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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.