SOFTWARE DEVELOPMENT INTERN - OSAKA, JAPAN - JUN 2023 - DEC 2023
Capcom
Internal tools and animation systems for a production game-dev environment.
I built WPF tools in C++/C# for asset creation and transformation workflows, implemented inverse-kinematics components for hand animation and object interaction, and tested for performance, memory, and stability.
- C++ / C#
- WPF tooling
- In-house engine
- Inverse kinematics
AT A GLANCE
INTERNAL TOOLS
WPF asset tooling
C++/C# tools supporting asset creation and transformation workflows.
ANIMATION
IK components
Inverse-kinematics work for hand rigging and object interactions.
RELIABILITY
Testing + stability
Validated performance, memory use, and stability under demanding conditions.
01 · TOOLING ENGINEERING
Internal WPF asset tools
I developed internal WPF tools in C++ and C# to support asset creation and transformation workflows, integrated with Capcom's in-house game engine. The work meant balancing correct implementation with real workflow needs: internal tools have to be dependable and practical for the people using them during production.
WHAT I BUILT
WPF interfaces in C++/C# driving asset transformation and processing logic.
WORKFLOW FIT
Integrated with the in-house engine so outputs were validated and reusable.
TOOL WORKFLOW - RECREATED
- INPUTAsset input
- TOOLWPF interface
- PROCESSTransform logic
- ENGINEIn-house engine
- OUTPUTValidated asset
02 · TECHNICAL ANIMATION
Inverse kinematics components
I designed and implemented inverse-kinematics components supporting hand animation rigging and object-interaction workflows. The goal was more natural, believable interaction between characters and objects, connecting lower-level technical implementation to visible animation quality and player immersion.
IK INTERACTION - CONCEPTUAL
- Hand target
- IK solver
- Adjusted joints
- Interaction pose
- Hand rigging
- Object interaction
- Character realism
03 · RELIABILITY
Testing, performance and stability
I conducted testing to validate performance, memory usage, and stability under demanding operational conditions. Since engine-integrated components need to stay dependable across repeated use, this helped keep the systems reliable and practical in a production-style environment.
TECHNICAL STACK
LANGUAGES
- C++
- C#
UI / TOOLING
- WPF
- Internal tools
GAME DEV
- In-house engine
- Asset workflows
- Animation systems
CONCEPTS
- Inverse kinematics
- Rigging
- Performance testing
WHAT I TOOK AWAY
Tools must be practical
Internal tools have to be usable in production, not just technically correct.
Invisible to visible
Engineering often connects unseen systems to the visible player experience.
Reliability matters
Performance and stability are core in a production-style environment.
Details and visuals are generalized or recreated to respect internal tools, workflows, and proprietary systems. No confidential or unreleased game details are shown.