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Donkey Kong Bananza — GDC 2026 Tech Reveal

Nintendo's Kenta Motokura and Tatsuya Kurihara pull back the curtain on 347,070,464 individually destructible voxels per level — and how Switch 2 made it possible.

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Conan Boyle
·March 12, 2026·Updated March 12, 2026
347M
Voxels per Level
347,070,464 individually destructible
17
Destructible Levels
'Nearly destructible' by design
60fps
Target Framerate
Switch 2 with dynamic resolution
2017
Tech Origin
Mario Odyssey snow prototypes

Overview

At a standing-room-only session during the Game Developers Conference (GDC) 2026 on March 11, 2026, Nintendo pulled back the curtain on the technical architecture of Donkey Kong Bananza — the upcoming Nintendo Switch 2 exclusive developed by Nintendo EPD.

Producer Kenta Motokura (previously director of Super Mario Odyssey) and Software Engineer Tatsuya Kurihara presented the session titled "Satisfying Destruction" to a packed Moscone Center audience in San Francisco. The talk detailed how Nintendo engineered a world that is simultaneously high-fidelity and almost entirely breakable — and why the original Switch couldn't handle it.

The headline figure: a single level in Bananza contains an average of 347,070,464 individually destructible voxels — each carrying its own physics properties of density, wetness, and destructibility. The number went immediately viral following the session.

🔴Standing Room Only at GDC 2026
The "Satisfying Destruction" session was one of the most-attended developer talks at GDC 2026, with overflow crowds gathering outside the Moscone Center room. Nintendo has not yet announced a release date for Donkey Kong Bananza.

Design Philosophy — "It is More Fun to Destroy That Which is Beautiful"

The core design thesis of Donkey Kong Bananza — articulated by Motokura at the session — is that destruction only feels meaningful when the thing being destroyed has value. The team spent significant development time on making the initial state of each environment visually compelling, specifically so that the act of smashing through it carries weight.

It is more fun to destroy that which is beautiful. If the environment looks cheap, the destruction feels cheap. We had to make players feel something before Donkey Kong's fist ever touches the ground.

Kenta Motokura, Producer — GDC 2026Nintendo EPD

This philosophy manifests in the game's 17 "nearly destructible" levels — a term Motokura used deliberately to acknowledge that not every surface in the game can be broken, but that the proportion of breakable vs. unbreakable geometry was engineered to feel "limitless" from the player's perspective.

The Voxel System

A voxel (volumetric pixel) is the 3D equivalent of a 2D pixel — a discrete unit of space that can carry its own data. In most games, geometry is built from polygons; Donkey Kong Bananza uses voxels for its destructible terrain layer, giving each unit independent physical properties.

Voxel PropertyWhat It ControlsGameplay Impact
DensityHow much force is required to break the voxelHarder rock requires more DK power; soft mud crumbles instantly
WetnessSurface behaviour when struck or traversedWet terrain shifts, splashes, and sticks differently to dry
DestructibilityWhether the voxel can be broken at allCritical path geometry can be flagged as indestructible
By The Numbers
347,070,464 — the average number of individually destructible voxels in a single Donkey Kong Bananza level. Each one carries its own density, wetness, and destructibility value, simulated in real time at 60fps on Switch 2.

Kurihara explained that the voxel grid is layered beneath the game's high-resolution surface geometry. Visually, the world looks like a traditional polygon-based game; the voxel destruction system activates underneath whenever Donkey Kong interacts with terrain — punching, stomping, grabbing, or throwing a section of the environment.

Performance — 60fps on Nintendo Switch 2

Maintaining a stable 60 frames per second with 347 million active voxels was described by Kurihara as the team's primary engineering challenge. The solution is a dynamic resolution system specifically designed for voxels:

  • Voxels close to the player and in motion are rendered at full resolution with complete physics simulation
  • Voxels at mid-range distance are downscaled with simplified physics
  • Voxels far from the player or in static, undisturbed areas are held at minimal resolution with no active simulation
  • When a distant voxel zone is disturbed — by a thrown boulder, for example — the engine dynamically upgrades its resolution in real time
💡Why Switch 2 Was Required
Kurihara confirmed the voxel system was retargeted from Switch 1 to Switch 2 because the original hardware's memory bandwidth and CPU threading could not sustain the concurrent simulation of 300M+ voxels at a playable framerate. The Switch 2's increased RAM throughput was the enabling factor.

The Restore Mechanic

One of the more quietly clever systems Nintendo revealed is the Restore Function. Because players can theoretically destroy their way into a corner — collapsing terrain needed to progress — the team built a seamless environment reset system:

  • Chunks of destroyed terrain can be restored without a level reload
  • The restore is applied at the voxel layer, seamlessly regenerating geometry in place
  • The system triggers without breaking gameplay flow or interrupting music and enemy AI

Motokura described the restore mechanic as "invisible design" — a failsafe that most players will never notice unless they specifically attempt to softlock themselves. The goal is to keep destruction feeling "consequence-free" for casual play while still allowing experienced players to dramatically reshape the level.

From Super Mario Odyssey to Donkey Kong

The voxel system did not emerge fully-formed for Bananza — it traces directly back to experiments Kurihara conducted during the development of Super Mario Odyssey (2017), where voxel tech was first used at Nintendo in limited, cosmetic roles.

GameVoxel UseScaleRole in Bananza Lineage
Super Mario Odyssey (2017)Snow Kingdom drifts — footprints in snowSmall-scale, visual onlyFirst Nintendo voxel prototype in a shipping game
Super Mario Odyssey (2017)Luncheon Kingdom 'cheese blocks'Small-scale, limited interactionProved voxels could be interactive, not just decorative
Post-Odyssey prototype'Goomba with arms' terrain ripping testInternal prototype onlyDirect precursor to DK's grab-and-throw mechanic
Donkey Kong Bananza (2026)Full level destruction — 347M voxelsEntire level geometryFull commercial realisation of the 9-year lineage

I remember looking at Donkey Kong's arm reach and thinking — this is exactly the character who should be ripping terrain off and throwing it. The prototype almost designed itself once we had him in the scene.

Tatsuya Kurihara, Software Engineer — GDC 2026Nintendo EPD

The Switch 2 Pivot

Donkey Kong Bananza was originally in development for the Nintendo Switch (2017). The decision to move it to the Switch 2 was not a business decision driven by launch lineup needs — it was, according to Kurihara, a technical necessity.

The original Switch's custom NVIDIA Tegra X1 processor and its memory architecture introduced hard ceilings on the number of voxels that could be simulated concurrently. Early internal builds on the original hardware ran at framerates that were, per Kurihara, "not compatible with a fun experience." The Switch 2's upgraded processor, increased RAM, and improved memory bandwidth resolved the constraint.

Key Point
The Switch 2 migration was not a marketing move — Bananza's core destruction mechanic physically could not ship on the original Switch at the voxel density required to make it feel "limitless." Nintendo Switch 2 hardware was the prerequisite.

The "Canyon" Layer

A technical detail that drew particular attention from developers in the audience was the Canyon Layer — Nintendo's internal term for the subsurface voxel geometry that sits beneath the game's visible surface terrain.

When Donkey Kong breaks through a floor or wall, he is not simply revealing a flat void — the Canyon Layer generates a visually consistent interior, complete with its own voxel density properties, rock strata, and material variation. The effect is that even deeply excavated areas feel like they were "always there," rather than procedurally generated in response to destruction.

Kurihara described the Canyon Layer as one of the most memory-intensive features of the engine — maintaining a fully-formed underground world in memory at all times — but said the team considered it non-negotiable for the game's sense of physical reality.

📌Canyon Layer Is Always Present
The Canyon Layer exists for the entire level at all times — not just in areas the player has reached. Nintendo pre-bakes the subsurface geometry to ensure the instant Donkey Kong punches through a floor, the world below is already fully defined.

Development Timeline

2017

Super Mario Odyssey — Voxel Seeds

Engineer Tatsuya Kurihara first prototypes voxel tech for Super Mario Odyssey's Snow Kingdom drifts and the 'cheese blocks' in Luncheon Kingdom — small-scale experiments that plant the idea.

Post-Odyssey

The 'Goomba with Arms' Prototype

Kurihara experiments with terrain that can be ripped off and thrown, attaching arms to a Goomba model as a test vehicle. The mechanic's 'natural fit' with a large primate becomes immediately obvious.

Early Development

Original Switch — Project Begins

Donkey Kong Bananza enters development targeting the original Nintendo Switch. The voxel destruction system is scoped to what the hardware can support.

Switch 2 Pivot

Hardware Upgrade — 'Limitless' Becomes Possible

The project is moved to Nintendo Switch 2. The team cite the original Switch's inability to handle the voxel density required to make destruction feel 'limitless' as the primary driver.

March 11, 2026

GDC 2026 — 'Satisfying Destruction' Session

Producer Kenta Motokura and Software Engineer Tatsuya Kurihara present to a standing-room audience at Moscone Center. The headline figure — 347,070,464 destructible voxels per level — goes immediately viral.

Tags

#DonkeyKongBananza#Nintendo#Switch2#GDC2026#Voxels#GameDesign#VideoGames#Gaming2026

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Written by

Conan Boyle

Founding Writer

Conan Boyle is ObjectWire's founding writer, covering gaming, technology, and emerging culture from Austin, Texas.

Part ofObjectWirecoverage·Last updated March 12, 2026