{"id":119670,"date":"2020-10-22T15:14:00","date_gmt":"2020-10-22T15:14:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/372384"},"modified":"2020-10-22T15:14:00","modified_gmt":"2020-10-22T15:14:00","slug":"why-bringing-donkey-kong-64-into-the-third-dimension-required-a-mental-shift","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/10\/22\/why-bringing-donkey-kong-64-into-the-third-dimension-required-a-mental-shift\/","title":{"rendered":"Why bringing Donkey Kong 64 into the third dimension required a mental shift"},"content":{"rendered":"<p><em>Donkey Kong 64<\/em> is about to turn 20, and to celebrate that marvelous but inevitable milestone, <a href=\"https:\/\/www.gamesradar.com\/making-of-donkey-kong-64\/\">GamesRadar&nbsp;had a sit down chat<\/a> with some of the creative leads behind the beloved&nbsp;platformer.<\/p>\n<p>While the full interview contains plenty of tidbits and tales from day days gone by, it&#8217;s particularly&nbsp;interesting to hear how lead designer Mark Stevenson struggled to yank the franchise into the third dimension for the very first time.&nbsp;<\/p>\n<p>Describing the process, Stevenson, who was working for developer&nbsp;Rare at the time, explained how &#8220;going 3D was a whole different ball game&#8221; back in the &#8217;90s.&nbsp;<\/p>\n<p>&#8220;The technology, at that point, was in its infancy,&#8221; he recalls. &#8220;From an art perspective, you couldn&#8217;t achieve anything visually comparable to the <em>Donkey Kong Country&nbsp;<\/em>games. It was an incredible challenge to produce 3D graphics, and building 3D models was really hard work &#8212;&nbsp;they only had a few hundred polygons but it was tough using the tools we had to manipulate them.&#8221;&nbsp;<\/p>\n<p>Having largely&nbsp;worked on 2D titles until then, Stevenson was so used to designing characters from a fixed side-on view, that he struggled to break those habits when making the switch to 3D. It meant a lot of trial and error before he landed on the models players eventually saw in-game.&nbsp;<\/p>\n<p>&#8220;As an artist who was on the <em>Donkey Kong Country&nbsp;<\/em>games, I used to build and animate the characters from a fixed side-on view,&#8221; continues Stevenson. &#8220;Being able to see this character from any angle, you&#8217;d make an animation, put it in the game, and you&#8217;d think it looked good side-on, but awful from every other angle.&nbsp;It was challenging from a technical and design perspective.&#8221;<\/p>\n<p>For more game development anecdotes from yesteryear, be sure to&nbsp;<a href=\"https:\/\/www.gamesradar.com\/making-of-donkey-kong-64\/\">check out the full interview on GamesRadar<\/a>. It&#8217;s well worth a read.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Donkey Kong 64 is about to turn 20, and to celebrate that marvelous but inevitable milestone, GamesRadar&nbsp;had a sit down chat with some of the creative leads behind the beloved&nbsp;platformer. While the full interview contains plenty of tidbits and tales from day days gone by, it&#8217;s particularly&nbsp;interesting to hear how lead designer Mark Stevenson struggled [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":119671,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-119670","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/119670","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=119670"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/119670\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/119671"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=119670"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=119670"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=119670"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}