▁the ▁pre - render ed ▁background s ▁of ▁the ▁Res ident ▁Ev il ▁series . ▁Mik ami ▁chose ▁a ▁real - time ▁engine ▁to ▁enable ▁better ▁cin ematic ▁action ▁and ▁more ▁dram atic ▁character ▁dep ict ions ▁that ▁would ▁otherwise ▁be ▁impossible . ▁However , ▁with ▁the ▁real - time ▁engine ▁came ▁the ▁challenge ▁of ▁hardware ▁limitations , ▁making ▁it ▁difficult ▁for ▁the ▁team ▁to ▁create ▁detailed ▁environments . ▁The ▁team ▁had ▁to ▁for ego ▁a ▁j ung le ▁scene ▁because ▁of ▁this ▁issue . ▁Mik ami ▁did ▁however ▁believe ▁the ▁team ▁was ▁able ▁to ▁create ▁sufficiently ▁detailed ▁environments ▁despite ▁the ▁hardware ' s ▁polygon ▁limitations . ▁Like ▁Res ident ▁Ev il , ▁the ▁game ▁takes ▁place ▁ind o ors ▁in ▁an ▁en closed ▁environment . ▁Mik ami ▁wanted ▁to ▁keep ▁the ▁cla ust roph ob ic ▁feelings , ▁thinking ▁it ▁was ▁better ▁to ▁build ▁fear . ▁ ▁Since ▁it ▁is ▁unknown ▁how ▁din osa urs ▁moved ▁in ▁real ▁life , ▁the ▁team ▁had ▁to ▁use ▁their ▁imagination ▁and ▁animals ▁such ▁as ▁cro cod iles ▁and ▁dogs ▁as ▁reference . ▁The ▁anim ators ▁first ▁sc anned ▁in ▁draw ings , ▁then ▁used ▁animation ▁tools ▁to ▁see ▁what ▁was ▁possible ▁to ▁animate . ▁The ▁din osa ur ▁artificial ▁intelligence ▁was ▁based ▁on ▁l ions , ▁t ig ers , ▁and ▁other ▁car n iv ores ▁that ▁are ▁not ▁afraid ▁of ▁humans . ▁ ▁Mik ami ' s ▁vision ▁for ▁the ▁din osa urs ▁was ▁not ▁completely ▁ful filled . ▁He ▁wanted ▁to ▁include ▁more