![]() ![]() It was important to have unique creatures and environments that are clearly alien, yet relatable and believable, therefore many real world references were closely studied to achieve the desired naturalistic look. ![]() Subnautica is like some mashup of The Abyss, Avatar, and Finding Nemo, in the way we tried to create a beautiful, vibrant and exotic world, in an underwater setting. Certainly the movie The Abyss was a big inspiration behind the game. ![]() ![]() The references used for the look and feel of Subnautica are so varied and numerous it is hard to narrow down. The look is stylized to some degree, emphasising simple and slightly exaggerated silhouettes, without going too cartoony. I wanted a visual look that matched - a style that was approachable, colorful and fun, but with a darker edge, for the deeper and creepier biomes. Pip: Hi Cory, can you tell me about how you started designing or conceptualising the look of Subnautica?Ĭory Strader: From the beginning we wanted to make a non violent game, emphasizing the mystery of exploring a lush, alien underwater environment, that would appeal to gamers of all ages and types. You can click on images to see larger version of the concept artwork or, if they're game screenshots, to just see them in isolation. Read on to find out how The Abyss, microscopy and a real fish with a transparent head and a visible brain all played their part! P.S. That's why, when I had a chance to speak with art director Cory Strader, I immediately wanted to talk about the game's flora. I collected all the weird and wonderful plants I could and cultivated them in little plant beds outside my underwater home. I played huge amounts of the game before more significant story elements were added and my big project was my volcano lair's garden. You explore biomes, collect resources and, as updates to the early access project add more content, start to piece together the story of the planet. It's an open world survival game set largely underwater on an alien planet. The Lava Lakes and the Crater Edge are the only biomes that do not contain any Flora.If you've spoken to me for more than five minutes, chances are I've mentioned Subnautica.Early lava zone biome concepts were divided into Lava Zone, Lava Bridges, Inactive Lava Zones, and Thermal Vents.Early surface biome concepts were divided into Kelp Forest, Dense Kelp Forest, Sunny Kelp Forest, Coral Reef, Danger Reef, Safe Shallows, Grand Reefs, and Floating Islands.The game considers the inside of an Observatory, Lifepod, Scanner Room, Alien Containment, and inside the aquarium in the Primary Containment Facility to be completely separate biomes.This includes the unused Twisty Bridges biome.Early development footages of biome generation can be seen on a playlist from Russel Maekim's YouTube channel.All three of these biomes were later repurposed for Below Zero.The only thing the Lilypad Islands received were some models.They also had a unique cut plant and unused reference models for the bridges. One of the Twisty Bridge regions actually appeared during development, and were seen in the first Early Access build.The arctic biome recieved a few unique objects for it, such as snowy rocks, sounds, and even an unused cold effect.These three biomes were the Arctic (represented as a light blue on the biome map), Twisty Bridges (represented as a green-blue color on the biome map), and the Lilipad Islands, which never received an associated biome color or were ever placed on the biome map during development. There were three unused biomes during Subnautica's development, not including unused Biome IDs.Map that shows the names and terrain of subnautica Trivia ![]()
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