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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.

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: The Movie Script

The Magic Circle

Raising An Army Of Flying Dogs In The Magic Circle

The Magic Circle is an indie game in development by Jordan Thomas, Stephen Alexander and Kain Shin. It takes place inside an unfinished game, one you can see being built around you. And when I tested it, for reasons I won’t go into, my objective was to ‘Ghost the Sky Bastard’.

The trouble was, the Sky Bastard was across a large gap, and I can’t fly. I can trap the various creatures scuttling around this land, and when they’re trapped I can edit their behaviour. But behaviours are like inventory items: if you’ve only found one creature with ‘fly’ as a behaviour, you can take that out, but you can still only put it in one other thing to make it fly.

That was a shame, because I had a small army of dogs. I’d been editing pretty much every one I found. My first, and favourite, I have programmed to hate corpses, so every now and then he scampers furiously off and I know there’s a dead body somewhere nearby.

Luckily, though, I’ve also found a ‘hive mind’ behaviour. This makes one creature copy all his other behaviours to every other creature of his type. So if I change Corpsehater’s movement type to flying, then give him hive mind, all dogs will fly.

That would be cool. But I still don’t know if they’ll win against the Sky Bastard. So I also give Corpsehater a trait called Last Word, which poisons whoever kills him. Since he also has Hive Mind, now I have an army of dogs, killing any one of whom fatally poisons you.

But wait: now they don’t need their bite! They’re gonna kill him anyway. So I can replace Corpsehater’s bite attack with a tractor beam, and then I’d have an army of flying tractor beam dogs, which is, as the saying goes, its own reward.

The last thing I have to do is motivate them: you can’t control your AI allies directly, so I have to program them to hate the Sky Bastard. I do so.

White datastreams erupt from Corpsehater’s head and arc over to each of his seven dog friends, copying his traits to them. All eight dogs sprout helicopter rotors and lift into the air. All eight dogs turn to face the Sky Bastard, and all eight dogs float off towards him. Once they’re in range, all eight dogs emit tractor beams at him, pulling him off his platform to fight them in the air. And he can fight them fine, but alas, all eight dogs are made of poison.

To be honest, I couldn’t entirely parse the aerial fracas as it happened – but at the end of it, the Sky Bastard was definitely ghosted.

Nick: Is that a game, or a post-coding fever dream?

And are programming game-logic games the new procedural generation?

The end point of this trend would be developers giving you a C++ compiler and saying have fun.

William: This sounds really fun. Like Creatures but... malevolent.

Jabberwok: After a cursory search onlne, I'm still uncertain whether this game exists.

Magnificentophat: Very delayed response, here's a link to the steam page if you never found it since you wrote this comment.