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Nintendo Lifts the Hood on Donkey Kong Bananza’s Voxel-Powered Destruction at GDC 2026

The session emphasized an aesthetic-first philosophy that grew Odyssey experiments into a near-universally destructible world targeting 60 fps.

Overview

  • Programmer Tatsuya Kurihara and producer Kenta Motokura delivered the talk on March 11 in a packed Moscone Center hall, Nintendo’s only GDC presentation.
  • Kurihara said each voxel stores data such as density, material properties, damage, and wetness, with polygon meshes generated dynamically to keep performance near 60 frames per second.
  • Scale figures shared at the talk included a Canyon layer of about 340 million voxels and an average level containing 347,070,464 individually destructible voxels.
  • The team pursued a “voxel everything” approach, evolving Super Mario Odyssey prototypes into mechanics that let players rip off terrain chunks to throw or place.
  • Motokura cited Super Mario Bros. world 1-2 as a design touchstone for broad interaction, while Kurihara underscored that “it is more fun to destroy that which is beautiful.”