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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.
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.
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.
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.
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.
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 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.
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 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 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.
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.
Arwen Keys is from the Bay Area, in California.
Named after an elf from, “The Lord of the Rings”, Arwen – somewhat unsurprisingly – has made a career as a Video Game Entomologist.
A seasoned veteran of the game industry, Arwen started their journey in the lands of Norrath (EverQuest), starting as a Game Master, and quickly becoming a Subject Matter Expert, and eventually an Apprentice Game Designer.
Upon leaving Norrath, Arwen took on the role of bug-hunter (ie, QA Tester), fighting their way through Mordor (Middle-Earth: Shadow of Mordor), delving into the criminal underworld of New Bordeaux (Mafia III), and sojourning for a time on the Sword Coast (Neverwinter Online), before finally diving into the oceans of Planet 4546b at Unknown Worlds. In their wake Arwen has left nothing but an ichor-strewn path of bug-destruction.
*Deep below the surface of planet 4546b, Arwen pulls out a water-proof pencil and starts scribbling a new report on their next victim* Dun, dun, dun!
Currently living on Tutorial Island in British Columbia, Artyom started his career at UWE as a community playtester for Subnautica. Before that, his experience in the games industry stemmed from passion project mods for games like Skyrim and Fallout. He spends his free time learning new skills, playing Dungeons & Dragons, and putting small hats on his pet hamster.
Jess first joined the team for the Machinery Update on Subnautica. She marks her time at UWE not in years but in updates because she got her start at the company in making the update sites. Since then, she has participated in 3 launches, 24+ updates, and so much more. She graduated from the University of Central Florida Digital Media – Visual Language program. In a past life, she was a Community Manager for Turtle Rock Studios (Evolve) and EA (Need for Speed). Her specialties include release management, web development, data science, graphic design, videography, and Brazilian Jiujitsu.