We aim to resurrect the immersive dinosaur first person experience that people have been waiting for. Explore a mix of tropical and man-made environments that are teeming with prehistoric life, experience the fear of being hunted by long forgotten beasts and join in the survival of the fittest.
Dinosaurs are back.
From towering behemoths like the brachiosaurus and the tyrannosaurus rex to smaller creatures like the velociraptor and the dilophosaurus, there is no doubt that there is something magical about the creatures of the prehistoric world. In order to capture that magic in real time, Lukewarm Media used Unreal Engine 4 as their software platform of choice. As the gameplay itself will feature a mix of linear gameplay and open-world exploration from a first-person human perspective, next-generation rendering is key to selling the lush island environment and suspending the disbelief that these dinosaurs aren’t actually, well, real.
In the early stages of development, it became clear that we wanted Primal Carnage: Genesis to champion an immersive story driven experience. How do we tell that story? We looked into several different storytelling methods and happened upon the episodic approach. It was a difficult decision for us, given the relative newness of episodic storytelling.
Ultimately, the episodic method ended up being the clear victor due to the versatile nature of creating a story episode by episode. It allows us a lot of wiggle room, because one unique advantage of the episodic model is the ability for player feedback from the first episode to affect the development of the following episodes. Do players want to see more of a certain mechanic? Maybe people didn’t like playing a certain segment of the game, thus steering our focus elsewhere.
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