Why is the modding community such an integral part of Nightdive’s work?

Grover Wimberly: A lot of people at Nightdive came from the modding community—especially the Doom community. They’ve spent years working on levels, mods, and improvements to classic games.

Who better to remaster these games than people who have already been working on them?

They’re passionate, and they understand what works. They also bring ideas from adjacent games—like quality-of-life features—that can improve the experience.

We’ve also started integrating modded content directly into our releases. For example, Death Wish was created by someone in the community, and we brought them in so it could become part of the official experience.

We did something similar with Killing Time: Resurrected. Originally, we planned to include the 3DO levels, but we had to cut them to meet our release deadline.

Later, a modding team approached us and said they had remastered those levels. We brought that to management, got approval, and brought developers back onto the project to integrate that content.

That’s something we want to continue doing—working directly with modders and bringing their work into official releases.