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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

  1. INPUTAsset input
  2. TOOLWPF interface
  3. PROCESSTransform logic
  4. ENGINEIn-house engine
  5. 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

  1. Hand target
  2. IK solver
  3. Adjusted joints
  4. 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.