Dino Crisis Wiki
Translation errors
Further notes

Development of Dino Crisis began in late 1996. In the first few months of production the game went through significant changes, having originally been set in a jungle environment and the player fighting off snakes and gorillas, which Shinji Mikami is credited as replacing with dinosaurs.[1] Development was put on hold at the start of 1997 when Planning Room 2 needed more people to work on Resident Evil 2 so it could be completed ahead of a delayed May 1997 deadline. That game restarted development, instead, and staff returned to Dino Crisis.


To properly render the graphics, Planning Room 2 created an entirely new engine which at the time of release was not expected to be used for any other games.[1] The engine allowed for the team to implement animations to make the skin move.[1]

AI development for the dinosaurs was handled by Miyuki Ohiro and Yuji Hagiyama. The two operated independently, with one working on the larger dinosaurs and the other on the small dinosaurs.[1] Planning Room 2 did not look into palaeontological research on each species' strengths and speed, and instead judged their stats based on their role in the game.[1]


The cast were designed as needed to fulfil required roles in the story. Having decided on the player choosing their progress based two NPCs' suggestions, two such characters were created to represent distinct viewpoints: "Cyber" would be coldhearted to an almost mechanical degree, while "Bots" would be the more passionate. The characters, tentatively named, would later evolve into Gail and Rick, respectively.[2] In regards to the creature designs, the Tyrannosaurus model was created out of 500 polygons to make it look realistic.[1] To get realistic watches for the characters, Capcom partnered up with Japanese watch maker GSX, while Tokyo Marui provided firearms.


The game's backstory and script was entirely written in-house by the planning department, and lasted over a period of two months.[1] Shu Takumi was put in charge of writing the first half of the story; he for a short time been the game's director, but inexperience led to him being replaced with Shinji Mikami.[3] Kuniomi Matsushita and Hiroyuki Kobayashi served as co-writers. Yasuhisa Kawamura was later brought in to polish the dialogue due to concerns by Mikami they were too soft-spoken. Inspired by the manga Cyber Blue, he added a degree of sarcasm to give them personality.[citation needed]


For the opening film, Capcom turned to Digital Media Lab for motion capture.[4]


  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Dino Crisis: Prima's Official Strategy Guide, p.109.
  3. Capcom Special Interview
  4. Publicity 2000 (Japanese). dml.co.jp. Archived from the original on 2000-10-25. Retrieved on 2022-04-05.