The Indie Game Magazine May 2015 | Issue 49 | Page 14

FEATURE INTERVIEW Down, Down, Down, to the Bottom of the Sea L ife under the ocean is a fascination for many people. There are plenty of stories, both fact and fiction, about the mysteries that lie just beneath the surface of those beautiful blue waves. Perhaps it’s because we’re fascinated by things we don’t fully understand. Just look at fish, for instance. Sure, there’s a science to gills and how they function, but at the end of the day, these creatures can breath and live underwater; that’s something humans can attempt to mimic with scuba gear and oxygen tanks, but never truly replicate. I imagine that the first stories about mermaids and Atlantis were born out of at least mild jealousy for the creatures that can live in the sea. Since we couldn’t do it ourselves, we instead invented humanoid characters who could do it in our place. Humanity has a long history of inserting ourselves into fantastical scenarios, whether it be to attempt to understand the world from a different perspective, or just simply imagination at play. I bring this up because the latest project in development at Unknown Worlds Entertainment, titled Subnautica, is currently in Early Access. The game takes players to an aquatic alien world and tasks them with surviving underwater. The protago- by Vinny Parisi nist is human, and so he can’t breathe underwater, and therefore must craft the materials he needs to survive. Just going by that general synopsis, the game may not sound like anything genre-breaking, or even exciting for that matter. But the development team is quite certain that the visual aesthetics and gameplay mechanics of Subnautica stand on their own. To get a better sense of why players should splash around in the Early Access pool, I spoke with Hugh Jeremy and the team at Unknown Worlds Entertainment. They offered just a bit of insight into the open development process, and what their plans are for the future of Subnautica. Indie Game Magazine: For folks who may not have played Natural Selection 2, and have yet to hear about your team, who makes up Unknown Worlds? What were you doing before forming this particular dev team? methods, and no marketing or public relations functions. At the core, we’re a group of people that like to make games in a very free-wheeling and open manner. Some of us work on Subnautica, some of us work on Future Perfect, and most of us previously Unknown Worlds Entertainment: UWE is worked on Natural Selection 2. made up of a globally distributed and diverse team of game developers. There are IGM: The team prefers to design games out about twenty of us scattered all over the in the open, stating you believe “it’s more globe, from the United S FFW2F