

Because of this I had no idea how the story was told in the game. My first mistake was that I didn't play the game for a significant amount of time before starting work on the trailer. He gave me a rundown of the entire story, and then I asked for materials. Most survival games I'm aware of have no single player story (hence my general lack of interest) so this excited me. Previous trailers focused heavily on gameplay, but he wanted to highlight the single player story campaign to distinguish it from other survival games.

I had a long conversation about the trailer's direction with Charlie Cleveland the head of Unknown Worlds. I didn't know just how big a task I was signing up for.Īt the start, I watched the previous trailers for Subnautica to get a sense of the game. I don't typically work on survival-genre games, but the game is so beautiful that I couldn't say no. I never played Subnautica before getting this gig all I knew at the time was that it was a very popular scary underwater game in Steam Early Access. Luckily I had enough time to recover from it, and the trailer didn't suffer for it but I'm not happy about how I started this project off. This was a challenging project where I had one of my first real big missteps in the creative process. I got this project via Ryan Clark of Crypt of the Necrodancer This was doubly flattering because I've never worked with him! (Necrodancer's trailers were made by Marlon Wiebe)
