Hello! I'm Tom. I'm a game designer, writer, and programmer on Gunpoint, Heat Signature, and Tactical Breach Wizards. Here's some more info on all the games I've worked on, here are the videos I make on YouTube, and here are two short stories I wrote for the Machine of Death collections.
I’m going to stop estimating it. I’m always wrong, as you’ll have noticed, and however much I forewarn you about that, I hate having to change the ETA again and again. It feels like I’m artificially creating a constant stream of bad news for you guys, about a project that’s going incredibly well, is fun to do, and that I’m making quickly and efficiently. Continued
Bachelor of Science degree in Mathematics and Philosophy, First Class
Doing maths and philosophy at the same time made sense to me, but then in a Relativity module I found out that simultaneity depends on your inertial frame, so now I’m not even sure I did.
My dissertation was on the ethics of teleportation by replication: scan, clone, destroy the original. Like in that movie I can’t mention, because it’s a spoiler for that movie.
Games Media Award for Best Specialist Games Writer in Print
I was assembling skateboards in a warehouse when a staff writer job opened up at PC Gamer. I didn’t get it. But later I got a job doing their coverdiscs, and successfully got myself demoted to writer a year or two in.
Finalist, Independent Games Festival Award for Excellence in Design
I entered Gunpoint into the IGF mainly to get feedback from the judges. Becoming a finalist was an extremely expensive accident: I tragically had to fly to San Francisco to attend the swanky awards ceremony and related parties.
The winner of the Excellence in Design category was Spelunky, the game that spurred me to make games in the first place. Even I would have voted for it.
Last week I added two new gadgets to Gunpoint and added test levels for eight of them, to give you a custom-built space to try them out and learn how they work. At the same time, coincidentally, John finished the level art for the labs of the company who make these things. I wanted them to have functional-but-trendy offices above ground, and straight up supervillain labs beneath. The stuff he’s actually produced is way cooler than I’d imagined. Click this for big: Continued
UNITED KINGDOM – April 1, 2012 – Intense creative re-focussing has led Gunpoint to be re-invented as a 3rd person cover shooter.
“We’re going to make a lot more money this way”, says morally bankrupt CEO.
(This was an April Fools)
Played Proteus yesterday, then again last night, and finished it. An extraordinary experience. It’s half game and half song, and the feeling of crafting music through the way you explore a shifting and beautiful world is wonderful, totally unlike anything else I’ve played.
Gunpoint’s current save system is rough, but functional if you know how to use it. The game autosaves every ten seconds, and when you die, a message pops up telling you to press L to load the latest one, O to load the one before, or R to start the mission completely. It’s just placeholder, but it’s close to what I want: you should never have to repeat a chunk of progress you’re happy with, only the bit you actually screwed up. Continued
I never went to the Game Developer’s Conference as a journalist, but this year I took a week off and flew out to San Francisco on my own dollar to attend it as a developer. I was mainly there to demo Gunpoint for the expo crowds at the IGF Finalists Pavilion, but I was also invited to give a five-minute talk as part of the closing talk of the Independent Games Summit: the Indie Soapbox Session. Continued
I’m giving a talk at GDC! It’s part of the Indie Soapbox Session at 16.30 on Tuesday, in Room 2003, West Hall, 2nd Floor. Ten of us will give five minute talks, and mine is called: Continued
I drew up a more specific and honest to-do list at the weekend, and realised Gunpoint is going to be done later than July. I’ve also set up a mailing list called Just Tell Me When Gunpoint Is Out. If you sign up, you’ll get two e-mails now, to confirm it’s your address, and one when the game is released. Continued
I get to go to GDC for the first time this year, to cover it, give a talk, demo my game, and lose an award! I thought I might need some classy-ass business cards to give to all the classy-ass people I’m sure to meet there, so I did these via Moo.com. Details are on the back, on the same scene in Crosslink mode.
From what I understand of business, the quality of your card stock and matte laminate are the primary traits by which companies attract a mate, and beyond that your actual work has little bearing.
Update: build sent out 15/02/12, thanks to everyone who signed up. You can still sign up to put yourself down for future test builds.
I’m almost ready to send out a new test version of Gunpoint to anyone who’s around and able to give me some brief feedback. There’s no selection process, just sign up on the mailing list here and you’ll get it in the next day or two:
Also, Gunpoint was just previewed on BoingBoing! Brian Easton played an early build and seemed to really dig it!
Link.
The category we’re a finalist for is Design, but all finalists are also nominated for the Audience award, which is decided by you suddenly very attractive people. If you’d like to help Gunpoint achieve ULTRO FANTASY DREAM, take a sec to vote for it here!
Remember, you’re free to vote for any game, unless it isn’t Gunpoint, in which case you are asked to ignore your own preference and throw us a pity vote. Look how small your character is on-screen! That makes us literally the little guy. Also I’m new at this lol *falls over*.
Chris Donlan has been playing Gunpoint, and gives it a lovely write up over at Eurogamer:
“The interface is uncluttered and intuitive – you just drag beams of light from the object you want to act as a trigger towards the object you want that trigger to activate – and the whole system’s bristling with opportunities, especially when you start to factor in enemy AI.”