Art Direction


We wanted the art of System Shock to be fresh and new while still remaining true to the aesthetics of the 1994 classic. We’ve maintained much of the original look, while accentuating it beautifully by an array of modern rendering features such as Physically Based Rendering (PBR), screen-space reflections, real-time global illumination, ambient occlusion (HBAO), volumetric particles, and dynamic lighting.

The art style will remain true to the original in terms of shape language and strong use of color while retaining a low-fi aesthetic utilizing the process of texture filtering. Colored lighting, highly saturated textures, blinking lights and “techno-noise” will draw heavy inspiration from the original. Ultimately System Shock should look and feel how our brains interpreted the pixelated graphics of the original from 1994.


"I’ve long said that if you updated the graphics, sound and UI on System Shock you’d have something that competes directly with any game on the market today."


WARREN SPECTOR
Studio Director, OtherSide Entertainment

Concept Art


Leading our conceptual efforts is Robb Waters, the original concept artist from System Shock, the BioShock series, Thief, and Freedom Force. He’s been tasked with revisiting his work from 1994 and re-imagining it. It’s been very exciting seeing his designs evolve through the process.

"Bringing [the game] up to speed two decades later has been an incredibly fun and satisfying process. A character that ended up looking like a pile of pixels in the original game can now be reinterpreted and fully realized as a terrifying 3D model."


ROBB WATERS
Original SS Concept Artist, Nightdive Studios

Sound Design


We want this game to be as chilling to players today as the original System Shock was when it was released in 1994. What is most important to us is taking the essence of the original game, and emphasizing that as we present it to gamers today. With the knowledge and technological improvements over the last 22 years since the original, we can communicate the story of Citadel Station more effectively than ever.

Though computer music software has improved exponentially in the last decade, there is no equivalent to the breathtaking and visceral sounds that real instruments can produce which is why we’re working with . However, for a modern game like System Shock, a more restrained and dramatic approach is called for, we are also really excited to bring the old System Shock tunes back to life in an updated way! With a roster of world-class musicians, we have set a stretch goal to release a remixed version of the original soundtrack intact!

Music


System Shock will have a dramatic and modern take on a musical score. Combining its root sci-fi elements with dynamic acoustic elements à la BioShock, we are striving to set System Shock apart from other more action-based shooters as an atmospheric and dark experience.

We have been working with Videri String Quartet, and we are in talks with Prague’s FILMharmonic Orchestra about recording the score for System Shock. They’re a very professional orchestra, having recorded scores for Civilization V, Thief, Hostel, Dream Theater, and many more projects. If we can reach the stretch goal required to afford everything that it takes to record a full orchestra, the game’s musical experience will be much more expressive and terrifying than would ever be possible without.

"The Shock series has an incredible atmosphere: dark, oppressive, alone. The sounds have always sold the experience, making the games some of the greatest of all time.


JONATHAN PEROS
Composer and Sound Designer, Nightdive Studios