About
A 100 Word Bio…
- I’m on twitter at: @TomasRawlings. Feel free to say hello.
- I’m on email at: tom at aurochdigital dot com
- I’m on LinkedIn too. If we’ve connected, let’s link too!
- My YouTube account is here. I’m told web video killed the radio star.

Me addressing the eComm conference 2009 in Amsterdam
My Game & Appography…
- Abomination: The Nemesis Project (PC) – Level design, testing, interface and other design tasks.
- Who Wants to Be a Millionaire? (Dreamcast, PC & Playstaion) – Script-writing, testing and liaising with the IP holder. This was the biggest selling UK computer game until GTA4 game along…
- Conflict: Desert Storm (PC, Playstation2, xbox, Gamecube) – Testing, gameplay evaluation and multiplayer lobby design. First title in the million ‘Conflict’ selling series of action/tactical shooters.
- The Great Escape (PC, Platstation2, xbox) – Based on the 1963 film, I was Lead Designer on this title. It charted in the UK at no.2 (below Eye Toy).
- Conflict: Desert Storm II (PC, Playstation2, xbox, Gamecube) – Testing and gameplay evaluation.
- Conflict: Vietnam (PC, Platstation2, xbox) – Level design and scripting, script-writing and testing.
- The Dark Mirror (Paper RPG supplement) – Developed and wrote this add-on for the Call of Cthulthu RPG game which sees the players as the cultists rather than those trying to stop them.
- Hidden Danger UXB! (iPaq) – A GPS game for Hewlett Packard’s Mscapes platform. I was Lead Designer on this title which included an online user-generated content system.
- Savage Moon & Waldgeist DLC (Playstation3) – Lead Designer on this title, pushed the media campaign for the game and did the follow-up community support. This was the top selling full game on PSN for the period following it’s release. (Waldgeist’s music was also nominated for an Ivor Novello award.)
- Savage Moon: The Hera Campaign (PSP) – Also Lead Designer on this title and did the follow-up community support and media campaign.
- Star Wars: The Battle for Hoth (iPhone, WM7 and iPad) – Lead Designer, community support and media campaign. The game hit number 6 in the US paid App charts, twice!
- Eat Them! (Playstation3) – Another PSN title for Sony – Monster-smashing action game. I was the Development Director during most of this title’s development period, so getting involved in design, testing and fan and press outreach. Here’s a review.
- Filth Fair (iPhone, iPad, Flash) – I produced this game for the Wellcome Trust. It was a no.1 trivia and word puzzle game on iPad. There is lots of information about it here.
- Cthulhu Christmas Calendar – Red Wasp Design’s first title. “Red Wasp has produced perhaps the most interesting iPad advent calendar ever.” DigitallyDownloaded.net.
- Bag It & Bin It (iPhone) – A game for Wessex Water to help people have fun and learn how to save water and dispose of waste correctly. I was the designer on this project.
- Call of Cthulhu: The Wasted Land (iPhone, iPad) – Game based on the cult writer H.P. Lovecraft and also on the paper RPG ‘Call of Cthulhu’ which has got some great reviews and was no.1 in the UK RPG category of the App Store.

Savage Moon: The Hera Campaign PSP
Some of my writings…
- PlugIn&TurnOn: A Guide to Filmmaking for the Internet. Published by Marion Boyars Publishers (May 2004).
- The world’s best video diarists (The Independent)
- Open source websites: All change on the internet (The Independent)
- New Media: Who are the real winners now we’ve all gone Wiki-crazy? (The Independent)
- Narrative and Interactivity (originally for Develop magazine)
- The Future of Consoles (Gamezebo.com)
- How to Start a Games Development Studio – Parts 1,2 & 3 (Gamezebo.com)
- Work for the Wellcome Trust Blog – Deus Ex, the Scientific State of Mind, Crysis & the Biological Singularity & On the Brink of climate change.
- From Paper to Digital: The Cthulhu Strategy of Games Development (gamesindustry.biz)
Public Speaking & Talks…
- Audio Visual production with FOSS tools (Glasgow, 31st October 2004)
- Video Vortex, Reflections on YouTube (Belgium, 5th October 2007)
- How to Design Computer Games, Skill Swap (Bristol, 28th June 2008)
- Develop, Diegetic Media (Brighton, November 16th 2009)
- eComm, Technology and Biological Evolution (Amsterdam 28th October 2009)
- Pervasive Media Studio Talks; Software Palaeontology (Bristol, 16th November 2009)
- Virt3c@Hull, Evolutionary p2p Systems (Hull, 20th March 2010)
- OKCon, The Evolution of Software: Why Open Beats Closed (London, 24th April 2010)
- Develop, Why are Games Sequels So Often Better Than Film Sequels (Brighton, 16th July 2010)
- Goldsmiths University, Games as a Happening, as a Service (London, 3rd Febuary 2011)
- Develop, Panel discussion about games beyond the console (Brighton, 20th July 2011)
- Strange Seeds: The Ethics of Artificial Sperm and Eggs (London, 13th October 2011, facilitation of event)
- Making a Game from a Much Loved Meme (PM Studio, Bristol 6th January 2012)
- RPC talking about Call of Cthulhu: The Wasted Land (Germany, 5th-6th May 2012)
About My Blog…
My blog title comes from a line in the 1986 film Manhunter; “I am the Dragon. And you call me insane. You are privy to a great becoming, but you recognize nothing. To me, you are a slug in the sun. You are an ant in the afterbirth. It is your nature to do one thing correctly. Before me, you rightly tremble. But, fear is not what you owe me. You owe me awe.” (Sampled in this great track). Why this? (It’s not that I’m a mentalist, honest!) I think that what we are witnessing with the rapid changes in technology all around us is a great becoming and yet we are so close to it that we often fail to recognise what is happening around us until the change is already the past. I am also a fan of the cool 80s style of the film. Manhunter also features the work of William Blake whose art is worn by the character (as a tattoo) that speaks the above quote. In addition, I’m a fan of the director, Michael Mann and so that snippit of the quote became my blog title.
Disclosures
Media blogger Jeff Jarvis in his book What Would Google Do? talks (and puts into practice) his ideas about how openness is important so readers know where you are coming from and can adjust your reading of my works and writings as such. So here’s my version (the bigger stuff, I’m not going to list all the small local companies/organisations I have done bits of work for…)
In terms of big companies and organisations, you can see who we work with at Auroch Digital here. At FluffyLogic I worked with Sony and THQ. I’ve done sizeable projects for Hewlett Packard, Bristol University, University of the West of England and the University of Gloucester, and Swindon Borough Council. In the past I’ve worked for companies that developed for Eidos/SCi (now Square Enix) and I’ve also worked for Cardiff City Council.






