Subnautica: Difference between revisions

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Cory Strader=
Cory Strader=
[[File:Cory_Strader.jpg|thumb|300px|Cory Strader - Art Director & Concept Artist]]
[[File:Cory_Strader.jpg|thumb|300px|Cory Strader - Art Director & Concept Artist]]
{{Quote2|I tried to leave the building, but eneded up in a closet, thinking it was an exit.So now I'm just cowering in there, rocking back and forth and humming quietly to myself and hoping it will all be over soon.|Cory Strader}}
Cory attended the Massachusetts College of Art, majoring in Illustration. He worked at Stainless Steel Studios as a digital artist for over five years doing 3D modeling, texturing and concept work on Empire Earth, Empires: Dawn of the Modern World and Rise & Fall: Civilizations at War. He then worked as Senior Texture Artist and Concept Art on Lair and several unannounced titles at Factor Five.
Cory attended the Massachusetts College of Art, majoring in Illustration. He worked at Stainless Steel Studios as a digital artist for over five years doing 3D modeling, texturing and concept work on Empire Earth, Empires: Dawn of the Modern World and Rise & Fall: Civilizations at War. He then worked as Senior Texture Artist and Concept Art on Lair and several unannounced titles at Factor Five.


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Scott MacDonald=
Scott MacDonald=
[[File:Scott_MacDonald.jpg|thumb|300px|Scott MacDonald - Animator]]
[[File:Scott_MacDonald.jpg|thumb|300px|Scott MacDonald - Animator]]
{{Quote2|The night is dank and full of memes.| 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.
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.


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Jonas Grohmann=
Jonas Grohmann=
[[File:Jonas_Grohmann.jpg|thumb|300px|Jonas Grohmann - Software Engineer]]
[[File:Jonas_Grohmann.jpg|thumb|300px|Jonas Grohmann - Software Engineer]]
{{Quote2|I create all the bugs, that's what I do|Jonas Grohmann}}


Website: http://lumpn.de
Website: http://lumpn.de
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Michael Schouten=
Michael Schouten=
[[File:Michael_Schouten.jpg|thumb|300px|Michael Schouten - World Designer]]
[[File:Michael_Schouten.jpg|thumb|300px|Michael Schouten - World Designer]]
{{Quote2|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.
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.
He was hired as a level designer and has contributed towards several Natural Selection 2 maps. Currently he is developing environments for Subnautica.

Revision as of 17:24, 21 November 2016

<infobox layout="stacked"> <title source="title"><default>Unknown</default></title> <image source="image"/> <label>imagecaption</label> <label>Developer(s)</label><default>Unknown</default> <label>Website</label> <label>Release Date</label><default>Unknown</default> <label>Genre</label><default>Unknown</default> <label>Game Modes</label> <label>Platform(s)</label> <label>Rating(s)</label> <label></label> </infobox>

Subnautica is a game in development by Unknown Worlds Entertainment. Subnautica allows the player to explore an uncharted alien planet by scuba diving and traveling in submarines. The planet is almost all water, meaning the player must scuba dive for almost all resources such as metal and upgrades.

Summary

Descend into the depths of an alien underwater world filled with resources, creatures, wonder and threats. Craft equipment and submarines to explore lush coral reefs, volcanoes, cave systems, and more – All while trying to survive.

Story

  • In development.

Developers

The crew of Subnautica

Directors & Producer

<tabber>

Charlie Cleveland=

Charlie Cleveland - Game Director

Website: http://www.charliecleveland.com

Charlie attended Case Western Reserve University and received a B.S. in Computer Engineering. He worked as a software engineer at IBM, Papyrus, CogniToy and Stainless Steel Studios, on Grand Prix Legends, MindRover and Empire Earth. In May of 2001, he left Stainless Steel to start writing Natural Selection.

Charlie has contributed writings to Game Developer Magazine and Game Design Perspectives and spoke at Casuality (2006). He also spoke at the Game Developer’s Conference in:

|-| Max McGuire=

Max McGuire - Technical Director

While still in high school Max worked as the assistant to Dr. Benoit Mandelbrot at IBM Research. After graduating from Carnegie Mellon University in 2001 with a B.S. in Mathematics and a double major in Computer Science, Max joined Iron Lore Entertainment (Game Developer Choice Best New Studio) as the first employee.

While at Iron Lore Entertainment, Max served as the Lead Engine Programmer and held a key role in developing the technology and tools behind their first two titles, Titan Quest and Titan Quest: Immortal Throne.

|-| Cory Strader=

Cory Strader - Art Director & Concept Artist
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I tried to leave the building, but eneded up in a closet, thinking it was an exit.So now I'm just cowering in there, rocking back and forth and humming quietly to myself and hoping it will all be over soon.

― Cory Strader

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Cory attended the Massachusetts College of Art, majoring in Illustration. He worked at Stainless Steel Studios as a digital artist for over five years doing 3D modeling, texturing and concept work on Empire Earth, Empires: Dawn of the Modern World and Rise & Fall: Civilizations at War. He then worked as Senior Texture Artist and Concept Art on Lair and several unannounced titles at Factor Five.

He and Charlie started working on Natural Selection together in August of 2000 and his artwork has been featured several times in Spectrum and Expose.

|-| Hugh Jeremy=

Hugh Jeremy - Producer & PR Representative

Hugh is Australian, but we try not to hold it against him. He invaded our San Francisco office and we have worked to teach him to speak English ever since.

Hugh holds a BCom in Finance and Accounting, thinks only in spreadsheets, and likes making movies all day.

</tabber>

Animators

<tabber>

Colin Knueppel=

Colin Knueppel - Animation Lead

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

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 associates 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
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The night is dank and full of memes.

― Scott MacDonald

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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

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.

</tabber>

Software Engineers

<tabber>


Jonas Grohmann=

Jonas Grohmann - Software Engineer
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I create all the bugs, that's what I do

― Jonas Grohmann

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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.

|-| Andreas Urwalek=

Andreas Urwalek - Software Engineer

Software Engineer

Game programming (Austria)


</tabber>

World Designers

<tabber>

Michael Schouten=

Michael Schouten - World Designer
QuoteBar.png
TestQuoteIcon.png

I wish I had those sideburns

― Michael Schouten

QuoteBar.png

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

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

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 associates 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.

|-| Kiel McDonald= World Designer


</tabber>

FX Artist

<tabber>

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.

</tabber>

Media

<tabber>

Simon Chylinski=

Simon Chylinski - Sound Designer

[Youtube https://www.youtube.com/channel/UC_hqM171kpuwmOjnDxNrhJw] 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.


|-| Jessica Damerst=

Jess Damerst -Website Updater

Website Updater

</tabber>

Affiliates

<tabber>

FOX 3D Entertainment=

FOX 3D Entertainment - Company Specializing in 3D models
Vyacheslav Sedovich - Software Engineer

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.

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

—Cory Strader, Art Director of Unknown Worlds

  • Igor Popov - Software Engineer
  • Vyacheslav Sedovich
    • Prior: Indie developer (Unity Engine), Technical Artist at Unigine, Alien Shooter/Zombie Shooter game series developer at Sigma Team.
  • Sergey Solovyev - Lead Artist
  • Maxim Vigovsky - Technical Artist


Portfolio

Animations & Cinematics Trailer


Models

|-| Pat Presley= Freelance Concept Artist

|-| Tom Jubert= Freelance Narrative Designer

</tabber>


Soundtrack

Merchandise

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

<tabber> Windows=

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

|-| Mac OS X=

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

</tabber>

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.