Tatsuya Kurihara
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Donkey Kong Bananza has a big-brained approach to asset recycling
Programmer Tatsuya Kurihara details the strategic use of asset recycling in the development of Donkey Kong Bananza. This approach focuses on efficiently reusing 3D assets to streamline the game's production.
Donkey Kong Bananza has a big-brained approach to asset recycling
Nintendo programmer Tatsuya Kurihara detailed Donkey Kong Bananza's voxelization pipeline, which allows for the creation of destructible terrain from 3D assets. This system enables artists to efficiently reuse models, expanding their lifecycle beyond their original conception and integrating them into core gameplay. The discussion highlights a growing trend in sustainable game design through asset recycling.
Tencent's genAI animation tools don't seem to make games more fun
Tencent's new generative AI animation tools, demonstrated at GDC, aim to create more realistic character movements by dynamically generating in-between frames. While the technology can reduce animation imperfections like clipping and sliding, the article questions whether these improvements fundamentally enhance gameplay fun or are primarily for investor appeal. Concerns are also raised about the ethical implications of training data and fair compensation for performers whose movements are used.
Donkey Kong Bananza programmer suggests using the Switch 2 platformer as destructive meditation: "Focus on your thinking as you're just mindlessly destroying the game"
Donkey Kong Bananza programmer Tatsuya Kurihara suggests playing the game as a form of destructive meditation, focusing on one's thoughts while mindlessly destroying levels. This approach is seen as an alternative way to enjoy the game, beyond its core gameplay.
How voxels enabled a juicy gameplay loop in Donkey Kong Bananza
Nintendo's Donkey Kong Bananza utilizes destructible voxel environments to create a unique gameplay loop that blends combat and exploration. This technology, also seen in Super Mario Odyssey, allows for "chains of destruction" where combat actions directly impact the environment, revealing secrets and enabling further progression. Developers Kenta Motokura and Tatsuya Kurihara presented how this approach offers players more opportunities and enhances the game's design.
Persona Meets Mario: What Today's Gaming Mashups Teach ... | TAG
Developers of Donkey Kong Bananza admit the game's 'Elephant Bananza' transformation feature may have gone too far, while Nintendo clarifies the elephant mechanics in Super Mario Bros. Wonder were coincidental. Separately, X-Men '97 season 2 hints at its release date through a new comic series, and Ghost of Yotei's free online mode 'Legends' is praised for its quality. The article also touches on Starfield's composer, Pokémon TCG's new set, and rising V-Bucks prices.
Donkey Kong Bananza devs admit the blatantly OP elephant transformation "probably went too far," but "it's fun" and "that's what matters most"
Nintendo programmer Tatsuya Kurihara admits that the Elephant Bananza transformation in Donkey Kong Bananza is likely overpowered. However, he emphasizes that the fun factor and satisfying gameplay experience are the most important aspects of the game design.
'It Is Getting Very Hard to Keep Players From Going All Over the Place' — Yes, the Donkey Kong Bananza Devs Are Watching Your Speedruns - IGN
Donkey Kong Bananza developers Kenta Motokura and Tatsuya Kurihara are closely watching player speedruns and unintended tricks, finding it increasingly difficult to prevent players from exploring all areas. While they design for player freedom, they also acknowledge and sometimes even appreciate the creative sequence breaks and movement techniques discovered by the community.
Donkey Kong Bananza dev says Elephant Bananza “probably went too far” with destruction
Nintendo developers discussed the destructive capabilities of the Elephant Bananza transformation in Donkey Kong Bananza, with programmer Tatsuya Kurihara admitting it "probably went too far" but remains fun. Producer Kenta Motokura added that the goal was to allow for playful destruction and enable Donkey Kong to transform anytime to increase the chaos.
"It Probably Went Too Far" - Even Bananza's Creators Think One Transformation Is Overpowered
Creators of Donkey Kong Country Returns admit the Elephant Bananza transformation may be overpowered, with programmer Tatsuya Kurihara stating it "probably went too far." Producer Kenta Motokura explained the goal was playful destruction, and the team found the transformation fun despite its destructive capabilities. The developers also noted the elephant's appearance in both Donkey Kong Country Returns and Super Mario Bros. Wonder was a coincidence.
Donkey Kong Bananza Developers on Voxels, Sandboxes, and a Delicious Bacon Burger Prototype - IGN
Donkey Kong Bananza developers Kenta Motokura and Tatsuya Kurihara discuss the game's voxel technology, sandbox research, and the evolution of its destructive gameplay mechanics. They also touch upon early prototypes, including a bacon burger concept, and the challenges of designing destructible environments for the Nintendo Switch.
We asked Nintendo point-blank about Donkey Kong Bananza's biggest mystery: They wouldn't tell us who Pauline…
Nintendo developers Kenta Motokura and Tatsuya Kurihara declined to reveal the true identity of Pauline in Donkey Kong Bananza during an interview at the Game Developers Conference. The game features narrative twists and Easter eggs for fans, but leaves the mystery of Pauline's connection to the original Donkey Kong and Super Mario Odyssey unresolved.
Nintendo: Donkey Kong Bananza wouldn’t be as fun if you were destroying basic blocks, so we made it beautiful
Tatsuya Kurihara, a programmer for Nintendo's Donkey Kong Bananza, discussed the game's development at GDC. The team found that destroying generic blocks was not fun, but smashing beautiful environments provided a greater sense of satisfaction, leading them to focus on creating destructible, aesthetically pleasing worlds.
Donkey Kong Bananza's Best Feature Went "Too Far," Dev Says
A developer for Donkey Kong Bananza stated that the game's most destructive feature, the Elephant Bananza transformation, may have gone "too far" but is ultimately fun. Producer Kenta Motokura also commented on the coincidence of elephants appearing in both Donkey Kong Bananza and Super Mario Bros. Wonder, noting their different design goals.
Donkey Kong Bananza Began As A Goomba With Giant Fists
Nintendo's Donkey Kong Bananza originated from a prototype inspired by Super Mario Odyssey's destructible environments. Initially, the prototype featured a Goomba with giant fists, testing the core mechanic of smashing through terrain. The game utilizes voxel technology to create highly destructible environments, with nearly everything in the game being breakable.
'It Is More Fun to Destroy That Which Is Beautiful' – Nintendo Crammed More Than 340 Million Voxels Into Just One of Donkey Kong Bananza's Layers - IGN
Nintendo developers discussed the voxel technology used in Donkey Kong Bananza, revealing that one layer alone contained over 347 million voxels. The team detailed how this technology, an evolution from Super Mario Odyssey, enabled destructible environments and contributed to the game's 60fps performance on the Switch 2.
Nintendo knew Donkey Kong Bananza wouldn't be nearly as fun if you were destroying basic blocks: "It is more…
Nintendo developers found that simply destroying blocks in Donkey Kong was not satisfying enough. They realized that destroying beautiful or seemingly indestructible elements was more fun, leading to a focus on visually appealing destruction in the game's design. This insight came from programmer Tatsuya Kurihara during a Game Developers Conference talk.