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Mario Kart World Level Designer Kotono Mizuno was responsible for the terrain and missions around Bowser's Castle. As far as I can tell, she joined Nintendo after graduating and this was her first game:
"Before joining Nintendo, I thought that the role of a planner was to come up with ideas and communicate them to designers and programmers, so I was honestly surprised when I was instructed to "create the terrain using modeling tools." I didn't graduate from an art school and have no modeling experience.
Although I was confused, I resolved to 'see it through since I've been entrusted with the task,' and began my days of struggling with unfamiliar tools. Rather than keeping things I didn't understand to myself, I consulted with my seniors and overcame each challenge one by one. I conducted numerous driving tests on the terrain I had created, examining the shape, road visibility, the placement of deceleration zones and jump actions, and so on, through a process of trial and error, aiming for a satisfactory finish.
One thing we struggled with in particular was the fact that the seamless structure allows players to enter areas from any direction. We needed to strike a balance between visibility and guidance, so that players could intuitively recognize which way to go without getting lost. For example, the Big Donut uses a rotary-like topography, shaped like a mortar, so that no matter where you enter, your gaze will naturally be drawn in the direction of travel...
Looking back, I realize that the reason the planners were in charge of terrain design was because of the Mario Kart series' philosophy that "terrain = core of gameplay." Terrain creation is not something that planners can complete alone; they proceed in consultation with designers and programmers, receiving a lot of advice. Among these, planners are particularly responsible for "terrain design, which determines the driving feel and playability." Play choices such as where to drift and where to decide on jump actions are closely related to the terrain, and these elements are directly linked to the play experience.
I was also in charge of creating races using the volcano area and missions that could be played in free roam mode. I had to think about the terrain and gameplay together, such as "This terrain seems like it would be possible to do this kind of mission," or "Maybe I should place a character in this walled area during the race." I feel that it is very significant that a planner works on the terrain, in the sense that it allows for a complex design of gameplay."
https://t.co/kAY0m62SSN
HOSTING MKW‼️ (Trying out the new update.)
Reply and I’ll add you to our MKW GC.
(If you don’t get added it’s because of your settings or you haven’t updated to the new Twitter DM’s.)
HOSTING MKW‼️ (Trying out the new update.)
Reply and I’ll add you to our MKW GC.
(If you don’t get added it’s because of your settings or you haven’t updated to the new Twitter DM’s.)
Team Battles have come to Knockout Tour in #MarioKartWorld! Drive to survive with (or against) friends in two, three or four teams online, via local wireless or over LAN play.
Learn more: https://t.co/bqWyOI7isy
If you could choose ANY track from a previous Mario Kart game to return in Mario Kart World in a potential Booster Course Pass, which track would you choose? 🏎️
#MarioKartWorld
If you could choose ANY track from a previous Mario Kart game to return in Mario Kart World in a potential Booster Course Pass, which track would you choose? 🏎️
#MarioKartWorld