![]() I have folders filled with reference material of deep sea life and landscapes. 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. Tentacle whip: Whips player with tentacle: 20 per whip.If you've spoken to me for more than five minutes, chances are I've mentioned Subnautica. Slams player into seabed(only when the player hurts it when being held): 80 It is usually passive, but will become very aggressive if it's eggs are taken.īaby Cyreberum gives 200 power to a bio reactor, eggs give 150 To counter this, always have the lights on in biomes where Cyreberum can be found. They might also grab a vehicle if one is docked, and swim off with it. It will climb into moon pools if the power is off (as they hate light) and can become quite destructive, ripping off anythings attached to the wall to study them. If it picks up the player, the best course of action would be to shine a flashlight in its eye, as hurting it will cause it to slam the player into the seabed, heavily damaging them. ![]() It is about the size off a baby reefback. It seems to be very curious, and will sometimes pick up other creatures to study them. If you drive by it with a seamoth, it will grab it, and carry it around for a while before letting it go. It will then open its eye, and begin to swim around. It remains hidden with its eye closed, until you shine a flashlight on it. ![]() The Cyreberum would live in the grand reef caves, and the void. While it poses no direct threat, caution is still recommended. This massive creature has been observed to feed on only bloom plankton. All the potential creature look really cool, so I've decided to tell you how I think they would function if added. We all know, and love the concept art for subnautica. ![]()
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