Game Engine Tools & Animation Systems
R&D Internship at Capcom
Developed internal tools and animation systems for Capcom’s proprietary game engine, improving workflow efficiency and simplifying asset creation processes.

Overview
During my R&D internship at Capcom, I worked on improving developer workflows within an in-house game engine. My focus was on building tools and systems that made it easier for developers and designers to create and manipulate assets.
Problem
Game engine workflows can be complex and time-consuming, especially when dealing with animation systems and asset creation. Existing processes required significant manual effort and were not always intuitive for developers.
Process
I implemented inverse kinematics components to streamline character animation, reducing the need for manual adjustments. In parallel, I built internal tools for generating and editing primitive assets directly within the engine. I also developed a WPF-based editor using the MVVM pattern to provide a more structured and user-friendly interface.
Outcome
The tools improved the efficiency of asset creation and animation workflows, making it easier for developers to prototype and iterate within the engine. The work contributed to a smoother and more intuitive development experience for the team.
Lessons Learned
Gained a deeper understanding of how low-level systems and tooling impact developer productivity. Learned the importance of designing tools that balance flexibility with usability in complex systems.
Tools Used
- C#
- C++
- WPF
- MVVM
- Game Engine Architecture