’m new at this lol *falls over*.

Justified

“You let Messer get away?”
“One of your boys let Messer get away, I got the driver. Besides, these boots aren’t made for running.”
“And yet chasing fugitives is a marshall’s primary function.”
“It’s ironic, isn’t it?” Continued

Eurogamer Gunpoint Preview

Chris Donlan has been playing Gunpoint, and gives it a lovely write up over at Eurogamer:

“The interface is uncluttered and intuitive – you just drag beams of light from the object you want to act as a trigger towards the object you want that trigger to activate – and the whole system’s bristling with opportunities, especially when you start to factor in enemy AI.”

Gamasutra Interview

I am interviewed on Gamasutra! Here is a question from that interview!

How did you come up with the concept?

I feel like a lot of games are designed on the assumption that the player is stupid: a tester doesn’t have the intended experience, so I guess we’ve gotta force him to look at that spaceship crash, lock him in the room until the enemies are dead.

I wanted to make a game with the idea that the player might be smarter than me. Let him think of solutions that never occurred to me in hours of playtesting, and give him the tools to be more creative than I was when I designed this level.

I don’t think that testers are being stupid, I think they’re being defiant. And they’re defiant because the game isn’t letting them be creative or smart or funny, it’s trying to make them have a packaged experience.

So the Crosslink gadget, which lets you rewire any of the electrical things in a level, is my way of giving you some of the designer’s power. It’s almost like a level editor: I restrict some things to make sure it’s a challenge to complete, then I let you design how you want the level to work to achieve your objective. You can be clever, efficient, complicated, funny or cruel.

True PC Gaming Interview

True PC Gaming interviewed me about a bunch of things – both development and general opinions. Here’s one!

What are your thoughts on how the PC gaming industry as a whole are dealing with the problem of intrusive DRM and piracy?

Big companies move slowly, particularly public ones who keep having to point to the past to justify their strategy. To anyone who’s been paying attention, it’s been obvious for a long time that the customer isn’t just king anymore – he’s God. He can do whatever the hell he likes. No-one has the technology to stop him from taking whatever he wants.

Developers that are quick to adapt have focused on making the player want to support them, rather than pissing him off with increasingly intrusive attempts to restrict his access. Slower companies are still trying to get back to a time when people were forced to pay for software, and however safe that might seem, plans that involve angering a God usually aren’t sustainable.

Link.