Subnautica Recreation

Render01

final render

In October 2019, my team and I recreated the frozen waterfall from Subnautica’s DLC: Below Zero in a four-week project. Our team of five used several software programs:

  • Maya 2019 – whiteboxing and modeling
  • Substance Designer & Painter – textures
  • ZBrush – complex ice arches at the bottom
  • Unreal 4 – rendering, VFX, and the Chameleon post-processing plugin
  • Github/SourceTree – source control

I was a project manager, modeler, technical artist, and visual effects artist, working specifically on the following:

  • Set due dates on Google Calendar, managed the discord for communication, and created the Trello board for asset management.
  • Modeled the waterfall and the alien fern using Maya polygons.
  • Set up source control for the team using GitLab and SourceTree.
  • Created the Unreal scene:
    • Added collisions
    • Set-up asset LODs
    • Transferred the blizzard assets
    • Modified the texture on the camera’s post-processing frost
    • Created our final build

Problems and Solutions:

  • Chillennium and Flu Season – At the beginning of the project, I was away to compete in Chillennium and a few teammates called in sick to push back their work. This pushed our personally-set deadlines back a few times. However, we were able to work double-time to catch up and create quality assets.
  • Source Tree, getting used to source control and the final merging fiasco – Only two teammates had minimally used source control before, so most of the team was unfamiliar with proper pull, push, and merging conventions. This resulted in a couple of merge conflicts, one of which caused us to revert to a flash drive for a quick transfer to save the scene’s lighting adjustments.