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Game development








Hello! I'm Tom. I designed a game called Gunpoint, about rewiring things and punching people, and now I'm working on a new one called Heat Signature, about sneaking aboard randomly generated spaceships. Here's some more info on all the games I've worked on, here's the podcast I do, here are the videos I make on YouTube, here are some of the articles I wrote for PC Gamer, and here are two short stories I wrote for the Machine of Death collections.


By me. Uses Adaptive Images by Matt Wilcox.

  • RoboLeg: this game would be PERFECT for mobile, and I’d happily pay 10 bucks or so for it.
  • Jepp: 1) Please keep critiquing games by building new ones :) 2) The non-hand holding, simple systems integrating...
  • Jack: Are you going to release Morphblade for iOS or the Nintendo Switch? I would really like to play this on my...
  • Spaceman Moses: One-eyeing this on my phone from the depths of my covers I lazily ask: what do you mean XCOM2 clarity...
  • kripto: For what it’s worth, I also like Morphblade more than Imbroglio. Although, to be fair, I’ve also...
  • Hitman header tunnel

    Rewarding Creative Play Styles In Hitman

    Far Cry Primal Thumbnail

    Postcards From Far Cry Primal

    Snowball jack header

    Solving XCOM’s Snowball Problem

    Kill Zone and Bladestorm

    Kill Zone And Bladestorm

    BAFTA Featured

    An Idea For More Flexible Indie Game Awards

    Sectors Header

    Teaching Heat Signature’s Ship Generator To Think In Sectors

    DXHR Open area

    What Works And Why: Multiple Routes In Deus Ex

    Heat Signature Natural Numbers

    Natural Numbers In Game Design

    Pharma Header

    Naming Drugs Honestly In Big Pharma

    Writing vs Programming

    Make A Game Tutorial Thumbnail Featured IMage

    Let Me Show You How To Make A Game

    New Heat Signature Video: Galaxies, Suction And Wrench-Throwing

    Her Story banner

    What Works And Why: Nonlinear Storytelling In Her Story

    My Idea For An ‘Unconventional Weapon’ Game

    From Gunpoint To Heat Signature: A Narrative Journey

    The Cost Of Simplifying Conversations In Videogames

    Invisible Header

    What Works And Why: Invisible Inc

    Super Game Jam Header

    Our Super Game Jam Episode Is Out

    Shadow of Mordor Header 2

    What Works And Why: Sauron’s Army

    Heat Signature Talk

    Showing Heat Signature At Fantastic Arcade And EGX


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

    Murder, She Wrote

    The Formula For An Episode Of Murder, She Wrote

    Heat Signature Wide 2

    Heat Signature Needs An Artist And A Composer

    Heat Signature Floorplans Header

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

    Gunpoint Steam Workshop

    Gunpoint Patch: New Engine, Steam Workshop, And More

    Distance Header

    Distance: A Visual Short Story For The Space Cowboy Game Jam

    The Magic Circle

    Raising An Army Of Flying Dogs In The Magic Circle

    Floating Point Blog Launch

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

    Floating Sine

    Drawing With Gravity In Floating Point


    What’s Your Fault?

    Hoplite banner

    The Randomised Tactical Elegance Of Hoplite

    Gone Point

    Here I Am Being Interviewed By Steve Gaynor For Tone Control

    Heat Signature Thumbnail

    Heat Signature: A Game About Sneaking Aboard Randomly Generated Spaceships

    GRappling Hook Thumbnail

    The Grappling Hook Game, Dev Log 6: The Accomplice

    Alien Swarm Heroics

    A Story Of Heroism In Alien Swarm

    FTL Story

    One Desperate Battle In FTL

    Spelunky Banner

    To Hell And Back In Spelunky

    Game vs story graph

    Games Vs Story 2

    Gunpoint Breakdown

    Gunpoint Development Breakdown

    Max Payne 3

    Five Things I Learned About Game Criticism In Nine Years At PC Gamer

    This is how you die

    My Short Story For The Second Machine Of Death Collection


    Not Being An Asshole In An Argument

    Skyrim Diary - Frostmere

    Playing Skyrim With Nothing But Illusion

    Mainstream Games

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


    A Short Script For An Animated 60s Heist Movie

    Dark Messiah

    The Magical Logic Of Dark Messiah’s Boot


    Arguing On The Internet


    Shopstorm, A Spelunky Story

    Stealth Games

    Why Are Stealth Games Cool?


    E3’s Violence Overload, Versus Gaming’s Usual Violence Overload

    Suspicious Manifesto

    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

    What Makes Games Good

    Seat Quest

    A Story Of Plane Seats And Class

    Deckard: Blade Runner, Moron

    Beneath Suspicion

    Avoiding Suspicion At The US Embassy

    Open Worlds

    An Idea For A Better Open World Game

    Level Up

    A Different Way To Level Up

    BioShock Ending

    How I Would Have Ended BioShock

    Meet the Spy

    My Script For A Team Fortress 2 Short About The Spy

    Team Fortress 2

    Team Fortress 2 Unlockable Weapon Ideas

    Football Manager

    Don’t Make Me Play Football Manager

    EVE Assassins

    EVE’s Assassins And The Kill That Shocked A Galaxy

    GalCiv 2

    My Galactic Civilizations 2 War Diary


    I Played Through Episode Two Holding A Goddamn Gnome

    Machine of Death

    My Short Story For The Machine Of Death Collection

    Blood money and sex

    Blood Money And Sex


    A Woman’s Life In Search Queries

    Second Life

    First Night, Second Life

    SWAT 4

    SWAT 4: The Movie Script


    I use’s DVD rental-by-post thing, which is one where you can keep the DVD as long as you like while you’re subscribed. This is good because they can’t have Primer back yet. After watching it, I spent forty minutes reading Wikipedia’s superb dissection of the film’s nine distinct timelines, featuring eleven iterations of the two main characters and a flow chart, then I watched it again with the director’s commentary on. Then I watched it again. Craig raises the objection that something ought to be comprehensible to the human mind on first viewing, and it’s true that this is not. I have a certain amount of time for enjoyably dumb films, but to me this is what entertainment should be: something beyond you, not pandering to you, something that both needs and deserves to be explored and understood.

    It’s written by, directed by, produced by, scored by, edited by, partly filmed by and stars a former engineer who’d never written, directed, produced, scored, edited, partly filmed or acted in a film before, for $7,000, with a crew of six and only one trained actor. Its creator’s mum and dad supplied the food. And after watching it, you have to wonder why anyone needs more than that to make a film that doesn’t call for any particular special effects, because none of it really shows. It’s set in real locations which are free and appropriate, mostly with available light which makes it look realistic, and most of the people are people rather than actors, which makes them more convincing because actors don’t act like people anyway. It took two-hundred and fifty-six people and five million dollars to make Memento, a similarly stark and intricate film, and I’m not sure why.

    It helps that Primer is about a couple of hi-tech engineers who run a tiny electronics business from their garages on top of their day jobs. In case the thing about timelines earlier didn’t give it away, it’s about time-travel. But it’s unique among time-travel movies in being almost entirely convincing, in about three ways:

    1. If time-travel is ever discovered, it will be discovered like this. In Primer it’s a side-effect of a tweaked version of an existing type of machine, and they almost don’t notice it does it. It’s only by chance that one of them stumbles across the fact that the Weeble whose weight they’ve been successfully reducing has accumulated six years’ worth of mildew in its brief time inside. A long and quite slow-moving chunk of the film leads up to this in a very natural way, and the cautious excitement of intelligent nerds making something work is so well-invoked that I found myself quite thrilled when just they got this high-temperature superconductor to work at all, let alone travel through time.

    2. This actually makes sense. It effortlessly explains all three usual objections to time-travel scenarios: a) Why haven’t we seen travellers from the future already? The furthest these machines can take you back is to the moment you switched them on. b) Why don’t you appear in empty space when you come out in your destination time, given that your starting point was elsewhere on the Earth’s orbit? You stay physically within these machines as you travel back in time, and you do travel back in time rather than teleport to a specific earlier point: you live backwards in the box while the rest of the world lives forwards. And c) Whatever you do in the past will already have been done in the past, removing the reason for you to have gone back in the first-place. Here, changing the past changes the past of the timeline you’re now in, which is no longer the same as the one you came from. It’s still useful because you can live in this new one, and your self here is planning on getting in a time-travel box which will remove him from it.

    3. It’s not glamourous. They don’t whoop and jump around the room when it works. There’s no montage where they win the lottery and get drunk. It’s a hard, weird process to go back: you have to spend as much time as you want to travel inside an argon-flooded coffin, and there are side-effects. These guys try it for six hours a day, make measured profits on the stock market, and carefully isolate themselves from their contemporary dupes.

    The plot itself is focussed exclusively on the use of these devices and the relationship between the friends who invented them. There are wives, children, friends and an outside character who plays an enormously important role later on, but none of them get more than a minute of screentime, and we never even find out why the outside character does what he does – simply because the two friends themselves don’t either. That level of focus is essential to detail the incredibly dense web of events that unfold over just a few days of traditional time, and probably only a week or so from the perspective of the most time-travelled character (whose identity would be a huge spoiler at this point).

    Zeno Cosini: I saw it at the ICA at the end of last year. It was in a double Bill with La Jetee, which is the film Terry Gilliam adapted to make Twelve Monkeys. Primer was great. About a dozen of us talked about it in the pub afterwards, and whilst we'd all enjoyed ourselves, no two people agreed EVEN REMOTELY about what had actually happened in the film.

    bob_Arctor: Sounds cool. Question: do they meet themselves in the past, if you see what I mean. Can they meet themselves, can they double up by getting in the time machine with themselves, and meet a third?

    Grill: It's a great film. Though the nomenclature they use in that Wikipedia explanation is very confusing - numbering people by the number of exits they've made, rather than whether they're the original, duplicate, or triple at a given time.

    craigp: It's true - i r dumb. I think, perhaps, a comfortable warning would have sufficed about what I was about to experience. I mean, I knew I liked Donnie Darko, but had no clue to it's meaning until the director's commentary. If I know ahead of time I'll be baffled I'm much more comfortable with it.

    I think it's a movie that enjoys a good prodding: I enjoyed it more after reading Wikipedia than when I was watching it.

    Tom Francis: Bob: yep, but they're sensible enough to try to avoid it. At first. Later the relationships between instances of the same person get wonderfully insane. I could have happily watched uncomprehendingly for another hour as the complexities come to a boil and the batshit stuff starts happening.

    Grill: I actually liked that naming convention once I got my head around it, partly because it reflects a theme of the film. Throughout there's this idea that whoever's gone back the most is the one on top of things, and the other one's just a patsy playing into his hands. So seeing at a glance that A is one up on B gives it a bit of social context that makes it easier to keep track of.

    Jason L: You obviously cannot have failed to read http://www.primermov... ...story.html , but I nevertheless want to attach it here - primarily because I love the bit about a trained maths nerd deciding to, essentially, treat the process of filmmaking as an equation to be solved or a cryptographic ciphertext. And succeeding.

    My Favourite Games Of 09, by Tom Francis: [...] Braid Time-travelling platformer. I get irritated with time travel movies, Primer excepted. No! He wouldn’t fade from the photo, idiots! He’d either never have been [...]