Subnautica: Difference between revisions
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Charlie Cleveland= |
Charlie Cleveland= |
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[[File:Charlie_Cleveland.jpg|thumb|225px|Charlie Cleveland - Game Director]] |
[[File:Charlie_Cleveland.jpg|thumb|225px|Charlie Cleveland - Game Director]] |
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{{Quote3|ayaya lcasta07, fracasado,te vas baneado, te vas baneado, que te arreglen bien el anoo, y te fuiste baneado, de mi canal, pedazo de fracasado,sino te gustan estas barras, andate a la concha de tu |
{{Quote3|ayaya lcasta07, fracasado,te vas baneado, te vas baneado, que te arreglen bien el anoo, y te fuiste baneado, de mi canal, pedazo de fracasado,sino te gustan estas barras, andate a la concha de tu hermana,pelotudo,te fuiste baneado.|Charlie Cleveland}} |
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Revision as of 19:31, 17 September 2021
<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>
Charlie Cleveland=
- "ayaya lcasta07, fracasado,te vas baneado, te vas baneado, que te arreglen bien el anoo, y te fuiste baneado, de mi canal, pedazo de fracasado,sino te gustan estas barras, andate a la concha de tu hermana,pelotudo,te fuiste baneado."
- ―Charlie Cleveland
</tabber>
Animators
<tabber> Colin Knueppel=
- "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=
- "New eggs are up! Animators Assemble. Grab the one you wish to work on and pee around it."
- ―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 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=
- "I blame Cory for all bugs."
- ― Scott MacDonald
- "OH GOD THE BABY FINGER"
- ― Scott MacDonald
Otherwise known as Obraxis, 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=
- "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.
</tabber>
Software Engineers
<tabber> Jonas Bötel=
- "I create all the bugs, that's what I do"
- ―Jonas Bötel
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 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=
- "wow patch 7.0.3: we removed half of the games features"
- ―Andreas Urwalek
Game programming (Austria)
|-| David Kalina=
David Kalina is the co-founder and co-owner of the award-winning game studio Tiger Style. Kalina started Tiger Style with Randy Smith in 2009, and released the award-winning game Spider: The Secret of Bryce Manor, and most recently the Independent Games Festival nominated game Waking Mars.
Kalina is a games industry veteran, previously working on projects such as Tom Clancy's Splinter Cell, Deus Ex: Invisible War, and the Thief series. Kalina currently resides in Austin, Texas.
</tabber>
World Designers
<tabber> Michael Schouten=
- "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=
- "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=
- "I am the victim of a conspiracy to overwrite every field I change. But I shall fight against it"
- ―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 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.
Jake Smith is no longer employed by Unknown Worlds Entertainment.
|-| Kiel McDonald=
|-| Liam Tart=
- "I think I'm gonna go with Salted Caramel... seriously they're amazing. Covered in chocolate on the outside with caramel on the inside. It'll blow yer mind!"
- ―Liam Tart
Liam worked together with UWE on Natural Selection II. After that Liam went of to work on Alien Isolation at Creative Assembly, then he was at Sony for a bit working on PSVR. He went back to CA to work on Halo Wars and now he is rejoining UWE.
Check out some of his work here or on his official website.
</tabber>
Concept Artists
<tabber> 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.
He and Charlie started working on Natural Selection together in August 2000 and his artwork has been featured several times in Spectrum and Expose.
|-| Pat Presley=
Pat Presley is a freelance conceptual design artist who drew several creature and biome concepts for Subnautica. His designs for the former include the Sea Emperor Leviathan, the Reefback Leviathan, the Grand Reef and the Lava Castle.
|-| Alex Ries=
Alex Ries was hired after the completion of Subnautica V1.0 to work on concept art for the future expansion of Subnautica.
He was hired after numerous comments on his DeviantArt posts of people saying that his art reminded them of Subnautica or that he should work on the game, after contacting Unknown Worlds he was hired. |-| Mikhail Rakhmatullin=
Mikhail is a freelance concept artist, whose full participation in the creation of Subnautica's concept art remains unconfirmed. His only confirmed creations are the designs of the Reaper Leviathan and of the Prawn Suit.
</tabber>
FX Artist
<tabber> Sylvain Hel=
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=
Sound and music designer on Subnautica (excluding Below Zero) and Natural Selection 2. He is no longer employed by Unknown Worlds Entertainment.
Check out some of his works at:
|-| Lukas Nowaczek=
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=
- "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.
</tabber>
Voice Actors
<tabber> Lani Minella=
Lani is the voice actor for the Sea Emperor Leviathan. She has also done voice acting for Natural Selection and Natural Selection 2, other games made by Unknown Worlds.
|-| Tony Porter=
Tony is the voice actor of Avery Quinn.
|-| Lorelei King=
Lorelei King is the voice actor of Marguerit Maida and a crew member of Lifepod 6.
|-| James Backway=
James Backway is the voice actor of Bart Torgal and Berkeley.
|-| Christopher Godwin=
Christopher Godwin is the voice actor of Paul Torgal, Captain Hollister and a Lifepod 7 crew member. |-|
Ramon Tikaram=
Ramon Tikaram is the voice actor of Second Officer Keen, Ozzy and Danby and crew of Lifepod 3. |-|
Eleanor Matsuura=
Eleanor Matsuura is the voice actor for CTO Yu, a crew member of Lifepod 3 and a passenger of Lifepod 6. |-|
Simon Chylinski=
Simon Chylinski is both the voice actor for the Player, and the sound designer for Subnautica. His voice is also edited to make the sounds of the Peeper.
|-| Neebs Gaming=
Jon Etheridge (left) and Brent Triplett (right) make a cameo appearance as voice actors for a radio message from the Alterra HQ.
Brent and Jon played Subnautica on their popular gaming channel Neebs Gaming during the early access phase of the game.
</tabber>
Affiliates
<tabber> Tom Jubert=
- "I'm a meme?"
- ―Tom Jubert
Freelance Narrative Designer. |-|
FOX 3D Entertainment=
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 |
<tabber> Sergey Solovyev=
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!
|-| Maxim Vigovsky=
Technical Artist
|-| Vyacheslav Sedovich=
Prior: Indie developer (Unity Engine), Technical Artist at Unigine, Alien Shooter/Zombie Shooter game series developer at Sigma Team.
|-| Igor Popov=
Software Engineer </tabber>
</tabber>
Animations & Cinematics Trailer
FOX 3D Portfolio
Models
Giant Cove Tree's Model from Sketchfab
Lantern Tree's model from Sketchfab
River Prowler's model from Sketchfab
Cuddlefish's model from Sketchfab
Prawn Suit's upgrade model from Sketchfab.
Nuclear Reactor's Model from Sketchfab
Floodlight's model from Sketchfab
Soundtrack
- Main article: Subnautica OST
Merchandise
Subnautica merchandise can be purchased at the official UnknownWorlds merchandise redbubble store.
Future
Subnautica can currently only be played on PC, Mac, PS4 and Xbox One.[1]
Reception
On Metacritic, Subnautica received "generally favorable" reviews getting a metascore of 87/100 on PC,[2] 80/100 on PS4,[3] and 81/100 on Xbox One.[4]
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.
T.J Hafer from IGN gave the game a 9.1/10. Commenting that Subnautica was one of the few games he would love to wipe from his past and start over fresh. Claiming the game to be "legitimately terrifying", similar to when playing horror games such as Amnesia or Outlast. Praising the uniqueness of the biomes, as their visual identities and soundtracks helped solidify their uniqueness. He also gave praise to the audio, claiming it helped him in identifying which biome he was in and what creature he was dealing with.
Hafer heavily gave praise to the Story, explaining that Subnautica does a very good job at telling a compelling story, noting the complexity and nuance of a great sci-fi film. He also complimented the well-written journal entries and audio logs with uncommonly high-quality voice acting. T.J commended the fact that the story was not a forced element, and players could explore and progress at their own pace.
Hafer criticized that sometimes the progression dragged at spots. He furthermore gave notice to when his immersion was disrupted by pop-in and jarring levels of detail changes. claiming he would have loved more options to help smooth it out.
Overall, T.J came to the verdict that Subnautica is a template for what open-world survival games should strive to be, as the game was fantastical, fresh, and frightening. [1]
Mods
Various users of the game have produced modifications for the game. None of them are endorsed by Unknown Worlds Entertainment or this wiki and are not guaranteed to be high-quality, functional, or safe. There is, however, a Discord for mods, where players can discuss mods.
- Nitrox, a mod that enables multiplayer.
- Nexus Mods, a website that hosts mods, including some for Subnautica.
Concept Arts
- Main article: Concept art
Videos
- Subnautica Dangerous Creatures Update
- Subnautica Aurora Interior Expansion
- Subnautica PRAWN Update
- Subnautica Power Nap Update
- Subnautica Machinery Update
- Subnautica Gameplay - Early Access
- Subnautica Crash Sequence
- Subnautica Farming Update
- Subnautica Official Launch Trailer
- Visit official Subnautica Youtube for more 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 |
DirectX | Version 11 |
Storage | 20 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, 2GB VRAM |
DirectX | Version 11 |
Storage | 20 GB available space |
|-| Mac OS X=
Minimum |
---|
OS | OS X 10.9 Mavericks |
Processor | Intel Haswell 2 cores / 4 threads @ 2.5GHz or equivalent |
Memory | 4 GB RAM |
Graphics | Intel HD 4600 or equivalent |
Storage | 20 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 or equivalent, 2GB VRAM |
Memory | 8 GB RAM |
Storage | 20 GB available space |
</tabber>
Trivia
- Subnautica shares the same universe as the Natural Selection series. [5]
- This is further supported, as the company Alterra is a manufacturer of various supplies in all games by Unknown Worlds.
References
- ↑ https://twitter.com/Flayra/status/991837067662409729
- ↑ Metascore for Subnautica on PC, Metacritic, Retrieved March 9, 2020
- ↑ Metascore for Subnautica on PS4, Metacritic, Retrieved March 9, 2020
- ↑ Metascore for Subnautica on Xbox One, Metacritic, Retrieved March 9, 2020
- ↑ http://imgur.com/a/nC4n1 Dated August 18, 2016.