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Unknown Worlds is an independent game company in San Francisco, CA (team and office videos). Our goal is simple, but not easy – to unite the world through play.
Previously, we worked on titles such as Titan Quest, Empire Earth, Lair, GRAW 2, Mass Effect, Bioshock Infinite, Firefall & Star Citizen.
Getting in contact
Almost the entire Unknown Worlds team is available on Twitter. Twitter is a great way to get in touch with any of us: From animators, to co-founders, to company presidents, and more.
See all our accounts on the UWEDev list.
Prefer email? You can also use our email@example.com address for influencer, press, and media questions.
Business-y questions, such as those regarding distribution of Unknown Worlds games, may be directed to firstname.lastname@example.org.
Game Director 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 2011 (The 1 Hour Video Game MBA) and 2013 (The Velveteen Marine).
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.
Art Director 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.
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.
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. Note: Previously Hugh was the man to contact for key/press/media enquiries. Please now contact email@example.com.
Lilly hails from Nihilistic software in Novato, where she was the first point of contact for the studio and handled administrative and managerial aspects for the company. She loves to handle payroll, HR functions, organize wrap parties and generally help to make our office an amazing place to work. Lilly hates sunshine so we’ve found the darkest place of our office to keep a smile on her face. She is the new Keeper of the Onos.
Andi is a game programmer from Austria. In his earlier days he spent some time at the same gym as Schwarzenegger, but decided instead for a career as a game programmer, in his basement. He worked on Natural Selection 2 at first as a volunteer playtester and soon moved ahead to become a developer. Later he moved on to work on Subnautica and Subnautica: Below Zero.
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.
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.
Fox3D Entertainment was founded in 1999 year with the immediate focus on computer and video games art production. Studio worked on over 70 AAA titles including best selling “Natural Selection2”, “Halo 4”, “Dragon Age” series and «Killzone» Series and “Batman: Arkham Origins”, among others. Fox3D CEO and creative director – Den Fox (Denis Lis) started to work with Unknown Worlds Entertainment back to 2008 helping to bring character work of NS2 on to next level. Now working on highly anticipated Subnautica game project from Unknown Worlds Entertainment being responsible for art production. Fox3D has offices in Russia and Lithuania while Headquartering in Tallinn, Estonia.
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 also keeps all kinds of servers healthy, and coordinates translation process for our games. He spends most of his free time learning new stuff, playing (too many) games or reading books. After he failed at his journey to find the perfect craft beer, he got into amateur racing.
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.
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.
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.
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.
President Prior to joining Unknown Worlds, Ted co-founded and served as CTO of Huddler (an online community platform company) until the company’s acquisition by Fandom in May of 2014. He then served as VP of Engineering and Chief Product Officer for Fandom until August of 2018. Ted attended Virginia Tech and received a B.S. in Mathematics.