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.

Technical Support | Press

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 media@unknownworlds.com address for influencer, press, and media questions.

Business-y questions, such as those regarding distribution of Unknown Worlds games, may be directed to business@unknownworlds.com.


Please don't contact me for support - it will be ignored. Instead, use the instructions at the top of this page. Most problems can be fixed by following our Subnautica trouble shooting guide.


    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).

    • Max McGuire

    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.

    • Lilly Baker

    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.

    • Andreas Urwalek

    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 "Olmy" 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 "Dux" 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

    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.

    • 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.

    • Fox 3D

    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 "AceDude" 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 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 "Obraxis" MacDonald

    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.

    • 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.

    • Brandt Wojak

    Brandt graduated from Madison College, with an associates degree in Animation and Concept development. He joined the offsite team in the summer of 2012 working on animations for Natural Selection 2.

    • 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.

    • Vyacheslav "slice3d" Sedovich

    Software Engineer. Prior: Indie developer (Unity Engine), Technical Artist at Unigine, Alien Shooter / Zombie Shooter game series developer at Sigma Team.

    • 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.

    • Ted Gill

    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.

    • Mariah 'Mar' Gutteter

    Mariah received her Game Development degree in 2011 from Full Sail and started her career at 38 Studios. After a stint in the casino gaming industry, she returned to make video games with Unknown Worlds in November 2019.
    She currently resides in northern Nevada, and when not at her desk can be found in the mountains, at the lake, or powerlifting in the gym.

    • Efflam Mercier

    Efflam lived peacefully, spending his days watercolor painting in the French countryside, until one day a horde of recruiters from the game’s industry raided his village. After a long journey across the Atlantic, he participated in the Riot Games for 3 years in a row and ended up marrying a Disney princess. He is now trying to find his way back home.

    • Liam "PogoP" Tart

    Liam started out making maps for Half-life mods as a teenager, before deciding to study games design at Staffordshire University in the UK. He spent a year working at Frontier in Cambridge before being approached by Charlie to join the NS2 team. After a year, he left to work for Creative Assembly and then Sony (And then Creative Assembly again…), working on games such as Alien Isolation and Halo Wars 2, before re-joining the Unknown Worlds team to help ship Subnautica and Below Zero.

    • Damien Quartz

    Damien joined the game industry as a level designer and scripter in 2007. Since then he has worked on numerous indie game titles including programming and sound design for Kokoromi’s SUPERHYPERCUBE and programming for David OReilly’s Mountain and Everything. He joined the Subnautica: Below Zero team in 2019 as a programmer working on gameplay and story implementation. In his spare time he enjoys making audio plugins, coaxing weird sounds out of his modular synth, writing electronic music, and hanging out with his cats.

    • Kiel McDonald

    Kiel has always had a passion for creating levels.  After graduating with a Game Art and Design degree he got his start in the game industry at Red 5 Games building open world environments.  Quickly realizing the AAA industry was not a fit, Kiel began working with smaller independent teams.  Joining Unknown Worlds in 2016 Kiel has continued his passion of building levels working on Subnautica and Below Zero.
    • Morgan Hill

    Morgan first career was in Landscape Design and Construction, but he switched to creating digital environments after being inspired by the quality of 3D art in film and games. After attending the Academy of Art in San Francisco, he has worked for Bungie, Sucker Punch and Firaxis Games before joining Unknown Worlds. His passions outside of 3D art are mountain biking, travel, and traveling with his mountain bike.

    • Benjamin "Mitsu" Lutz

    Working as a game/level designer since 2007, Ben landed at Unknown Worlds in 2019 to pursue his interest in creating thrilling open worlds and competitive games. He loves building (fun)ctional worlds and thinking about new multiplayer concepts. As a fan of “full loot pvp” games, he spends a lot of time reading patch notes, theorycrafting, testing ideas with teammates, and secretly hoping to creating new “metas” for his favorite games.

    • Luke Adwick

    Luke started his career contributing to several MOD projects. Graduating University in 2011, he joined Frontier developments In Cambridge UK. In 2013 Luke moved to Germany to join Crytek for 4 years, later moving to Cloud Imperium Games. In 2018 Luke joined the Subnautica Team to continue his love for building Worlds.

    • Rose Willard

    Rose started her career with Sony in San Diego as a QA Tester for their first party games and from there she moved to the Bay Area and joined Cryptic in 2015. In 2020 a recruiter came calling and she joined UWE as the studios QA Lead. She has been into games since playing a Galaga arcade machine at 4 years old and enjoys playing a wide variety of games. When not working or playing games she likes to cook and watch silly youtube videos. She is also an out and proud Trans Woman.

    • John Veneron

    Prior to Unknown Worlds, John was a producer and lead at Harmonix, director of production at Runic Games, and an educator and game development coach at the Rochester Institute of Technology. John is passionate about making game development inclusive and safe for everyone. His hobbies include woodworking, cooking, and music. He currently resides in Baltimore, Maryland.