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TOM FRANCIS
REGRETS THIS ALREADY

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.

Theme

By me. Uses Adaptive Images by Matt Wilcox.

  • Grant: Thanks to the start of this video, I’ve just now noticed that during the static flickers while staring...
  • Ben: Great analysis. During the lab sequence in the Prey intro, you were looking around for tells that Morgan is in a...
  • 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...
  • 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

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

    This is a list of games I’ve worked on or am working on and the things people usually ask me about them. I plan to keep it up to date, so if you spot anything that’s no longer true please let me know!

    Current: Heat Signature

    Heat Signature Strip 2

    A space game where you can actually go inside the spaceships and beat up the crew and steal things and get shot.

    Role: designer, programmer, writer, sound designer
    Working with: John Roberts (art), Ivan Semidolin (music)
    Made in: Game Maker Studio
    Coming to: Windows
    Release date: completely unknown
    More info: dev log videos, development blog

    Morphblade

    morphblade-big-strip

    A turn-based game where each hex you move to turns you into a different kind of weapon. Inspired by Michael Brough’s iOS game Imbroglio, but I ended up moving it to a hex grid, letting you build the grid as you play, getting rid of enemy health, and letting you upgrade weapons by crossbreeding them with each other, each pair having a unique result.

    It’s out now!

    Role: designer, programmer, artist, sound designer
    Made in: Game Maker Studio
    Platform: Windows
    More info: blog posts
    Get it: $5 on Steam

    Floating Point

    Floating Point Wide

    A peaceful game about maintaining speed and grace by swinging yourself around randomly generated spaces with a rope. Built in three weeks from the rope physics I developed for the Grappling Hook Game.

    Role: designer, programmer, sound designer
    Working with: Form & Shape (music)
    Made in: Unity
    Out on: Windows, Mac and Linux (2014)
    More info: trailer, dev log videos, development breakdown
    Get it: free on Steam

    SimAntics

    SimAntics

    Competitive multiplayer game about steering anteater tongues down randomly generated ant tunnels. Made in two days with Liselore Goedhart when we were on the Super Game Jam documentary.

    Role: co-designer, programmer, writer, co-sound-designer
    Working with: Liselore Goedhart (design, art)
    Made in: Game Maker Studio
    Out on: Windows (2014)
    More info: my post with some thoughts on the episode and stills thereof
    Get it: with the documentary series on Steam, which is $20 for 5 episodes and the 5 games made during them

    Distance

    Distance Wide

    A visual short story by Natalie Hanke, made for the Space Cowboy game jam.

    Role: programmer
    Working with: Natalie Hanke (design, art, writing), Jukio Kallio (music)
    Made in: Unity
    Out on: Windows, Mac and Linux (2014)
    Get it: free on itch.io

    Gunpoint

    Gunpoint Wide

    A noir-themed creative infiltration game that lets you rewire its levels to get the jump on people and punch them endlessly in the face.

    Role: designer, programmer, writer, sound designer
    Working with: John Roberts (art), Fabian van Dommelen (art), Ryan Ike (music), John Robert Matz (music), Francisco Cerda (music), Abstraction Games (Mac & Linux port, ongoing support)
    Made in: Game Maker 8.1
    Out on: Windows (2013), Mac and Linux (2014)
    More info: trailer, development breakdown, dev log videos, the whole development blog in chronological order, how its launch went, in-game commentary and a making-of feature are included in the Exclusive Edition,
    Get it: free demo, full game $10 from us, comes with a Steam key

    Paused: Civ-Style Experiment

    4X Igloos stripe

    I thought it was a shame that Civ: Beyond Earth didn’t change the very messy and complicated formula Civ has built up over the years. So I decided to spend all the time I would be playing Civ on making my own Civ-style game, to see if some of my theories about how it could be simplified work out. Taking it off my plate for now, might come back to it the next time I’m annoyed about complexity in 4x games.

    Role: designer, programmer
    Made in: Unity
    Coming to: Windows
    Release date: unlikely to ever be finished
    More info: videos

    Paused: The Grappling Hook Game

    Grappling Hook Game Wide

    A game about a team of thieves using grappling hooks to help each other break into banks, hotels, casinos. Took a long time to get rope physics right as a Unity novice, ultimately decided Heat Signature was more viable with my skills at the time – and just as exciting.

    Role: designer, programmer
    Made in: Unity
    Prospects: might get back to it after Heat Signature, if it still excites me then
    More info: dev log videos

    Game Jam Games

    I’ve made three or four smaller games for other game jams, and written up ideas for a bunch more. You can see all that on the Game Jams tag.

    gwathdring: Those anteaters are *adorable.*

    Jason L: While we're on the editing period, I assume Jake and the Infinite Jerkbots and Through a Scanner Darkly fall below the threshold for this?

    ConsoleTuner » Close to 0% of Steam users own Gunpoint: […] And Francis is living in that 0%, freed up by Gunpoint‘s success to work on all sorts of cool projects. […]

    Heat Signature Playable At EGX And Fantastic Arcade - a post on the Heat Signature site: […] Tom Francis […]

    Harry: I LOVED Gunpoint. Everything about the game is perfect. I mean the music, combined with the amazing visuals, combined with the unique theme... it created the perfect game! I have only one complaint: it was a bit short! You should add more storyline or create a sequel. But, overall, I think it deserves 11/10!

    Brigid Choi: Hi, Pentadact,

    My name is Brigid Choi, and I’d like to write music for you and your next game(s). I’m graduating in May from Emory University with a major in English and a minor in Music. So far, I’ve worked on a game called “Box” on Kongregate (http://www.kongregat... ...siogre/box). You can also hear my demos on my portfolio (https://brigidchoi.bandcamp.com/releases). I write a number of different styles, and I’m sure I can write a genre that you want that I haven’t covered in my portfolio. I’m also a Music Editor at RPGFan.

    I grew up on music and video games. Through elementary and middle school, I played violin and The Legend of Zelda: Ocarina of Time. In high school, I moved onto rock instruments (vocals, guitar, bass, drums) and Rock Band. At Emory, I took theory and composition classes and started writing music of my own while playing Super Smash Bros. Combining my two biggest passions by writing music for video games is my dream job.

    I played Floating Point during the 2013 Christmas Steam Sale. Although it looked simple, it was actually surprisingly difficult. I’m not the greatest at physics, so it was hard for me to know when to push and how hard to push. I was also impressed with the music—especially how it sounded muffled when the ball dropped “under water”. I would love to be a part of this team!

    If you think I would be a good asset to your team, or if you have any questions, please don’t hesitate to email me at bjwchoi@gmail.com. Thank you for this opportunity, and I look forward to speaking with you soon!

    Brigid

    Romulex: I came to this website because I was interested in what other projects you had been working on other than Floating Point. I have been recently playing it on steam and its a great simple game. I was wondering if Floating Point is possible to come in just a regular download of your website or something.I just think its easier for those who dont have steam and want to get the game can simply come here and get it.

    Brendan McCullough: Hey Tom,

    My name is Brendan McCullough and I am one of the hosts of a video game, tech, general nerd things podcast Almost Better Than Silence (http://almostbettert... ...lence.com/). I was wondering if you would be interested in coming on the show to talk about the development process, the state of video games, or anything at all. If anything else I'd love to discuss Gunpoint and find out more about Heat Signature. We're based out of Philadelphia so the interview would be done over Skype, but if you want to reach me you can at ABTSbrendan@gamil.com. Thanks for your time and I look forward to hearing back from you.

    I regret nothing!

    -Brendan McCullough

    Cale Anderson: Hey dude im working on a game called super cave boy in game maker studio could you make a fourm post or something about it so it gets some recognition ? many thanks

    Kyle Coger: Tom!,
    I would like to work with you in the future. I just stumbled on you today while researching game jams. I like the content you are creating.

    I am 24 years old from PA. I think you should look at Blue Manchu and Matt Makes Games. I am sure I sound crazy or am talking about things you hear from others... but I sometimes get these spur of the moment rants when I see really talented people doing the things I wake up in the middle of the night thinking about. I will be following your progress. Take care and please continue with your passion.

    Joe: It's really great to see Heat Signature coming together, I read this web comic just now ( http://poorlydrawnli... ...stic-game/ ) and the last panel immediately reminded me of you and your comments on watching people play your games : )

    Joshua Garrity: Hello Tom Francis,

    My name is Joshua Garrity and I’m the digital content manager at Sold Out. I’m contacting you because I really like Heat Signature, and I wanted to have a chat to you about what my team could offer yours. Here at Sold Out we’re interested in partnering up with and supporting smaller game development studios, who need help with publishing and marketing on digital platforms, in exchange for a 70/30 split of the profits in the developer’s favour. You keep the majority of the profits, you keep your I.P. rights, and we take the hit if the game doesn’t make enough money to recoup our costs. You don’t lose anything partnering up with us, and you stand to gain a lot from our extensive experience. Put simply, we want to handle all the boring stuff, so that you can focus on making a really great game.

    If this sounds like something you might potentially be interested in, let me know.

    Regards

    Joshua Garrity

    Joshua Garrity: Hello Tom Francis,

    My name is Joshua Garrity and I’m the digital content manager at Sold Out. I’m contacting you because I really like Heat Signature, and I wanted to have a chat to you about what my team could offer yours. Here at Sold Out we’re interested in partnering up with and supporting smaller game development studios, who need help with publishing and marketing on digital platforms, in exchange for a 70/30 split of the profits in the developer’s favour. You keep the majority of the profits, you keep your I.P. rights, and we take the hit if the game doesn’t make enough money to recoup our costs. You don’t lose anything partnering up with us, and you stand to gain a lot from our extensive experience. Put simply, we want to handle all the boring stuff, so that you can focus on making a really great game.

    If this sounds like something you might potentially be interested in, let me know.
    Regards

    Joshua Garrity

    Jonathon: I love you jake!

    Turbanator: as all the ships in heat sig are square shaped and boxy, wouldn't it be cool if you could fit them together? You could make some sort of mothership or have really cool, really big battles. Though, now I think about it, I have no idea how you would do that.

    Donny: Dude. Max respec' for your youtube guide to making a game for n00bs. It killed that secret n00b part of me, deep inside my gamer soul that existed only because I had never made my own game. For that I am eternally grateful. And so are thousands of other people you helped out bro. Top effort. You be the salt of the earth mate :)