"It must have been an absolute nightmare for the programmers": Nintendo explains Donkey Kong Bananza's voxel tech and why it doesn't look like "stacked cubes" like Minecraft or Hytale

DK punches through gold Banandium chunks in Donkey Kong Bananza
(Image credit: Nintendo)

Donkey Kong Bananza's developers have explained the game's voxel tech, with the game's director saying building it "must have been an absolute nightmare for the programmers."

In case you missed it somehow, Donkey Kong Bananza is all about destruction. DK can punch through the planet, tear chunks of earth out the ground to smack enemies with and cause copious amounts of demolition. This is so integral to the game that the developers transitioned it to Switch 2 when they realized they couldn't capture the full scale of this destruction on the original console.

Tanaka explains: "Voxels are really just part of the internal structure, so we focused on making sure players wouldn’t notice them while playing." He adds: "The biggest reason we chose voxels was their flexibility, as they let us define the appearance and material of each part of the terrain individually."

Art director Daisuke Watanabe acknowledges that "for most people, the term 'voxel game' brings to mind visuals made of stacked cubes," but that's why the designers "aimed to create rich and dense visuals that don’t look like voxels at all – something that players will see and think, 'Wait, you can destroy this?'"

Scott McCrae
Contributor

Scott has been freelancing for over three years across a number of different gaming publications, first appearing on GamesRadar+ in 2024. He has also written for the likes of PC Gamer, Eurogamer, VG247, Play, TechRadar, and others. He's typically rambling about Metal Gear Solid, God Hand, or any other PS2-era titles that rarely (if ever) get sequels.

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