The System Shock Hack Project

"Look at you, Hacker. A pathetic creature of meat and bone, panting and sweating as you run through my corridors. How can you challenge a perfect, immortal machine?"

TSSHP main page


Dev Team

Screen shots


Glen's Junk

Unofficial specs

TSSHP Dev Team

... aka The Rogues' Gallery.

This tireless band of fearless hackers are working night and day (well, mostly night, to be honest; even hackers have day jobs) to bring you all the chunky goodness of System Shock and Ultima Underworld updated for the 21st century.

Core team

Jim "hairyjim" Cameron: Main 3D engine, reverse engineer extraordinaire, "someone's got to do it" hacker, general dogsbody.

Christian "firefreak" Haas: Head-up display / MFD, 2D graphics. Basically whatever you see on the screen that isn't "out there" in the main game world. Firefreak also crafted the transparency code for force doors/bridges and transparent critters.

Bryan "bryann" Nolen: All things related to the Sound system.(like music 'n' stuff :)

Other coding, testing and hacking

... aka people who had the sense not to send me photos.

Damian Gryski: Original SDL support.

Matt Hargett: QA and leak detection (purify).

Glen Sawyer: Lots of help with System Shock resource hacking and extraction stuff (see Glen's Pile O'Junk).

Jörg Fischer: Information on the texture and sprite compression algorithms.

Alistair Brown: Underworld object format (see the Underworld II editor).

Ulf Wohlers: Much hacking on Underworld objects and 3D models.