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.

To celebrate the release of the decent-but-not-great Meet The Scout short, I’m finally getting round to putting up a story about that class that I wrote ages ago. Well, kind of about the Scout, kind of about the primal psychology of competitive multiplayer gaming. Non-TF2 players: I’m currently writing a post that isn’t about TF2. Then three more that are.
I’d been trying to go cold turkey on Team Fortress 2 for a while, since I’d started to really care about winning and losing. That’s dangerous.
At one point I was coming up on an Engineer who was officially Dominating me, inches from his unguarded back (I was a Spy). He crossed the train tracks, while the “Train Incoming!” alarm was going off.
And I’d got to this mindset where there was just no fucking way I was stopping, there was no fucking way he was getting away from me this time. And so, of course, I was hit in the face by a train and he got away.
When you can’t see the funny side of something like that, you have to worry. I could not. It was about as funny as cancer. So, I decided, no more TF2 – at least until the next update.
But then in the course of researching a really fun piece for our Culture section next issue (now this issue! On sale now! Buy buy buy!), I kept running into Scout tips videos, Scout quotes and Scout ownage clips.
There’s a kind of philosophy to the Scout: there are many situations he simply can’t even begin to tackle, so he has to know his limits and pwn within them. I never got the hang of that – I have a hard time with the idea that I can’t take on the entire enemy team single-handedly in every conceivable circumstance – but I felt I could get it.
So tonight I went Scout. We got owned.

There’s a very particular feeling to getting owned. It’s unique to computer games – it doesn’t feel this way to lose at a sport, or chess. It has to be something violent – and not rugby violent. Gun, knife, fire, blunt force trauma violent.
It’s such a horrible, galling feeling of violation and misery that most gamers have come to refer to it as “getting raped”. I’m actually on a quiet and not very effective campaign to persuade them to stop using that word, because it suggests a pretty disgusting disregard for the weight of its real meaning, but the fact that otherwise sane people use it gives you some idea of how unpleasant the sensation is.
They’re everywhere, they’re in your face, and no matter what you do you get repeatedly and violently humiliated. TF2 rubs it in by proclaiming to everyone when you’re being “DOMINATED” by someone – they’ve killed you four times since you last killed them.
Non-gamers probably wonder why we wouldn’t just stop playing at this point, but that’s the worst thing you can do. If you do that, the feeling lingers, taints everything you do after. The only cure is reciprocation: winning isn’t enough now, however unlikely it may be – you have to own them.
This was proving hard. Scout is my lowest-scoring class – I’ve never once had a really good round with him – and even so I was by far the strongest player on my team. I virtually was my team.

I was responsible for more than half the kills, despite not being a combat class. I was our only defense – all our Engies pessimistically retreated to our last capture point, leaving the ones that were actually in play completely unguarded. And I was solely responsible for every single capture we made: five of them in a row, every time lost as soon as I died.
This is the slightly depressing thing about team-games: sometimes it doesn’t matter how good you are, you’re going to lose, hard. Most losing teams finish a game hating each other far more than they hate the enemy. In fact, several attempt to join the other team at the start of the next round.
You can’t shake the illusion, though, that it must be possible to make a difference. It must be possible – just theoretically, not necessarily for me – to be good enough to transcend your team.
It was getting exasperating. I could kill everyone who came for our last cap before they got there, I could re-capture our next control point again and again, but no-one was there to hold it when I inevitably succumbed to their three Soldiers, three Heavies and two Pyros. And even the Engineers weren’t able to stop Scouts from getting to our final capture point when I wasn’t there.
I wasn’t even playing well: in most one-on-ones, I’d lose. The rest of my team were just significantly worse than that. At one point I gave in to the pointless urge to chide them: “Is anyone actually going to do anything about that Sentry?” I asked pointedly, being the only class who truly didn’t stand a chance against it.
“i was going to pretend it wasn’t there” said one.
Eventually I gave up trying to hold out against six stronger offensive classes while all our heavy firepower pussyfooted around in the corridors behind me, neither defending reliably nor daring to attack. I just ran past everything, including the Sentry.

This is a weird experience. Almost no-one can stop you, even if they’re good. And so you pass whole squads of enemies marching out to the front lines, and they all see you, and they all fire, but by the time the Heavies’ barrels have spun up you’re gone, and suddenly you’ve got a lot of people thinking about your psychology.
“What’s he doing?” they’ve got to wonder. “He’s heading for a capture point he can’t take, because his team haven’t got the two before it yet. So do we care? Only if he’s going to curve round and come up behind us. But we can’t wait here forever to see if he does that.”
So most people just carry on, glancing behind them a lot. I expected one to head back to look for me, but none did. So I hung out at their spawn, watching Pyros leave their supply room, waiting until they were far enough away that they couldn’t get back to it quickly, then striking from behind.
I had to abort a lot of these strikes – Scouts don’t have much health and don’t do their damage very quickly – but I stayed alive and caused a lot of confusion, irritation and death.
I ended up in the middle of the map, having just taken out a Soldier and a Heavy’s Medic at no small cost to my health, and I suddenly noticed it was unlocked.
My team! My team had actually done something! They took the capture point directly outside their base without my help! Well, cutting off the enemy reinforcements probably didn’t hurt, but still! One of the kill messages showed that the enemy Sentry in our base was down.
“like i said,” the same guy commented, “it’s not there.”
I had 16 health and a Pyro was coming towards me shotgun blazing, so I had to abort my capture to snatch a medkit. But soon he was dead and it was capped, and I was on my way to the next one.

This time I was heading to a point I could cap, but the stream of enemies pouring out of their base ignored me again: they were that sure they could re-take the middle point. They couldn’t possibly lose the upper hand. They were owning.
I nearly died taking their next one. They already had two people on the middle point to re-take it, but Scouts count double and the middle cap is the slowest to take. An enemy Scout had spotted me and doubled back to make sure I wouldn’t get it. I hid in a very obvious corner of the capture zone, and miraculously it took him a fatal second to figure out which one, during which I nailed him.
Suddenly we had four of the map’s five points, and I knew the last one would be unguarded. Only losers set up defenses on the last cap before it’s in play – that’s us, not them.
I immediately ran into a Heavy coming from their base, hastily doubled back and took the other route in before he could fire. This time he probably didn’t have to think long about my psychology: he knew I was going for their final point, he knew it was undefended, and he knew there was absolutely nothing he could do about it. He was the strongest class and I was the weakest, his team were winning and my team were losing; but he was slowest class and I was the fastest, and he was already heading the wrong way. I know exactly what that feels like. It feels like getting owned.
There’s a glass wall between the final capture point and the supply room that respawning players come out of to defend it. So I saw them: a Pyro, a Heavy, the Engineer who was dominating me, all pour out of that gate just as I was coming up to the capture point. I had 28 health.
I put my gun away, jumped onto the cap, and hit the taunt key: the key that leaves you unable to attack, fixed to the spot and helpless for the next few seconds, all for the sake of spreading your arms, surveying all before you and nodding cockily, baseball bat in hand.

My mental calculation was right: they could easily reach me before my taunt finished, but not before I captured the point. And since it was the last point, that meant winning the game. Which renders all enemies unable to attack, and triples the damage of your every blow.
It was obscene. The match was won just as three guys closed in on me, and I already had my steel baseball bat in hand. None of my team-mates were around, of course, so the spoils were all mine. Critical hits don’t just do triple damage, they make a cracking, booming sound like lightning, and when they kill they send the victim flying.
I pounded my way through their entire team, smashing each of their faces in with a furious series of thunderous bangs, ending, at last, with a Dominating Engineer. TF2 has two little jingles: one for getting Dominated, one for getting Revenge. The latter has never sounded so good.
I had to be in a bad mood to truly enjoy this – if it had all been harmless fun, I couldn’t have relished being so cruel. I had to still be stuck in the grimly competitive mindset that made me want to stop playing TF2, I had to spend the first half of the match having a thoroughly miserable time, and I had to have useless – or near-useless – team-mates.
I probably made twelve people feel really, really annoyed about that match – they lost to a cheap, nasty tactic, to one man on a team they could easily beat, and then they got smacked repeatedly in the face by a magic baseball bat while completely defenceless. And this game has made me enough of a dick to find that really, really satisfying.
When it looked like Valve’s next Team Fortress 2 update would be the Spy’s unlockable weapons back in September last year, I said the prospect filled me with dread. Now that they’ve ambushed us with info on two of his new tools, and the whole thing is much more imminent that anyone realised, I am filled with a dark and terrible glee.
I’m not usually a fan of feigning death in multiplayer games, except as an entertaining way to fuck with ragdoll physics in Unreal Tournament 3. But the Dead Ringer dodges the two problems I usually have with fake-outs like this: 1) Trying to time your phony death to convincingly coincide with an enemy shot, which is fiddly at best and impossible with any degree of lag, and b) Having to shoot every damn corpse to make sure it’s not just pining for the fjords.
Here, the timing is automatic: when you’re holding it (presumably) the first hit you take appears to have killed you. And corpses are never going to get up: the uncertainty is just “Should he really have gone down that easily? Is he cloaked somewhere around here now?” It still might lead to a tedious amount of speculative firing, but we’ll see.
The Cloak and Dagger is more exciting to me. Being able to remain invisible indefinitely, staying still to recharge, suits my style: I’ve tired of sprinting to the front line and sap-spamming sentries or hoping I slip through a crossfire by sheer luck. My most interesting lives as a Spy have involved taking impractically long routes around and stalking the enemy team from deep within their base, seeing how long I can prey on them uncaught rather than how rapidly I can score. Currently this is only viable on certain maps, like Well, that have high alternative routes and gloomy corners to recharge in. I’m hoping Cloak and Dagger will let me be this much of a dick in every match.
It’s safe to assume that a) the Sniper update is still coming at the same time, b) these two are mutually exclusive alternatives to the conventional Cloak, and c) the Dead Ringer provides some immunity to being revealed by stray shots, or it might not be terribly useful.
My summary of where we are after the last ship-generation post would be:
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
My talk from GDC Europe is now online for free! It has slides so I don’t think I can embed it – I’ll just say the title again and you can click that.
How Reviewing Games For Nine Years Helped In Designing Gunpoint
And start marking games out of nineteen. Nineteen.
The scale still goes up to 10.0, the stupidest number in the world, but no game is permitted to score less than 1.0. Reviewers can still score to one decimal point, but only if they want to give it .5. And if they do, it can’t be a 0.5.
One of the many, many things I love about this announcement is editor Jeff’s thinly veiled astonishment and disgust at the surreal new system. “While I’ll personally miss the ability to give games a 6.8, I look forward to eliminating quibbles about the quality differences between games that are only a tenth of a point apart.”
I agree. I don’t know how we ever worked out which was better out of 7.9 and 8.0. It was baffling. And they were out of ten? What is this ‘ten’?
“You’re busy. You don’t have time to stare at one game that got a 5.2 and another that got a 5.3 and puzzle out what the big difference is.”
It was the ULTIMATE MYSTERY. There was no way of knowing. Nothing short of looking at the score could get you that information.
“We’ve been working on this update for quite some time now…” Here, this is your first tip-off that your planned scoring system is insane. If a way of rating something takes “some time” to work on, that is because it is not in fact mathematics but rather some sort of beat poetry with numbers.
In case I haven’t made this clear yet, I loathe everyone’s scoring system except ours and those identical to ours. This is because I am numerate.
7.5/10 is a decimal atop a fraction and never made a lick of sense, but this is a country mile further from Sanesville Tennessee. If Gamespot give something 7.5 now, that’s not 7.5 out of 10. It doesn’t translate to 75%. This, honest-to-god, is the equation you now have to put Gamespot scores through: (G – 1) * 10 / 9 = S, where G is the Gamespot score and S is any kind of rational system.
I once came across a website that marked out of twenty, but allowed quarter-points. They come close – close – to being as dumb as this, but it’s that fatal 1.0 minimum that just can’t be beat. This is, officially, the stupidest scoring system on the internet. And I say that as a man who gave a film “Bat out of bat.”
Oh wait, it’s cool. Now they’ve got a medal for “Xtreme Baditude.”
I leave you with a Daily Show-style moment of zen that is at once beyond, beneath and beside parody.
“With fewer scores to choose from, our review team will be able to speak more definitively about games. By eliminating scores like 7.9, we’re no longer able to say “this game is almost great, but not quite. Now our choices will be to say “yes, this is a great game” and give it an 8.0, or say “this game is good, but not great” and go with a 7.5.”
Score: (1.0 – 1) * 10 / 9
I was away in London at the weekend, with my laptop but no internet, so I took a break from coding to think about how story might work in my next game. Continued
I’m in a cabin in the woods in Sweden for seven weeks, with 20ish other game developers, all working on our own games. This is Stugan. None of us have finished yet, but we have successfully developed the following non-digital games along the way, and I release them to you now: Continued
Hey Tom, why are you always cooking noisily when you make videos? Because I am finishing my videogame, so vidbloggiovlogging kinda has to cram into any downtime I get. Hope the noise isn’t too annoying.
I forgot part of the plan for this: your near-lightspeed space ambulance would also be indestructible and have perfect inertial dampening. So to decelerate, you just try to crash into all the debris you were trying to avoid as you picked up speed. So it’d go:
Chris’s blog is reminding me I haven’t talked about what’s on in ages. Here’s what I’m watching and why. Continued
The theme for this weekend’s game-making competition is evolution. As usual, I’m gonna stick to working on Gunpoint but write up the idea I’d do if I had time to get distracted.
I think if you’re going to make an evolution game, you’ve got to actually model evolution. God knows gaming misuses that word enough – we need to repay science for every time a game has claimed some magical goo caused our character to ‘rapidly evolve’ into a superhuman. Continued
Thought I’d take a break from programming talk to get into game design, and how I approach it. I am aware my mug is ridiculous – it’s an old GTA III promo one.
I’m bad at shutting up once I get talking about this stuff, so I’ll also summarise the basic points in this post. Not all of this stuff is in the video and not all of the video is in this – good summary Tom. Continued
I am interviewed on Gamasutra! Here is a question from that interview!
I feel like a lot of games are designed on the assumption that the player is stupid: a tester doesn’t have the intended experience, so I guess we’ve gotta force him to look at that spaceship crash, lock him in the room until the enemies are dead.
I wanted to make a game with the idea that the player might be smarter than me. Let him think of solutions that never occurred to me in hours of playtesting, and give him the tools to be more creative than I was when I designed this level.
I don’t think that testers are being stupid, I think they’re being defiant. And they’re defiant because the game isn’t letting them be creative or smart or funny, it’s trying to make them have a packaged experience.
So the Crosslink gadget, which lets you rewire any of the electrical things in a level, is my way of giving you some of the designer’s power. It’s almost like a level editor: I restrict some things to make sure it’s a challenge to complete, then I let you design how you want the level to work to achieve your objective. You can be clever, efficient, complicated, funny or cruel.