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.
Harry Ashomre: awesome, can’t wait to come and try the...
John Mechalate: Wish I saw this earlier… wanted to make...
Larrik: I bought the game some time ago, but never played it....
The last few days I’ve been doing a game jam with Liselore Goedhart, being filmed as a documentary series called Super Game Jam. It’s been loads of fun, surprisingly chilled, and we’re really happy with the game we made. We finished it yesterday and let people play it at the London Game Space last night – fantastic to see people laughing so much at something that didn’t exist two days before. Continued
We use the phrase ‘your fault’ in a way that’s different to the sum of its parts. A fault can be any kind of problem, defect, or undesirable property. ‘Your’ just means belonging to you. If you have very unsteady hands, that’s a problem of sorts, and it’s yours. But if I hand you a full mug of coffee and you spill a bit of it, if you apologised, I’d say “It’s not your fault!”
Your faults are not ‘your fault’ if you’re born with them, if they’re forced on you, if you didn’t know about them, or a whole variety of other conditions. Language forms organically and messily, and it only makes sense to talk about it in generalisations. But the most prevalent trend I can see in the types of faults that are not ‘your fault’ is this: they’re the ones you can’t reasonably change. Continued
Gone Home writer/designer Steve Gaynor interviewed me for his podcast on the Idle Thumbs network, Tone Control. In it, I guess we vaguely cover tone at some point probably, but also: Continued
This has obviously been the best year of my life. When working on Gunpoint got tough towards the end, and the amount of sustained effort required exceeded my intrinsic determination, I made a guilty little list of all the things that releasing a game might improve about my life in the best-case scenario: Gunpoint motivation.txt. Nothing on it was anything like as good as the reality. Continued
For my parents’ birthdays, I made a physical version of the excellent iOS word game Letterpress. This makes me a terrible pirate, I hope no-one minds. I made this video to explain it to them.
I haven’t actually done any work for PC Gamer since March, and I haven’t officially left until tomorrow. But I’ve been there nine years, it’s the only full time job I’ve ever had, and I felt like I should mark its end somehow.
So on Saturday we had a Gunpoint-themed pizza and bourbon leaving party. And melon. It was thematically confused, but excellent. Continued
When the iPhone was announced, I laughed at the notion of spending SIX HUNDRED DOLLARS on a phone. You should imagine that laugh attenuating, bitterly, over six and a half years of me using the cheapest object Nokia can produce, until Gunpoint launched. Then I stopped, and thought, “Huh, I can actually afford to be one of the assholes who have these things now.” Continued
My second piece of published fiction will be out in July this year, as part of This Is How You Die: the second collection of stories about a machine that can predict your death. (My first was a story in the original collection, and you can read it here).
But! Editor David Malki is also Kickstarting a card game based on the same concept, and since it’s blown its funding goal by over 1000%, they’re releasing a few stories from the anthology to say thanks.
One of them is mine! You can read it now! Here it is!
It’s about a supervillain’s henchman tasked with the job of having their enemies killed in a way that doesn’t contradict their predicted deaths. It is called: LAZARUS REACTOR FISSION SEQUENCE!
If you can’t read it, go here.
I don’t argue on the internet anymore. The short version is: it usually gets hostile, and that drives everyone further away from changing their minds.
But I spend a lot of time thinking about whether there’s a way to contribute to a discussion without derailing it. Whether there’s some way of knowing, in advance, that what you’re about to say will make you look like an asshole, start a fight, or be outright wrong.
I think there is. Continued
It hasn’t rolled out to everyone yet, but for some, if you go to Settings in Twitter, you’ll get the option to download an archive of all your tweets.
Anyway, I got mine, and I wondered if I could use it to make old stuff more accessible. Continued
I wrote a feature for PC Gamer in which I look at each of the easiest tools you can use to make a game, and interview indies who’ve made great things with them. It’s the Indies’ Guide To Game Making, and I’ve just updated it with some more detailed answers we didn’t have room for in the magazine.
I am, but I haven’t finished it yet. I’ve learnt a lot so far, though, and at Minecon in November, I gave a talk about what I’ve learned so far, and what I’d do differently if I was making my first game today. Here it is! Continued