
Fortunately Tim was there, to hold our hand." "Whenever we had a question about the new content that we implemented, he was there to basically say 'this isn't exactly how I remember it, it was more like this' or 'this was ultimately the goal of this level that got cut.' A lot of the time we didn't have the original design documents, and so we had to make up how it should be. "He was there pretty much every step of the way," Kick says. In last month's release of Shadowman, the firm added in entirely new levels, bosses and areas that had initially been cut from the game due to time, under the guidance of original Shadowman composer Tim Haywood. It's not just about making these games run at 4K and 60fps, either. We like to make the games as you remember them, rather than exactly as they were." Shadowman Remastered features entirely new levels We don't just put the games back out as they were, we enhance them, we include all kinds of modern features to make them smoother, more enjoyable. That was really kind of our gateway to where we are now. This was the big turning point for Nightdive, where we went from just doing emulated re-releases, using DOSbox or ScummVM, to what we did with Turok where we had a custom engine.

Kick explains: "We had been looking at doing Turok, and in our research we discovered that Sam was working on a reverse engineered port of the N64 game. "It was designed by our lead engine developer who's still with us, Sam 'Kaiser' Villareal." "Well, not so secret, we include the logo in all the game, but yes, that that has been our competitive advantage," Kuperman tells us. It was one such classic game fan who developed Nightdive's secret weapon: the KEX engine.
#Quake ii composer Pc#
If you hire somebody that loves Quake, you're going to get something that looks like the original Quake." Last year's Quake remaster with Bethesda was released across PC and consoles If you bring in somebody who's a Call of Duty fan and you tell them to remake Quake, well, you're going to get Quake that looks like Call of Duty. "They're doing something really cool that has some kind of connection to a classic IP, and they just end up turning their passion into a career."īusiness development director Larry Kuperman adds: "We hire people who know and love this stuff. "Basically that's how I found everybody who works for Nightdive, more or less," Kick says.
#Quake ii composer mod#
Its first employee, outside of Stephen and his partner, was UK-based Daniel Grayshon, who had been posting System Shock mod guides online. Nightdive is currently 40 people based around the world and split across two development teams. They hadn't had that proposal yet, so they took the risk and that's how Nightdive got started." So I proposed that we re-released the original games digitally. "I was in the middle of the jungle and probably had about $5,000 to my name. "If you bring in somebody who's a Call of Duty fan and you tell them to remake Quake, you're going to get Quake that looks like Call of Duty" Larry Kuperman, Nightdive The licence holder was interested in Kick developing a System Shock 3, but that was out of the question. Where did the rights go? At the end of the night I had an email address for the general counsel of an insurance company in the Midwest, who wrote back to me almost immediately." "That led me in this rabbit hole of trying to find out what happened to Looking Glass. I went to GOG.com, and they didn't have it, but it was one of their top requested games of all time. Six or seven months in the trip when we were in Guatemala, I had this urge to play System Shock 2.

"I brought a little netbook with me, and I put a whole bunch of classic games on there.

Nightdive started because one man wanted to play System Shock 2 So we quit our jobs, packed up everything into this little Honda Civic and we drove across the border into Mexico, with the intent that we would travel for as long as we could afford to. "I was working at Sony Online Entertainment for a number of years, along with my girlfriend at the time, and I got burned out creatively. "My background is in character art," begins Nightdive CEO Stephen Kick. It was a company born out of a developer who wanted to play a game but couldn't. Yet I've never encountered a studio where that sentence is so undeniably true as Nightdive, the team behind popular remasters such as Quake, Shadowman and Turok.

It's a simple notion: We're not interested in the trends, we just want to make the things we like. Work in the games media long enough, and interview enough studio directors, and you will have encountered that phrase. "We just want to make the kinds of games we'd like to play."
