DINO ISLAND Development team interview Taken from their site 1. How would you describe DINO ISLAND in a few words? DINO ISLAND is a theme park management game, in which you transform dinosaurs on a genetic level in order to show them off to the public in spectacular attractions. Our references for the game come from the "Jurassic Park" trilogy, the documentary "Walking with Dinosaurs", the Walt Disney film "Dinosaur"..and many more. 2. When did the development team begin work on DINO ISLAND ? The pre-production phase began in April 2001. 3. What is the difference between DINO ISLAND and other Dinosaur/Theme park games ? DINO ISLAND deals with the Dinosaur theme through two areas, up until now, ignored : the modification of Dinosaurs on a genetic level and the total customisation of park attractions. Using genetics, you can cross-breed dinosaurs at will ; you can give them a dose of radiation, clone them, as well as modify their physical condition : you can add horns or a shell etc.. certain results are very surprising and unexpected. These transformations are represented by changes of the 3D mesh and the textures, and not by a sort of patchwork of 2D images like in other games. As well as this, in DINO ISLAND, the player is able to create their own attractions with which they may show off the dinosaurs they have created in their laboratory. Many items are at your disposal : fences, public stands, obstacles and squares placed on the ground which the dinosaurs walk on with differing effects (invincibility, invisibility, endurance boost, speed boost, holes, traps..) . Basically, there are no limits. You can hold obstacle courses, fights, team games, Capture the flag. The attractions will be much more successful if the dinosaurs are well adapted to them: fast dinosaurs for the races, aggressive ones for the fights, and so on. DINO ISLAND includes many "ready made" attractions that you normally find in theme parks, house of horrors, dino bumper cars. 4. Can you tell us about the graphical style? Graphically, the game is very colourful, bright and warm. The Dinosaurs are caricaturised: all forms that stand out have been accentuated (ex : the T-Rex has enormous feet and an oversized head). We have really tried to work on the heads as well so that the carnivorous dinosaurs have a real "nasty" appearance and the herbivorous dinosaurs a "docile" one. There was also lots of work done on the creation of textures and extra objects that can be added to the dinosaurs to enrich their appearance (stripes, protective shells, horns, and even feathers !). 5. Can you tell us a little more about the gameplay and the Artificial Intelligence ? Each dinosaur has its own genetic code, composed of genes which influence their physical appearance (shape, horns, shell), as well as its abilities (aggression, endurance). In mixing dinosaurs, you combine the genes of the parents and can get the best elements of both of them in the new creature. Be warned though, there is not an "Ultimate" dinosaur, but simply dinosaurs which become better adapted to certain attractions. The dinosaurs are driven by their needs (food, violence, security, rest, etc.). A special display allows the visualisation of the current needs of the dinosaur, in order to understand its current actions. The different squares placed on the ground generally respond to these needs: the goat placed at the finish line of a race course encourages the dinosaurs to get there first to devour it, whereas a wrecked car in ® Destruction Derby ¯ mode responds to their need for violence. The park visitors also have needs and, according to their character, will prefer either tame, violent or spectacular attractions. The aim of the game is to satisfy the needs of all of the visitors, by creating dinosaurs and attractions that are adapted to them. The main point of the AI was to have tried to create an artificial life, to let the dinosaurs become their own boss with a free will, rather than behaving in a manner forced upon them. 6. What, for you, are the strong points of the game DINO ISLAND ? The game has two strong points : the transformation at a genetic level allowing for billions of different looking dinosaurs the depth of customisation of the park attractions In turn, these two points are linked by the management of the park and the different scenarios and campaigns. 7. Do you have any interesting stories about the game and its development ? Well, we got some of the team working on the animations for the game. Noteworthy is the T-Rex that dances, an animation inspired by Yanik, that we all can't wait to see. Working on the game's intro movie is Fran‡ois, a big fan of the Matrix. This shows in the movie : a fight scene with two dinosaurs with a real Matrix camera style and feel. - o -