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Community Spotlight: MrTroodon

Today we've got a little questions and answers session with the one and only MrTroodon!

As the man behind some of Primal Carnage: Extinction's most popular dinosaur mutations and our very own Ceratosaurus, we thought it would be interesting to shine a light on the creative process that goes into these designs and what MrTroodon might be cooking up next....

[h3]Please introduce yourself and your background for those unfamiliar..[/h3]

Hello there, it is a pleasure to be doing this Q&A! I'm MrTroodon, a dinosaur fan from Mexico, and I've been doing 3D work for about 3-4 years though only gone full-on with it the last two.



The history behind the "MrTroodon" name is a pretty simple one, I wanted something that represented me as a person but also recognizable with my work, and so far I think it works (ignoring the fact that Troodon is now an invalid genus, but, that adds in some comedy I´d say!) Plus I also thought a Troodon with a top hat and a monocle would be funny.

I always considered Primal Carnage a classic, nowadays you have all these "paleo games" coming out but, back in the day it was THE dinosaur game. I mean in part dinosaurs like Carnotaurus are as popular as they area thanks to the game. Although back then I wasn´t able to play the original game or Extinction at first, I followed the development for quite a while, still remember watching gameplays from when things like the Cryo and Tupa were brand new.

[h3]What got you into creating content for Primal Carnage: Extinction?
Did you have past experience making models or skins?
[/h3]



My experience at making digital models comes mainly from my background at creating mods. I always like the ability to create my own content in the games I like, what's better than being able to play with your own creations? This is what got me into modding in the first place and it lead me to improve my skills and be more confident getting into bigger projects.

At first I modded (or at least attempted to mod) games like Zoo Tycoon 2 and JPOG, more recently I got into modding Jurassic World Evolution which is what many of you may know me from.

As to what got me into creating content for Primal Carnage: Extinction, it was really just timing. Making the Ultimasaurus mod for Jurassic World Evolution gave me confidence enough to say, "Hey I can create nice things, why not see what else I can do in other games?"

So I looked at Extinction again, the fact that I finally had a laptop that could actually run the game made me investigate the kind of things I could create for it. I thought I can make a couple of nice skins to play as, but then there's this announcement- now there are these so-called Mutations that modify the in-game model of the dinosaurs. And I´m like... I´m in, hell yeah let´s get into this!



Later I redid the Stegosaurus NPC model (because why not?) and this would lead to me being hired to create the Ceratosaurus for Primal Carnage: Extinction.



[h3]Where does the inspiration for your items come from?[/h3]

It depends on the item, I like to have a broad variety in my work yet also a style people can still recognize, "Hey these are things that the Troodon dude did."

This is one of the reasons as why I like to go with what I refer as "themes". Although i´d say what makes me go that route is I think that makes the item feel more special, kinda like if you were a child getting a figure of that new Jurassic movie, I really enjoy that, makes people happy. Brutalsaurus for example, was mostly inspired by what I would call "old school" paleo media, this would be depictions from the 90s and early 2000s, like the dinosaurs in Peter Jackson's King Kong.



For some of the items I plan to work on in the future I've found a general inspiration from action figures, things like Kenner toys or the G.I. Joe. Specially for having both dinosaur and human items within a same theme, meant to go with each other.

[h3]What was it like creating the Ceratosaurus model?[/h3]



I really enjoyed working on the Ceratosaurus, as in the past I had done some small commissions but this was much bigger so it was thrilling to work on it, a really neat experience. Although I'd be lying if there wasn´t some pressure present there on the back of my mind, since this was like the first new subclass since Acro which was years ago!

[h3]What software, tools and techniques do you use?[/h3]

The softwares I use for modeling are Blender to work on the mesh itself and Zbrush to do the sculpting, meanwhile at the moment for what would be the texturing I use Substance Painter mainly with something like Photoshop or Gimp after that for minor tweaks.



When making mutations I first ask myself, what do I want to achieve with the item/s in question? Based on that I look for references I would use for the project in question, both for the model and texture. This can be from movies, paleoart, games, even modern day fauna. As an example, for the Novus mutations (New Generations) I like to use skeletals in order to get more accurate proportions.

[h3]Do you have a particular workshop item you're proud of?[/h3]

Oh there's no contest here, the Emu. The absolute absurdity of that made me fell like a mad scientist while creating it. I had LOTS of fun making this bird...




[h3]Lastly, is there anything you're working on that you'd like to share? [/h3]

Hehe, there's a couple things...







[h3]Thanks again to MrTroodon for chatting with us! [/h3]

With the release of the winter update later this month, almost all of the dinosaur classes will be receiving brand new high resolution base textures as part of a visual refresh to the game as a whole.

MrTroodon has done an excellent job bringing the classic Primal dinosaurs into the current decade and we can't wait for you to play with them! If you'd like to see more from MrTroodon, check the links below..

YouTube channel

Steam Workshop

https://twitter.com/Mr_Troodon

ArtStation

Happy Thanksgiving

Considering that "Turkey Day" is almost upon us, we figured we'd put a spotlight on our feathered fauna!
Although we have to say, these things are more likely to eat YOU.

[h2]New Store Rotation[/h2]

We're featuring Oviraptor this week, with a bunch of shiny new looks available for our favourite egg thief, including some brand new mutations (and one weird-looking bird)...

[previewyoutube][/previewyoutube]

Of course, there's one more feathered beast debuting today, the Spinocheirus:



This new premium skin is a crazy combination of Spinosaurus and Deinocheirus, complete with thick feathery coat and hard duck-like bill instead of a toothy snout.

Alongside these, the Autumnal Novaraptor Bundle is back (on special offer!) and there are new skins for Oviraptor, Novaraptor and more...



Oh, and if you thought you had missed out on the Fall Feathered Dilophosaurus or Arctic Feathered Rex, they are here for one final week before migrating out of the store...



We do have a couple more store rotations remaining this year, so if you'd like to keep up with all the latest skins, mutations and more being added, be sure to find us on Twitter, Facebook and Discord!


[h2]Happy Thanksgiving![/h2]

Whether you're visiting family or cooped up at home, stay safe everyone!
(And slay some dinos while you're at it)

-The Primal Carnage Team


Join the conversation...



[h3]Autumn Sale now LIVE[/h3]
Primal Carnage: Extinction is 50% off as part of the Steam Autumn Sale...
That ALSO includes the PCE four-pack bundle! Tell your friends!

https://store.steampowered.com/app/321360/Primal_Carnage_Extinction/


ARRIVING LATE DECEMBER:
https://steamcommunity.com/games/321360/announcements/detail/2909850789386398477

Winter is Coming...

[h2]New Blood[/h2]

Firstly, we'd like to give a warm welcome to all our new players from Extinction's free weekend event!
Whether you're here to kill or chill, we've got some exciting updates on the horizon!

(Ends November 23rd, 17:00 UTC)

As the mutation madness winds down and we grow closer to the holidays, we thought we'd share what you can all look forward to this December...


[h2]Progress update: [/h2]
Human Animation Overhaul


Our veteran animator Maccollo, who created animations for the original Primal Carnage, has been hard at work crafting custom movesets (and more) for our favourite mercenaries.

Crab-walking everywhere is so last decade...

https://www.youtube.com/watch?v=dzJpOr5aA94

The video above showcases different movement styles for each character, and if you look closely you can see they're not stuck with a totally blank facial expression anymore (!)

In addition to remaking all of the human third person animations, we have a new attachment system in development. So, for example: if you are using dynamite or land mines, they will appear at your side. And if you swap from a primary weapon to a handgun, the rifle will be slung on your shoulder.

The animation overhaul is currently targeted for the winter update, so if all goes to plan you'll have this in your hands by the end of December!


Upcoming Gameplay Overhauls




Alongside the human animation update, the general feel and pace of the game is being fine-tuned. These adjustments range from more minor adjustments (like faster weapon swap as human, or making raptors tall enough so that they line up nicely for a headshot), to bigger changes such as tinkering with maximum speeds of various species.

We've observed that players on the human side often require lightning reflexes (or almost supernatural precognition) to actually take out the faster dinosaur classes. There are two factors behind this, one is spotty hit detection combined with network latency, the other is that these dinos are simply speedy killing machines in the first place, which by necessity makes them hard to deal with in close quarters.

Winter testing will focus a great deal on just how fast they really need to be. Creatures like the Tupa feel like fighter jets when you are attacking them, but don't really feel that way when playing as those classes. Our plan is to experiment with a combination of reduced velocity but greatly increased maneuverability, particularly things like better air turn speed while jumping as Novaraptor.

How far these changes will go are yet to be decided, but they have been a long time coming, and we will be closely monitoring their impact on gameplay by doing rigorous testing. However, there is the other side to this problem that we're attempting to address this winter...

Netcode & Engine Fixes


Our intrepid programmers are tackling some rather large engineering tasks right now....



A whole new system for hit detection is currently being investigated. We know that latency between client and server causes many issues in the current version, but if the new setup works as we hope, both human and dinosaur attacks should benefit greatly and be much more reliable.

Reworking a core feature like this is a daunting technical challenge considering the age of the game's codebase and the complexity involved in network replication. However, we are cautiously optimistic this will be one of the nicer presents arriving with this year's winter update.

Another ongoing effort is upgrading the engine somewhat. The PC version actually runs on an old branch of Unreal forked specifically for PS4 support. Moving it from this branch to the latest stable release of Unreal Engine 3 is something that should resolve a number of issues, such as various crashes and graphical glitching that can sometimes occur.

As for the console version, work is progressing slowly but surely, analyzing platform-specific bugs and evaluating which changes are safe to merge in. Our primary focus in the new year will be improving the PS4 edition after the current round of PC engine fixes and overhauls are complete.

We've got some seriously talented programmers and our coding crew has grown from 1 to 3 people recently, but these things take time. We thank our players for your patience as we embark on these long and difficult engineering tasks.


Visual Upgrade


The winter update will include a graphical refresh for Primal Carnage: Extinction, with improved texture resolution across the board, ranging from 2x to 4x quality boosts in some areas.

-Click here for a closer view-

More advanced shaders will give the game world a graphical boost, adding a new level of detail across many surfaces found around the maps, with improved specularity making them feel less flat. We will also be adding optimized interactive water in some areas, which you can see a quick test of below...

[previewyoutube][/previewyoutube]
Other effects such as explosions, muzzle flashes and Tyrant footsteps are being enhanced as well, to give more impressive feedback when interacting with both enemies and the world.

Map Rehauls




While every map in the game will be receiving a new lick of paint and lighting updates, several will also receive more fundamental reworks this winter. This is due to certain locations in Team Deathmatch and Get to the Chopper being more than a little one-sided.

We're going to be re-designing large portions of these maps to support additional avenues of attack, with more escape routes for humans and small dinosaurs. Visibility on levels like ForestChasm will be improved so that humans aren't just lost in the wilderness. We will also be looking at the viability of Tyrants on a few maps, restricting their ability to access certain areas, but also opening others up so that they can enter previously safe strongholds.



The example above is one of many tweaks to GTTC levels, showing a work in progress of the new run up to Ruthless first objective, featuring three main lanes of attack that interlink. The hope is that these changes improve overall gameplay by offering extra choice in how you approach (or flee from) skirmishes. Testing will see which layout changes we ultimately keep.

Additionally, for Get to the Chopper mode we will be adjusting elements such as capture times and spawn positions. This will be done on a case by case basis, finding what works best for each part of every map.


[h2]Stay Frosty.[/h2]

We hope you're as excited as we are for the largest update in Primal Carnage Extinction's history!



We'll be sharing more with the community as we get closer to the winter update next month, and testing new features with the help of our dedicated players.

Join the Official Primal Carnage Discord server to stay up to date!


FREE WEEKEND

If you've never had the chance to chow down on someone as a Spinosaurus, blast a raptor's head off or hurl someone into the ocean as a Pteranodon, now is your time.

Primal Carnage: Extinction is having a FREE weekend!

https://store.steampowered.com/app/321360/Primal_Carnage_Extinction/

Jump into the prehistoric mayhem that is PVP human vs. dinosaur combat, with intense matches pitting claws and teeth against bullets and bombs!

[previewyoutube][/previewyoutube]

Customize your creatures with a wide array of skins and mutations that can even make them look like other species! This week is a double drop event, with rare cosmetics returning to the fold. Don't miss out!


Hunt humans, slay dinosaurs.
This is Primal Carnage: Extinction.


Why not join us on Discord?
Be first to get all the latest info on what's coming to Extinction this winter!

Update 1.19.1 + MUTATION MADNESS

Dust off the cobwebs, shake out the skeletons, Halloween is over and Dinovember is here.

We've got a new game update for Primal Carnage: Extinction today, bringing dozens of player requested tweaks and fixes alongside an avalanche of dinosaur mutation items! Check it out...

[h2]A More Helpful HUD[/h2]

One of the main drives for this patch was to help players out a bit by adding more HUD information about what's happening while you're playing.

There are several new status indicators that appear in the bottom left for various gameplay events, these helpful timers let you know how long you'll be netted for, what type of Spitter blinded you, which Tyrant buffed you and more.

We have also added many new UI sound effects that trigger based on various conditions, these range from minor notification beeps when hints and EXP is displayed, to more intense flesh impacts that let you know when you landed a melee hit as dinosaur.

We're going to be continuing to improve things like tutorializing in future as we strive to polish the core gameplay over the next couple of months.

There are many other changes in this update, but we thought this was one important to highlight.
See the full patch notes below for the whole list of gameplay changes, visual updates and more...

[h2]Mutation Madness![/h2]

We're putting a spotlight on model mutations this week, that's right - it's Mutation Madness!



This update introduces over half a dozen new model mutations, plus another 14 classic mutations will be cycling back in from previous rotations! These retrosaurs also come with a special discount!

A handful of free mutations from the summer scavenger hunt have also found their way back to the game. Complete weekly challenges for a chance at acquiring items such as the Gigas Acro mutation.

Mutation Madness is for this week only, so get 'em while they're hot!

[h2]New Premium Skins[/h2]

As the days grow ever-colder, the dinosaurs have started feeling a bit of a chill. It seems some have developed an extra layer of feathers as a response to the cold! Because of that we now have a few new feathered premium skins - the Fall Feathered Dilophosaurus and Arctic Feathered Tyrannosaurus.



Don't let that fluff fool you, they're still deadly predators.



Premium skins feature custom models that have extra detail modelling not possible with mutations, because of this they are limited to a specific look.

Two final store arrivals include the Mudtiger and Violet forms of Majungatholus - premium looks for Carnotaurus that have it sporting the most intimidating unibrow in existence...



As developers, we have to say we're continually impressed by the quality of content posted to Extinction's Steam Workshop. Over 700 community items have been brought into the game so far and we can't wait to see what wild and wonderful creations people come up with next!

If you'd like to get involved in making custom content for the game yourself but don't know where to start, consider joining the official discord server where other artists will be able to help you.

[h2]Centigrade Batch 102[/h2]
This update sees a new batch of Ultimate centigrade skins released into the wild, adding more magmatic monsters infused with fury to the game.



These ultra-rare items can be obtained through crafting Legendary skins together, or if you're really lucky - as an elusive drop reward while playing. There are 4 new Ultimates added today:
  • Centigrade Acrocanthosaurus
  • Centigrade Dilophosaurus
  • Centigrade Pteranodon
  • Centigrade Tupandactylus


Full Patch Notes


We're always listening to feedback from the community, and this update includes a bunch of tweaks and improvements suggested (and tested) by our dedicated players. Check out the full list of changes, new features and fixes included with version 1.19.1...

[h2]General Changes[/h2]
  • Ended the Halloween Horrors event

  • Upgraded official dedicated server hardware
  • Updated game's core engine code to mitigate dedicated server crashes when under heavy load
  • Fixed being unable to create a Team Deathmatch session from the Host Game menu
  • Updated server browser default sorting method

  • Made it possible to use RoundTimeLimit variable for GTTC
  • GTTC: Fixed some issues with Overtime on second round
  • GTTC: Overtime now occurs for any contested control point, not just the final objective
  • Fixed the Character Selection screen automatically appearing above end round scenes / scoreboard

  • Re-balanced assist types, reduced assist point amounts in general
  • You now receive +10 EXP for making a Critical Hit kill
  • Added assist points for Tyrant roars (15 EXP)

  • Fixed "Hold the Fort" ceratosaurus challenge


[h2]Human Changes[/h2]
  • Increased human stamina regeneration rate
  • Sped up cooldown time before human stamina regeneration starts
  • Reduced left/right strafing speed for humans while sprinting
  • Minor reduction to human eye height

  • Reduced human quick-melee damage from 75 to 60
  • Fixed the Trapper's instant kill melee ability being unreliable (nets / stungun combo)
  • Fixed reloads instantly completing when switching weapons
  • Removed auto-reload from grenade launcher and stungun

  • Reduced duration and scan radius of sensor mines
  • Accuracy boost for snipe rifle now only applies once scoped animation has completed

  • Minor reduction to flamethrower recoil
  • Increased flamethrower fuel tank supply from 100 to 200
  • Reduced afterburn time from 8 seconds to 5 for flamethrower
  • Increased burn damage over time amount from 5 to 8 /sec

  • Reduced "health" of Cryo acid pools, now have a quicker conversion time to fire
  • Updated acid firepool challenge to now unlock by simply converting acid puddles

  • Increased travel speed of flaregun shots
  • Reduced flaregun instant hit damage from 100 to 90

  • Faster, smaller hot bullet tracer effects
  • Fixed missing smoke trails on weapon tracer fire
  • Updated beam tracer effect for stungun

[h2]Dino Changes[/h2]
  • Reduced Tupa charge cooldown time from 1.4 secs to 1 second
  • Reduced range of Ptera marking roar

  • Added a cooldown between sprinting and using special attacks for Bruisers
  • Prevented the Bruiser classes from being able to use special attacks in midair
  • Reduced netted time duration of Cerato from 6 to 4 secs
  • Reduced netted time duration of Carnotaurus from 9 to 7 secs
  • Reduced Carnotaurus secondary attack damage from 75 to 65

  • Reduced Cerato tailwhip stamina cost
  • Increased Cerato tailwhip base damage from 70 to 75
  • Increased Cerato tailwhip crit damage from 1.3x to 1.5x when performing a skill move
  • Increased Cerato acceleration speed slightly
  • Increased Cerato bite damage from 60 to 65

  • Fixed dilophosaurus spit sometimes dealing double damage on impact
  • Tupa can no longer apply knockback to teammates under certain conditions

  • Fixed the Acro buffed overlay not showing on dinosaurs (it's green)
  • Tyrant roar buff UI indicator now shows which Tyrant species you received it from
  • Cerato and Carno now have timer indicators for how long their roar abilities last


[h2]UI Changes[/h2]
  • Added UI status timers for being netted, stunned, marked and spat on

  • Added more UI sound feedback for gameplay events such as:
    - Hitting enemies as dinosaur
    - Being shot as a dinosaur
    - Critical hit kills
    - Receiving drops (both dino and human)
    - Class hint popups
    -Dying in Survival or Hunt mode
    - Buff / debuff status effect timer popups
    - Zap sound for when hit with electricity

  • Added hint message if player spawns when Overtime is active on Get to the Chopper mode
  • Added new icon on loadout screen for when a skin does not support mutations
  • Fixed misaligned challenge rewards UI on end round screen, made background transparent

[h2]Other Changes[/h2]
  • Content optimizations for the Pandoria map
  • Pandoria is no longer part of the default TDM rotation
  • Fixed some server log spam

  • Updated controller functionality - hold specific button to taunt, tap to spray (default R3).

  • Fixed FPS lag caused by Skull Cap and Witch Hat cosmetics
  • Fixed stretching on certain raptor animations
  • Fixed the Parasaur NPCs having only one eyeball
  • Fixed the Oxpecker Tupa skin being unusable
  • Fixed the Echinate Nova not using custom quill set
  • Fixed missing Steam icons for a couple of skins


Don't forget we've got also got a Mapping Contest running right now...


Stay in the loop! Get all the latest Primal info on the Official Discord server!

Winter is coming, and we'll be back soon to share some info about our major December update.
Thanks for playing!