SWE INTERN / 2023 / OSAKA
CAPCOM
Engine-adjacent tooling for animation workflows.
Built WPF tooling in C++/C# and inverse-kinematics components for hand-animation rigging in the in-house game engine.
- C++
- C#
- WPF
- Inverse kinematics
- Game tools
INTERNAL TOOLING MOCKUP PLACEHOLDER
CONTEXT
Animation tooling has to serve artists and engine constraints at once.
This internship focused on practical tooling and rigging components inside a production game-engine environment.
TECHNICAL AREAS
01
WPF tooling
C++/C# tools supporting internal animation workflows.
02
Inverse kinematics
Components for hand-animation rigging in the in-house engine.
TECH STACK
LANGUAGES
- C++
- C#
TOOLS
- WPF
- In-house engine
DOMAIN
- Animation tooling
- Rigging
- Inverse kinematics
WHAT I BUILT
Internal tooling and engine-side components for animation and rigging workflows.
WHAT I FOCUSED ON
Reliable tools for specialized production workflows, with attention to how technical systems support artists.