The DNA of Jurassic Park

We spent a day at Frontier Developments in Cambridge and played Jurassic World: Evolution!

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Velociraptor (Film Universe)
There are three distinct variations of Velociraptor which were cloned by InGen, not counting sexual dimorphism seen within each individual version. However, despite the surface level variations, each sub-species remains relatively similiar in terms of physical attributes. Each species is roughly 6 feet tall…

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Two New Interviews with Jurassic Park Arcade Developers!

Over the past few weeks, contributor Joshua Malone has been speaking with two developers from Raw Thrills about their latest arcade game Jurassic Park, which was released at the end of last year. The game was received incredibly well by fans and gamers alike, providing an interesting story between Jurassic Park 3 and leading up to Jurassic World.


Without spoiling the game, it involves the “clean-up” of Isla Nublar that happened before Jurassic World construction began, so it gives us a look at an abandoned island that many fans have wanted to see for quite some time.

Like traditional arcade games it is eccentric, colourful and ridiculous – and that’s what makes it fun. Aside from that, the art direction alone feels very “Jurassic Park”, mixing the deep Nublar jungles with InGen’s concrete buildings and facilities. The dinosaurs are very hybrid-esque with colourful skin patterns and wild behavior, and the game itself flows very nicely. It’s a perfect two player game.

The first interview is with John Scott who was the Lead Programmer for the game:

What new ideas did you try to incorporate into the game that people haven’t seen in previous Jurassic titles? (be it games, books, or the films)
The movies mostly focus on the chaos of dinosaurs getting out. But someone had to get them back to safety! That’s the adventure we wanted to present to players. Something that still shows the incredible danger of these dinosaurs but where they could still feel the accomplishment of bringing them back under control.

And the second was with Nate Vanderkamp, who was the Lead Artist and a Primary Game Designer:

Was there a reason RAW Thrills wanted this game to take place on Nublar (the first JP island) and not Sorna (Site B?)
I think that it just had more of the iconic locations from the original film (Visitor Center, Jungle Waterfall, Kitchen, Entrance Gate). Many people have nostalgia when thinking back to JP and we hoped to connect with players on that level.

The interviews are rich with new information and a great behind the scenes look at the game itself. Check out John Scott’s interview here, and the interview with Nate Vanderkamp here!

natevanderkamp5      natevanderkamp4

If you can find this game in your local arcade then make sure you play it! Huge thanks to Josh for speaking with these two talented developers from Raw Thrills and for coming to us with the interviews! Be sure to check out our interviews page for more interviews we have published over the past few years.


5 thoughts on “Two New Interviews with Jurassic Park Arcade Developers!

  1. According to Jack, I’m apparently the only guy who feels that Jurassic Park Arcade is a crazy, colorful mess of a shooter! There are good arcade shooters and there are bad arcade shooters; for me, this was a bad one. I’m surprised that these guys actually think they can pass this off as a bridge between JP/// and JW. I have an easier time believing TLW arcade game is canon than this game, though that’s probably because I thoroughly enjoy that game.

    1. I didn’t say it was canon, just that the story is a bridge between JP3 and JW. Shame you didn’t enjoy it, can I ask why that was? I really enjoyed playing it, wish they’d port it to VR or something so I can experience it again.

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