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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.

Heat Signature’s Launch, And First Player Legend

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

Teaching Heat Signature’s Ship Generator To Think In Sectors

What Works And Why: Multiple Routes In Deus Ex

Natural Numbers In Game Design

Naming Drugs Honestly In Big Pharma

Writing vs Programming

Let Me Show You How To Make A Game

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

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

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

Heat Signature Needs An Artist And A Composer

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

Gunpoint Patch: New Engine, Steam Workshop, And More

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

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

Heat Signature: A Game About Sneaking Aboard Randomly Generated Spaceships

The Grappling Hook Game, Dev Log 6: The Accomplice

A Story Of Heroism In Alien Swarm

One Desperate Battle In FTL

To Hell And Back In Spelunky

Games Vs Story 2

Gunpoint Development Breakdown

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

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

The Magical Logic Of Dark Messiah’s Boot

Arguing On The Internet

Shopstorm, A Spelunky Story

Why Are Stealth Games Cool?

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

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

How I Would Have Ended 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

Supreme Commander All Czars

Sometimes winning isn’t enough. Sometimes 50 of the largest unit in the game, the Czar, is not enough. Those times, 51 Czars will generally do it.

51 Czars 03

51 Czars 04

51 Czars 10

51 Czars 11

Death beams are cool, but Czars are so huge that they can do even more damage by just falling on you. And you can manually suicide them to make that happen.

51 Czars 13

51 Czars 15

51 Czars 16


McDanger: My heart just skipped a beat over the beauty of a Czar graveyard.

Moni: I haven't played SupCom, but I have played the second game. Am I missing out on stuff like this, or am I just playing SupCom 2 wrong?

PleasingFungus: You're missing out, Moni!

The funny thing about SC1's SP campaign is that the later missions encouraged this sort of nonsense. I remember my brother launching squadrons of Czars at the foe in one Aeon mission...

Good times.

Bret: Man.

I can see those wrecks forming whole civilizations around them. I would play a game set in that graveyard, I think.

Now that's scale.

Davie: See, this is why unit caps are no fun. Dawn of War, for example, made me very sad when I could no longer roll over the opponent in five Baneblades.

Tom Francis: Moni - I did something similar in SupCom 2, but the scale is certainly a different order of magnitude.

http://www.pentadact... ...07-day-off

SupCom 1's unit cap is interesting - it has one, it's just very high, you can increase it, and all units only count as '1'. In other words, it doesn't try to make maxed-out armies balanced, and it's actually part of the late-game tactics to figure out what low-tech stuff you can now suicide in order to free up cap for higher value units.

So I could have made 499 Czars, or even 1,499, if I was that obsessive about it.

Rei Onryou: I love you Tom! You take great screenshots, you figure out interesting ways to play games, you describe them brilliantly. You're the Valve of games journalism! =D

You may now have all my monies.

Tom Francis: Ha, thanks! Forwarding bank details.

Chris: I like the GG on that screenshot. If I were some supreme commander dude and I saw that coming towards me I think I'd say something similar.

Entropy: The Czar graveyard is my new desktop background.

Korolev: ........should've been all tsars.

Jason L: My God, it's full of Tsars.