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Subnau

Colin Knueppel

Colin Knueppel - Animation Lead

"We must investigate how to destick'ify the player's rectum."
―Colin Knueppel

He is a nerdy farm kid who turned into an animator / tech. He has

worked on Mass Effect 1 cinematics, Bioshock Infinite in-game sequences, most of the Natural Selection 2 rigging and currently animation lead on Subnautica. He enjoys walks in the park and long-shot FPS melee kills.

Louis Karim

Louis Karim - Animator & Rigger

"So, just signed up... What do you do for fun around here?"
―Louis Karim
As soon as he graduated from Engineering school, Louis decided to go down a more artistic path. He started by learning character modelling on his first job, but realized that animation was his true calling soon enough. He attended Animation Mentor, and since graduating has worked as an animator on movies, TV series and commercials, in countries including Singapore, Russia, Lebanon and Bahrain. He is currently an animator and rigger on Subnautica.

Brandt Wojak

Brandt Wojak - Animator & Rigger

Brandt graduated from Madison College, with an associate degree in Animation and Concept development. He joined the offsite team in the summer of 2012 working on animations for Natural Selection 2.

Check out some of his works at:

Scott MacDonald

Scott MacDonald - Animator

"I blame Cory for all bugs."
― Scott MacDonald
"OH GOD THE BABY FINGER"
― Scott MacDonald
Scott hails originally from Carlisle UK, close to the Scottish border. Having worked in Film & TV, he now works in Games remotely from the South Wales, UK. He can be often found frequenting shops late at night in his daily pursuit of yet more coffee, to fuel his typical animator caffeine habit.

Brian Cummings

Brian Cummings - Animator

"I moved to the corner window overlooking an intersection.. so distracting seeing people almost hitting pedestrians every 5 minutes!"
―Brian Cummings

Brian (Alpha) joined the team in late 2009 after graduating from the Art Institute of California San Francisco. Before moving here, he worked as a contract 3D Artist on two published PC titles in Birmingham, Alabama.

Initially hired to help with managing the art pipeline, Brian now fills the gap between artists and engine. He has also worked as the editor for several Natural Selection 2 cinematics including the Fade Reveal, Lerk Reveal and Gorge Belly Slide video.


Software Engineers

Jonas

Jonas Grohmann - Software Engineer

"I create all the bugs, that's what I do"
―Jonas Grohmann

Website: http://lumpn.de

After almost dropping out of university twice to make computer games instead of learning about skolemization and formal verification, Jonas now holds a master's degree in Computer Science and makes computer games. Hah!

Unbeknownst to Charlie Jonas’ career at Unknown Worlds started as a mapper for Natural Selection 1 where he managed to finish one single room. Encouraged by this huge success he ran the fastest NS1 servers in Europe on launch day and still remembers sneaking into the university’s data center to pull this off like it was yesterday.

Jonas fixes the bugs, optimizes performance, causes a mess, and wears the “I broke the build” T-shirt with great pride. He enjoys traveling and sometimes does a decent Count von Count impersonation including bats and lightning.

Scott Thunelius

Scott Thunelius - Software Engineer & 3D Artist

Scott is a coder and 3D artist. He’s spent most of his career working on MMORPGs and now happily resides deep in the underwater landscape of Subnautica’s codebase. When not making games he’s playing music and systematically attempting put every BBQ joint to be found in Texas out of business with his insatiable love of brisket.

Andreasurwalek

Andreas Urwalek - Software Engineer

"wow patch 7.0.3: we removed half of the games features"
―Andreas Urwalek

Software Engineer

Game programming (Austria)


World Designers

Michael Schouten

Michael Schouten - World Designer

"I wish I had those sideburns"
―Michael Schouten

Michael was originally a Natural Selection 1 map contributor. In 2007 he graduated from Glasgow University, and worked as a functionality tester before joining the off-site team in 2010.

He was hired as a level designer and has contributed towards several Natural Selection 2 maps. Currently he is developing environments for Subnautica.

Oliver Hobbs

Oliver Hobbs - World Designer

"Floaty brain guy is floaty."
―Oliver Hobbs

Oli joined the offsite team in June 2009 as a mapper for Natural Selection 2. He spends his time complaining, being cynical and drinking

tea.

Andrew Jones

Andrew Jones - World Designer

"Looks like i picked the wrong week to quit sniffing glue"
―Andrew Jones

Andrew attended Oxford Brookes University and received a BA in Architecture. He contributed to NS1 back in the day, and joined the UWE team in 2009, initially to help maintain the website. He soon moved on to art and level design, and nobody had the heart to tell him to pack it in.

When not making or playing games, Andrew’s many hobbies include brick-spotting, desperation and breathing. He lives in London.

Jake Smith

Jake Smith - World Designer

Jake is an artist with an associate degree in Computer Animation, and a bachelor's degree in Fine Arts from the University of Utah. He began working on a custom map for NS2, which caught the attention of Charlie and Cory, and eventually led to a position working to further develop this level, and to work on future level design projects. He continues to work in level design for NS2 and future projects.

World Designer


FX Artist

Sylvain Hel

Sylvain Hel - FX Designer

Sylvain joined Ubisoft Paris as a 3d environment artist on GRAW 2 before enjoying particles and visual effects on Redsteel 2, Raving Rabbids TV Party and Ghost Recon Future Soldier. Looking for new

experiences with indie studios he started to work on Natural Selection 2 late 2011.


Media

Simon Chylinski

Simon Chylinski - Sound Designer

Simon is our sound and music guy. After flying bombers in WWII (not really) Simon decided to be a hippy (really). It soon became apparent that being a hippy was not nearly as lucrative as described in the brochure, so he made the tactical decision to fail high school and drop out of university in an attempt to gain our attention.

It worked! and we decided to hire him as sound designer on Natural Selection 2 as we felt our company would benefit from some fail on the team for a change. Simon soon began to take over the music production on NS2 from David John… and is now eyeing Cory’s jobs as well.

Check out some of his works at:

Lukas Nowaczek

Lukas Nowaczek - Web Programmer

Lukas is another employee with his roots in the community. Since he joined us in October 2012 he works on all kinds of web applications and websites that improve workflow in UWE or serve our players. He spends most of his free time learning new stuff, playing too many games or reading books. He also enjoys his journey to find the perfect craft beer.

JessD

Jess Damerst -Website Updater

"I still feel like a wanker"
― Jessica Damerst

Jess is a web developer that spends her time in preparation for the next update, and also specializes in community and update announcement material. She also writes tools but rather slowly due to Unknown Worlds continually asking her to prioritize the update sites.

Her skills include sweet talking humans and computers and crying herself to sleep when it doesn't work.


Voice Actors

Tony Porter
"I believe every meal can be made better with tortillas and hot sauce"
―Tony Porter
Tony Porter is the voice actor of Avery Quinn


Affiliates

Fox3D Logo

FOX 3D Entertainment - Company Specializing in 3D models

Fox3D has successfully cooperated with game developers of all sizes and world-class publishers from North America, Europe and Asia. Our aim is to create high-quality projects on a global scale.

It is brilliant sample of high quality cinematic needs for our Subnautica. Fox3D made it with tight budget and deadlines with great quality!

—Cory Strader, Art Director of Unknown Worlds

Sergey Solovyev - Lead Artist

Sergey Solovyev

Sergey Solovyev - Lead Artist

    • Hi, my name is Sergey Solovyev. At the very beginning on the Subnautica, I was faced with a task - to build our Fox3D team into an effective working art resource for the project. Although the team members never gathered under one office roof, my goal was to make them work as well as normal game developer teams.

      After a number of approaches and brainstorming sessions, we understood that for such a big project as ours, we needed the highest possible visualization of workflow and the creation of one general work space in order for efficient remote working. This meant creating something like a virtual office that copies the functionality of a real physical office. We built work processes in such a way that a person from anywhere on the globe, who has a laptop and an Internet connection, could easily learn about the development stage of any asset, find out what was updated, and if necessary, send comments about what else should be done. Such an approach demanded decision making about a remote working field, which is why we spent such a long time searching for the new services that would be as easy and convenient as possible.

      In this case, Sketchfab was very suitable for us. There is nothing better than giving an art director the possibility to spin around, on his laptop screen, a finished 3D model of a monster, spaceship or main character of the game. Whether in a cafe, house, or in the office, his work is equally effective - he can see an exact model, the same way as it will look in game, and immediately give us feedback about it. And since Sketchfab supports normal maps, spec, gloss and hdri lighting, it was completely suitable for us and the Subnautica project. All of these features are important for the project.

      We enjoy working on Subnautica, and like the idea of creating a colourful, cartoon style underwater world. It is so exciting to participate in creation of such a tremendous and unusual world from an art-concept to the game. We are inspired by how unusual and scenic the locations and creatures look. It’s probably a little immodest to say, but I think I have to say it: as I see it, Subnautica is the first fully underwater game, and it actually looks great! And it wouldn’t have happened without such a great community. The feedback we receive inspires our artists and pushes them to do the artwork better and better each time.

      I would like to thank all those wonderful people who are supporting us with attention to our artwork. It is always thrilling to log in Sketchfab and find new likes, comments, and a growing number of followers.
      Thanks people, you rock! Many thanks to the Sketchfab team for making all these magnificent opportunities become real tools. See you in Subnautica, divers!


Igor Popov - Software Engineer

Vyacheslav Sedovich

Vyacheslav Sedovich

Vyacheslav Sedovich - Software Engineer

Prior: Indie developer (Unity Engine), Technical Artist at Unigine, Alien Shooter/Zombie Shooter game series developer at Sigma Team.

Maxim Vigovsky - Technical Artist


Portfolio

Animations & Cinematics Trailer


Models

Pat Presley

Pat Presley - Freelance Concept Artist

Freelance Concept Artist

Tom Jubert

Tom Jubert - Narrative Designer

Freelance Narrative Designer


Soundtrack

Merchandise

If you want to buy Subnautica merch, please visit the official UnknownWorlds merchandise redbubble store.

Future

While Subnautica can currently only be played on PC, Mac, and Xbox One, a PS4 version may follow if the Xbox One version is successful in terms of sales.

Reception

Ian Birnbaum of PC Gamer described Subnautica as an "underwater Minecraft", remarking that "with an experienced developer at the helm and a limitless variety of the oceans to play with, it’s going to take a lot for Subnautica to go badly wrong. As the toolbox gets deeper and the shape of the end-game gets set, Subnautica will be a unique example of the ways survival can be tense, rewarding, and fun." Marsh Davies of Rock, Paper, Shotgun praised the rewarding nature of exploring the world of Subnautica, but criticized the "arbitrariness" and lack of intuition in some of the in-game recipes.

Subnautica is heavily praised by many Youtubers for being very original.

Concept Arts

Videos

System Requirements

Minimum


OS: Windows Vista SP2 or newer, 64-bit

Processor: Intel Haswell 2 cores / 4 threads @ 2.5Ghz or equivalent

Memory: 4 GB RAM

Graphics: Intel HD 4600 or equivalent - This includes most GPUs scoring greater than 950pts in the 3DMark Fire Strike benchmark

Storage: 6 GB available space

Recommended


OS: Windows Vista SP2 or newer, 64-bit

Processor: Intel Haswell 4 cores / 4 threads @ 3.2Ghz or equivalent

Memory: 8 GB RAM

Graphics: Nvidia GTX 550 ti or equivalent

Storage: 6 GB available space

Minimum


OS: OS X 10.9 Mavericks

Processor: Intel Haswell 2 cores / 4 threads @ 2.5Ghz or equivalent

Graphics: Intel HD 4600 or equivalent

Storage: 6 GB available space

Recommended


OS: OS X 10.9 Mavericks

Processor: Intel Haswell 4 cores / 4 threads @ 3.2Ghz or equivalent

Graphics: Nvidia GTX 550 ti

Storage: 6 GB available space

Trivia

  • Subnautica shares the same universe as the Natural Selection series. [1]
    • This is further supported, as the company Alterra is a manufacturer of various supplies in all games by Unknown Worlds. 

References

Subnautica on Wikipedia

  1. http://imgur.com/a/nC4n1 Dated August 18, 2016.
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