He Learned Unreal From Tutorials to Save System Shock
When the System Shock remake ran out of funding in 2018, a secret group of Nightdive devs called La Résistance kept building it anyway. One of them had to learn an entire engine from scratch.

Most game development stories follow a familiar arc: studio gets funding, studio makes game, game ships. The System Shock remake took a different route. It ran out of money three years in, nearly died, and was quietly kept alive by a band of developers who formed a secret Discord group and refused to let it go. One of them, co-director Daniel Grayshon, had to teach himself an entire game engine from online tutorials just to build the thing.
In an interview published in the latest issue of PC Gamer magazine, Grayshon described how the project hit a wall in 2018. After cycling through multiple versions of the game, funding dried up completely. "The project had run out of money," Grayshon said. "I remember being so devastated internally. This was the big project that I was working on." Rather than walk away, a subset of the team formed what they called La Résistance, a small Discord group committed to shipping the remake "come hell or high water."
Grayshon's role in that effort was enormous. He was responsible for building Citadel Station, the game's entire setting, in Unreal Engine 4. The problem: he had zero experience with the engine. "I was going onto websites, finding tutorials, finding whatever I could just to get a foot in the door," he explained. I find this remarkable. We're not talking about a hobbyist tinkering on a jam project; this is a co-director on a high-profile remake, learning the tools as he goes because the alternative was letting the game die.
The Eight-Year Road
The System Shock remake was first announced as a remaster before evolving into something far more ambitious. Eight years passed between that announcement and the game's eventual release in May 2023 on PC, with console versions following in 2024 and Switch ports arriving in late 2025. During that stretch, the project went through multiple reboots, and at one point the FBI was reportedly called in on developer Nightdive over unrelated matters. Even by the standards of troubled game development, this one stands out.
Grayshon also noted that while the remake stayed faithful to the 1994 original, practical reality forced some changes. Doors could no longer be "paper-thin," and the station needed more staircases and a more spaced-out layout to function in a modern 3D engine. "It's still very faithful to the original game, but it has a lot more staircases in it, and a lot more of a spaced-out feel to it, because it just mathematically wouldn't work otherwise," he said.
Meanwhile, System Shock 3 has taken an entirely separate and equally rocky path. Warren Spector, who helped define the immersive sim genre through his work on the original System Shock and Deus Ex, revealed in a recent Game Informer interview that his studio OtherSide Entertainment had been making solid progress on a sequel with a 17-person team before publisher Starbreeze went through the Swedish equivalent of bankruptcy and killed all external projects. Tencent eventually stepped in with an investment, and Spector said that if System Shock 3 ever happens, "it's Tencent that's going to do it, not us." His work on it exists on a hard drive somewhere, unlikely to be used.
Two different System Shock projects, two near-death experiences, two wildly different outcomes. The remake survived because a handful of people refused to stop working on it, even when the money was gone and the tools were unfamiliar. I think there's something in the contrast: the sequel had an industry legend, a publisher, and institutional backing, and it stalled out. The remake had a guy watching Unreal Engine tutorials on the internet, and it shipped to strong reviews. Sometimes stubbornness is the only resource that matters.
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Written by
Nathan LeesGaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.
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