Jurassic World Aftermath has a distinct art style that allows players to experience Isla Nublar in a totally new way. The striking visual style is interesting for a number of reasons, and we talk to Universal Games and Digital Platforms Executive Producer Brian Gomez and Oculus Developer Relations Engineer Gabor Szauer about how this style came about and why they are excited for fans to jump into the game.
How did you approach the art style of Jurassic World Aftermath?
Brian Gomez: We didn’t want this to be a VR movie or a linear experience. We wanted players to have full freedom to explore this secret facility and have real “cat-and-mouse” survival gameplay against some cunning predators. This art style enabled us to really build out the overall size of the facility, as well as create some dynamic dinosaur encounters that don’t play out the same way every time.
Can you describe some ways the team built this game specifically for the Quest Platform?
Gabor Szauer: Some scenes in Jurassic World Aftermath require new and non-standard rendering techniques, like a really tense scene with the only light coming from a flashlight. This part of the game required the scene to be rendered multiple times. This meant the game had to be drawn from the perspective of the light to cast a shadow. The Coatsink team built the game with the time needed for this additional work in mind in order to maximize the fun and the immersion into the Jurassic World setting. More information about the time needed for multiple rendering passes is available on the Oculus Developer Blog here.
What were the best reactions people had when meeting a Velociraptor or other dinosaurs in the game for the first time?
BG: “Nope!” That’s the reaction a few of us had the first time we were hiding under a desk and we saw those distinctive Velociraptor talons just inches away. People screamed, pulled the headset off, laughed... I can’t tell you how many times I’ve become a dinosaur’s chew toy while testing this game. You’d think by now I’d be used to it. I’m not. It’s terrifying! It’s been a lot of fun to hear how my coworkers reacted to encountering dinosaurs in the game for the first time. That initial “nope!” moment just doesn’t get old!
What was your reaction to seeing these dinosaurs in VR for the first time?
GS: Seeing the scale of the dinosaurs in the movies, even on the biggest screens, doesn't give you the same sense of actually being next to them in the game. The first dinosaur I saw in VR was so big, I had to step back to see it all.
What was your favorite interaction with the dinosaurs?
GS: I was playing the game with the Velociraptor Artificial Intelligence (the computer brains driving the actions of the Velociraptors) tuning for the first time, hiding under a desk, waiting for it to give up searching and leave the area. I noticed an open tunnel near a door that the Velociraptor was heading towards while having its back turned to me. I thought it would be a fun challenge to run over, tag the Velociraptor, and dash to cover before being attacked. I made it, and the Velociraptor started searching for me as I followed the tunnel towards the next goal. She was not pleased.
What do you think fans will love most about the game?
BG: Other than playing hide-and-seek with a Velociraptor?! I think fans will love exploring this environment and getting a taste of what it would be like to work alongside these dangerous creatures. Plus, they’ll get to uncover some interesting clues about the work Dr. Wu was conducting.
Jurassic World Aftermath is coming soon to the Oculus Quest Platform.