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TOM FRANCIS
REGRETS THIS ALREADY

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.

Theme

By me. Uses Adaptive Images by Matt Wilcox.

Tom’s Timer 5

The Bone Queen And The Frost Bishop: Playtesting Scavenger Chess In Plasticine

Gridcannon: A Single Player Game With Regular Playing Cards

Dad And The Egg Controller

A Leftfield Solution To An XCOM Disaster

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

What Works And Why: Multiple Routes In Deus Ex

Naming Drugs Honestly In Big Pharma

Writing vs Programming

Let Me Show You How To Make A Game

What Works And Why: Nonlinear Storytelling In Her Story

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

Improving Heat Signature’s Randomly Generated Ships, Inside And Out

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

A Story Of Heroism In Alien Swarm

One Desperate Battle In FTL

To Hell And Back In Spelunky

Gunpoint Development Breakdown

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

Arguing On The Internet

Shopstorm, A Spelunky Story

Why Are Stealth Games Cool?

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

A Different Idea For Ending 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

Gunpoint Music Submissions Update

Thank you so much to everyone who’s sent in samples for Gunpoint’s music! It’s been exciting to sit here listening to all this awesome work. Some people have asked for a) a deadline and b) a bit more guidance. I mentioned Monday on Twitter – I’d like to extend that to Friday the 23rd of December, since I won’t have time to go through everything thoroughly on a weeknight anyway.

As for b), I don’t want to get too specific about genre or style, because the great thing about this process is that people are always surprising me with things I wouldn’t have thought would work, or just hadn’t considered at all. I will say that you need to put it over the gameplay video, and if your music doesn’t ever change in response to what’s happening in the game, it’ll probably lose out to something that does.

When you’re done, uploading it to YouTube and posting a link in the comments here seems to be the best way to get it out there. E-mailing me a download link is fine too though. I’ll see it either way so you don’t need to do both.

To help out as much as I can, I want to pick out some to he submissions that have come in so far and point out specific things that are awesome about them. This isn’t a best-of list, I won’t decide stuff like that till all the submissions are in. There are some great ones I haven’t included here because they’re just generally good, or because the thing they do well is already covered here.

C418

C418 worked on something called a Minecraft? I am stunned and immensely flattered that he made a sample for Gunpoint, and stunned and immensely excited by how good it is. A few people on Twitter said things to the effect of “Contest over!” – that’s not true. I’m serious about the open submissions idea – if John Williams, Jeremy Seoule and Jesper Kyd sent in samples too, I’d still listen carefully to every submission anyone put their time and effort into, and give them all a fair chance.

The two things I love most about C418’s take are a) the clever transitions between indoors and outdoors – not only adding an extra layer when you go inside, but muffling the music when you leave again. And b) the beautiful crosslink music, and the natural way it builds onto the existing track – I get excited thinking about how switching in and out of crosslink could feel like composing your own music on the fly.

HyperDuck

HyperDuck’s take is a great example of subtle game music, focused entirely on atmosphere and tone. There’s a fantastic heartbeat pulse when you pounce a guy, which fades after just the right amount of time. And the tinny muzak in the elevators is hilarious.

Ryan Ike

A really stylish old-school take, gorgeous upright bass. There’s a huge upkick when you’ve completed your objectives – it might be too dramatic for some levels, but it’s a really cool idea to give the player a “Let’s get out of here!” vibe without actually imposing a hard time limit. It’d also be great for when a gun goes off – at which point there really is a time limit.

RAEV

This is just one track at the moment, but I love the mood of it, and the way it can turn from an anticipatory, suspenseful tone to an exciting action one smoothly.

John Robert Matz

[soundcloud url=”http://api.soundcloud.com/tracks/29664976″]

John also made a video, but it’s the full version of this song he wrote for the menus that I want to highlight. It’s a gorgeous, lonely piece of brass, the kind of sad, sinister track you’d hear in one of LA Confidential’s darker moments. If this started playing when you died, I’d probably sit and listen to it before reloading.

Ben Schwartz

[soundcloud url=”http://api.soundcloud.com/tracks/30169493″]

As Ben says himself this piece isn’t really a soundtrack, I’m just including it here because wow, what a great track.

Apologies if I haven’t mentioned yours – it doesn’t mean it wasn’t awesome, because that list would be very long. Thanks again for all your hard work, and sorry if you asked for a reply and I haven’t sent one – my backlog is so huge that I may just have to come to terms with seeming rude to some people. I’ll try to keep up with posts like these to give as much feedback and detail as I can.