
Tom is the designer of Gunpoint and Heat Signature and a recovering games journalist.
Four offbeat ideas from GDC's Experimental Gameplay Workshop
Eat, play, shoot
Why Arkane went roguelike with Prey's Mooncrash DLC
But not why they didn't make the moon a big wheel of cheese
What Works And Why: Story structure in Unavowed
Learning lessons from episodic television
What Works And Why: Juicy maths in Slay The Spire
Numbers crunch back
What Works And Why: Mentoring in Far Cry 5
Training the locals
What Works And Why: Unfair intel in stealth games
The recon is on
What Works And Why: Optimising in Opus Magnum
Gunpoint's designer analyses games
Gunpoint's designer analyses games