---
title: "How voxels enabled a juicy gameplay loop in Donkey Kong Bananza"
url: https://daily.dev/posts/how-voxels-enabled-a-juicy-gameplay-loop-in-donkey-kong-bananza-t8qbz20oj
source_url: https://www.gamedeveloper.com/design/how-voxels-enabled-a-juicy-gameplay-loop-in-donkey-kong-bananza
type: article
source: "Game Developer"
published: 2026-03-18T17:58:39.745Z
updated: 2026-03-18T17:59:06.272Z
tags: ["game-design", "nintendo"]
reading_time: 8
upvotes: 0
comments: 0
language: en
---

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# How voxels enabled a juicy gameplay loop in Donkey Kong Bananza

**[Game Developer](https://daily.dev/sources/gamedeveloper)** · 8 min read · 0 upvotes · 0 comments

## Summary

Nintendo producer Kenta Motokura and programmer Tatsuya Kurihara presented at GDC 2026 on how voxel-based destructible environments in Donkey Kong Bananza enabled a new gameplay loop they call the 'chain of destruction.' Rather than treating combat and exploration as separate activities, the voxel tech allows enemies defeated in combat to smash through walls, revealing hidden areas and secrets. The talk also covers technical tradeoffs like using primitive collision shapes instead of voxel-to-voxel detection, and how the team decided which visual artifacts were acceptable based on whether they benefited or harmed the player experience.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.gamedeveloper.com/design/how-voxels-enabled-a-juicy-gameplay-loop-in-donkey-kong-bananza>

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Tags: [#game-design](https://daily.dev/tags/game-design), [#nintendo](https://daily.dev/tags/nintendo)

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