Function and Aesthetic in In Other Waters: An Interview
In Other Waters is one of those games with instant visual appeal. Set underwater on an alien planet, a xenobiologist named Ellery Vas is out to find her missing partner after contact is lost with her research station. Breaking with convention, the player acts not as the game’s protagonist, but as her helper, assisting her by serving as the artificial intelligence within a special dive suit as they set out into watery lands unknown. Aided by a wordless user interface that must be navigated to both collect life forms and explore the ocean floor, its design relies on a perfect marriage between intuition and style. Its visual elements, evoking everything from Yellow Submarine to The Life Aquatic with Steve Zissou, are irresistibly attractive. It’s exactly this melding of function and aesthetic that developer Gareth Damian Martin, with his background in graphic and motion design and procedural poetry, sought to build.
Creating a user interface that is both intuitive and forgiving is harder than it looks. The visuals must be clean and uncluttered, but compelling enough to encourage experimentation. In In Other Waters, the gameplay revolves completely around the suit’s panel, a blue and gold arrangement of dials and screens that navigate the player and Ellery Vas across the ocean floor. Its distinctive two-color palette, Martin tells Paste by email, was chosen specifically to make the game recognizable. Citing The Shrouded Isle, he says, “It’s quite rare to take such a limiting decision in games. But as In Other Water’s aesthetic is all about limitation and abstraction as being generative for the player’s imaginations, it seemed to fit. The turquoise came from the color of the Aegean, where I was swimming when I first dreamt-up the game, and the yellow-gold is definitely in that Cousteau world, but I wanted it to be elevated, more saturated, and less nostalgic.” The interface of the dive suit, the central mechanism through which the player experiences the game, meanwhile, is the result of Martin’s fascination with anime of the ‘80s and ‘90s, like Neon Genesis Evangelion and Gundam Wing. “There’s a beautiful and bold sense of abstraction to those interfaces which sits apart from the current trend for layers and layers of thin, overly complex holographic interfaces, which I find a bit dull and played-out.”

Martin also looked at Japanese industrial design from that same era, especially audio equipment like radios and synthesizers, taking a pointed interest in the Panasonic Cougar7. He became so fond of the device, he even imported a replica to play with while designing the UI of the game. The result is less busy than the Cougar7, but it retains the utilitarian look that lends the aesthetic some scientific credibility. “I followed that same relationship between radial dials and cut-off square panels that you can see in that radio in a lot of the UI, and wanted to maintain that same sense of asymmetric functionality, rather than perfectly balanced elegance that I saw in that design. I tend to spend a lot of time gathering references like that until I have a really clear sense in my head what will work and what won’t and can then operate on instinct…. It doesn’t take long before you know exactly what will and won’t fit within the very limited color and shape language you set for yourself.”
For a game to rely on a user interface to drive the momentum’s narrative, iteration is key. In In Other Waters, players have to figure out how to use the suit to observe specimens, collect samples and consume them for fuel, as well as gauge power and air supply. Even navigating the ocean floor is done through an on-screen panel. To test how the audience responded to the visual communication of the interface, Martin spent a lot of time at conventions and shows looking over players’ shoulders to see their responses to the design. The goal was to let the audience play and experiment with the controls, but not provide too much friction to be enjoyable. “One thing that was really important to me was also to draw on the ‘reality’ of the actions I was representing, so that the player could follow the logic of their actions even if they couldn’t precisely understand the symbol language. The game’s central compass and rotational lubber, for example, absolutely comes from how you navigate when scuba diving, carefully setting headings by degree so you don’t get lost. And when I was building the sampling system I looked at how deep-sea ROVs take samples in real life, and the slightly ponderous process of aligning a vacuum tube with a subject and then clamping it for extraction. I think this helps the player feel in touch with the world even if they can’t see it, and gives a sense of tactility that is important for understanding what you are doing, rather than just hitting buttons and seeing what happens.
-
Reunion Is A Great Post-Car Crash Game By Wallace Truesdale October 20, 2025 | 12:00pm
-
How Games Turn Us into Nature Photographers By Farouk Kannout October 20, 2025 | 11:00am
-
Silent Hill f Returns the Series To What It Always Should Have Been: An Anthology By Elijah Gonzalez October 17, 2025 | 2:00pm
-
Super Mario Galaxy 1+2 Is A New Template For HD Remasters By Madeline Blondeau October 17, 2025 | 12:00pm
-
Shorter Games with Worse Graphics Really Would Be Better For Everyone, Actually By Grace Benfell October 17, 2025 | 10:45am
-
Taylor Swift’s The Life of a Showgirl Songs as Video Games By Willa Rowe October 16, 2025 | 2:47pm
-
Whether 8-Bit, 16-Bit, or Battle Royale, It's Always Super Mario Bros. By Marc Normandin October 15, 2025 | 3:15pm
-
Lumines Arise's Hypnotic Block Dropping Is So Good That It Transcends Genre By Elijah Gonzalez October 15, 2025 | 1:00pm
-
I’ve Turned on Battlefield 6’s Senseless Destruction By Moises Taveras October 14, 2025 | 3:30pm
-
Ghost of Yotei Reminded Me of the Magic of the PS5 DualSense Controller By Maddy Myers October 14, 2025 | 12:15pm
-
Steam’s Wishlist Function Is Missing One Crucial Feature By Toussaint Egan October 13, 2025 | 3:30pm
-
The Future of Kid-Friendly Online Spaces By Bee Wertheimer October 13, 2025 | 2:30pm
-
In the End, Hades II Played Us All By Diego Nicolás Argüello October 10, 2025 | 2:00pm
-
Hades II's Ill-Defined, Unserious World Undermines the Depth and Power of Mythology By Grace Benfell October 9, 2025 | 1:00pm
-
2XKO’s $100 Arcane Skins Are the Latest Bummer for Fighting Game Fans By Elijah Gonzalez October 8, 2025 | 3:00pm
-
Nintendo's Baseball History: Why Ken Griffey Jr. and the Seattle Mariners Should Be Honorary Smash Bros. By Marc Normandin October 8, 2025 | 1:00pm
-
Don’t Stop, Girlypop! Channels Old School Shooter Fun Alongside Y2K ‘Tude By Elijah Gonzalez October 8, 2025 | 9:14am
-
Ghost of Yōtei and Assassin's Creed Shadows Have Refreshingly Different Heroines By Maddy Myers October 7, 2025 | 12:15pm
-
Yakuza Kiwami 3 and the Case Against Game Remakes By Moises Taveras October 7, 2025 | 11:00am
-
and Roger and Little Nightmares Understand Feeling Small Is More Than Just Being Small By Wallace Truesdale October 6, 2025 | 1:00pm
-
Daimon Blades Is A First Person Slasher Drenched In Blood And Cryptic Mysticism By Elijah Gonzalez October 6, 2025 | 12:00pm
-
The Erotic and Grotesque Roots of Silent Hill f By Madeline Blondeau October 3, 2025 | 3:10pm
-
Time and the Rush of the Tokyo Game Show By Diego Nicolás Argüello October 3, 2025 | 1:49pm
-
Upcoming Horror Game From Spec Ops: The Line Director, Sleep Awake, Is Sensory Overload By Elijah Gonzalez October 3, 2025 | 10:30am
-
Is It Accurate to Call Silent Hill f a "Soulslike"? By Grace Benfell October 2, 2025 | 2:45pm
-
Fire Emblem Shadows and Finding the Fun in “Bad” Games By Elijah Gonzalez October 2, 2025 | 1:22pm
-
30 Years Ago the Genesis Hit the Road with the Sega Nomad By Marc Normandin October 1, 2025 | 1:44pm
-
Blippo+ Stands Against the Enshittification of TV By Moises Taveras September 30, 2025 | 12:00pm
-
Our Love-Hate Relationship with Silksong's Compass By Maddy Myers September 30, 2025 | 10:15am
-
This Week Was Maps Week By Garrett Martin September 29, 2025 | 5:15pm
-
Unlearning Productivity with Baby Steps By Bee Wertheimer September 29, 2025 | 1:30pm
-
Ananta Wants to Be Marvel’s Spider-Man, And Just About Any Other Game Too By Diego Nicolás Argüello September 29, 2025 | 11:30am
-
We Haven’t Properly Mourned the Death of RPG Overworlds By Elijah Gonzalez September 26, 2025 | 3:45pm
-
No Map, No Problem - Hell Is Us Trusts Players To Discover Its Wartorn World By Madeline Blondeau September 26, 2025 | 1:15pm
-
Keep Driving Understands That Maps Can Be More Than Functional Accessories By Wallace Truesdale September 26, 2025 | 10:50am
-
Games Criticism Isn't Dead, But That Doesn't Mean It Can't Get Worse By Grace Benfell September 25, 2025 | 12:30pm
-
Upcoming Mobile Game Monster Hunter Outlanders Looks Suprisingly Faithful, but Its Biggest Test Is Yet To Come By Elijah Gonzalez September 24, 2025 | 10:30pm
-
30 Years Later, Command & Conquer's Excellent Level Design Still Sets It Apart By Marc Normandin September 24, 2025 | 3:00pm
-
Skate Can’t Be Punk, It Never Was By Moises Taveras September 23, 2025 | 1:50pm
-
I Love 1000xRESIST’s Terrible Map By Willa Rowe September 23, 2025 | 11:20am
