![]() ![]() "Basically that's how I found everybody who works for Nightdive, more or less," Kick says. 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." ![]()
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