Game / film director. Follower of Christ, husband, dad. Creator of Twisted Tower, Neversong & Pinstripe! Work with me: thomasbrush.com/

Nearish Atlanta
After 5 years of passionate development from a tiny team, Twisted Tower is officially out now. store.steampowered.com/app/1…
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Thomas Brush retweeted
The real indie dev life has started.
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Good luck! You’ve got this
Doggy Don't Care launches in 24 HOURS! 🐶 I'm proud of what I've made, and of sticking to the plan for over 3 years. I worked on it alone for most of that time, but it wouldn't exist in its current form without: – @thomasbrushdev's course, which taught me 3D Unity development (& how to project confidence) – Financial support from @ScreenNSW & @ScreenAustralia – Chris Zukowski teaching me how to market a game – Carlo helping with UI and illustrations – @skylar_muffin modelling the adorable pawjama outfits + more – Emily modelling the birds last minute – Dom Parker (@dvalkyriemusic) composing the incredible music - @indiEXP helping with launch PR outreach & socials – @_GrandTourist supporting me the whole way A few more things that helped / I enjoyed: – Making the exact game I wanted to make and play – Putting it into festivals, showcases, and events before it felt "ready" – Made about 500 memes of the main character I can't wait to see people playing Doggy Don't Care. Wishlist so you don't miss the launch discount. 24 HOURS UNTIL LAUNCH!
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Thomas Brush retweeted
It has been done, my game is released. My child has been released into the world 🥲
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Okay finished obsession and it was a perfect film. It was “better” than Backrooms. But, Backrooms will likely age better. Backrooms had a profundity to it, like it was saying something important about this generation / era. It felt important for some reason. Time will tell.
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If I see another horror movie with people slamming heads I’m going to slam my head into a wall. Okay? It’s time to end the head slamming.
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Obsesssion is not scary at all but is also the scariest movie I’ve seen in a while. Something about this film is both. I think it’s because it feels so so…. real. It’s not a ghost story or a slasher. It’s just…. A person you thought you knew who turned out to be someone who is totally different. That’s a normal thing that happens. But that’s probably why it’s so scary.Because it feels like it could happen with anyone. Perhaps a deep monkey brain fear we all have
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I can’t wrap my head around why people get angry when having a debate. It’s so strange. There’s nothing more fun than just sitting and talking about opposing view points. And is it really that shocking that someone might think differently than you? Welcome to life, folks. Enjoy the conversation. It’s fun. No matter what the opposing argument is, I always get real excited to sit down and dissect world views.
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Gas cans in real life are red because they want us to know what to shoot when zombies are nearby
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I don’t say this lightly: Danny Elfman might be the greatest musician to have ever lived
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Thomas Brush retweeted
PHYSINT🔥🔥🔥
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That’s cool!
Every game made by Atmos Games (Thomas Brush) @thomasbrushdev
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Yes
Replying to @signalspikedev
Furthermore this is the exact reason I was so drawn to Thomas Brush's game, Twisted Tower. The way that the audience has latched on to its apparent referential design treatment to Bioshock is honestly shocking to me. On the surface, I can see it and I get it... but that is such a surface level analysis that completely misses what he (and his team) built over these last 5 years. For one thing, even still on the surface, the game is clearly deeply inspired by Halo, far more than Bioshock. Look at the weapons, the level design, way it plays, etc. This does not replace the Bioshock references, but it really should be taken in tandem. But it doesn't stop there. Just look at how intensely the game takes direct inspiration from the history of cinema. Right on the nose is the very obvious relation to Willy Wonka, and other vintage Disney films. Also consider what we (the audience) know about Thomas Brush himself: he loves film and aspires to make great films. He's made indie short films in the horror genre previously, and this game plays out exactly like an indie horror film. I won't draw any further comparisons to other franchises, as the audience is still exploring and discovering the narrative and the world of Twisted Tower, and I don't want to be the one to break any of the 'magic', but suffice it to say Twisted Tower is such an alluring proposition as a game precisely because it's Developer / Director was deliberately _not_ inspired by other games (or their mechanical design) alone, but rather by many other and much deeper sources. Keep in mind, if you think I'm biased: I only started helping work on Twisted Tower on the 14th of August, just or hours before it launched. I was eagerly awaiting it as a gamer and a fan before doing any work on it, and these observations stem from that place. -- Changing gears, I have a few games that are likely to be seen by the public very soon. I sincerely hope the audience will dig deep into the source of my inspiration for, specifically, two of them. The gameplay and the mechanics are just the skin the games themselves are wearing. They are highly referential and respectful of their lineage, but those game mechanics are absolutely not the purpose of the games. I have spent 6 years writing the world behind Bloodrust, for example. The lore is rich, dense, and "solved". I have a plan for the franchise itself that extends far, far beyond just this first game release... Bloodrust is just meant to introduce people to my world. And as for the other, it comes from a very deep and personal place. I can't say too much yet as I'm still hoping to find the right publisher to help me bring this one to a larger audience, but the game and world are very dear to me, and are not inspired in nearly any way by other games.
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Finishing up Psycho by Robert Bloch. What a masterpiece. Apparently, and I could be wrong, Alfred Hitchcock discovered this book on a plane, and immediately bought up all the copies available because he knew he was going to make a movie — but had to hide the twist. And what a solid twist it is. I’m shocked just how solid this story is, and the arch is so strange. Three acts with characters you fall in love, while getting their heads cut off just a few sentences after a long exposition about their deepest desires.
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Something happened to me recently. I really am not sure — but I think it’s because of burning out (like reaaaaaallly burning out hard) while finishing Twisted Tower in a frenzied panic. I really, really, really care about making what I want to make for the foreseeable future. From my YouTube content to my next game, I feel almost angry thinking about doing anything for the primary purpose of making people happy. I’m not saying I’m right, here — I’m just saying this is how I feel. The idea of doing something because it’s commercially viable immediately gives me a headache. My cortisol starts to rise. My back starts to hurt. I’m not sure I’ll recover from this 😂
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You haven’t launched your game fully until you have stopped religiously checking the Steam score every hour.
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Got a ton of cool stuff to share about Twisted Tower soon!
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I've recently started working alongside James Tusha @signalspikedev for various Twisted Tower improvements, bug fixes, new modes, etc. More coming in the future. I'm not joking: James is kind of a game dev genius. In a lot of ways, code being one of them, but also just... he's got a uniquely solid game dev industry understanding in general. I suggest following. -> @signalspikedev
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