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.
Want to feel like you’re in Valve’s new alpine vistas without actually having to play Arena mode? Then sir, I can save you seconds of effort. Click for big.
Edit: That big blue space looked like it needed some banner text to me, so I knocked up an alternate version for those of us whose cup of tea the new mode is not:
If Valve would like my permission to use this poster in their marketing materials or to otherwise promote the game, they are most welcome.
Netram: No widescreen (1680x1050)? :(
Seniath: Purdy, though I think I'll stick with the Pyro shot used in the publicity stuff, for obvious reasons ;).
Tom Francis: Widescreen is for hammerhead sharks.
Iain: Cheers, I'll be holding onto the last one for my wallpaper rotations, just started using the concept art from the games blog.
your snaps really demonstrate just how good looking the new theme and map looks.
Newt Pulsifer: "Widescreen is for hammerhead sharks."
I don't have a widescreen display... but I agree with you based on the few times I had to use one!!
They're all so good, it's hard to choose.
J-man: Someone just needs to modify it for CP, CTF or PL, just like someone made a payload dustbowl map.
Iain “DDude” Dawson: If you want widescreen, it is not too much trouble to crop.
Thanks so much. Stuff like this is great.
Punjab: For widescreeners, how about this bit of concept art?:
Tom Francis: That's so wide, a hammerhead shark would be all, "Whoa, that's a bit wide. I mean I like wide, but man."
I like how they drew a TF2 crosshair on there to make it look in-game. You're not foolin' no-one, Dhabih.
J3553: Pentadact is jealous of widescreen. LOL.
DoctorDisaster: You know, I'd wondered about that. Bits of the shots really do look like they were rendered in the game... then there are bits that are nothing but wide, impressionist brush strokes over blurred photo inserts. Compare the ground next to the railcar or the planks on the bridge with the roof of a building or the leaves on a tree. The level of detail in some areas is all out of proportion.
I suspect they constructed and rendered a fragment of the environment using existing art assets, and then expanded upon it with concept art.
Also, whoever drew that has a rotation-sensitive wacom stylus, and I am jealous.