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Developer Interview 2011

07. Masaru Ijuin / Deputy General Manager of Technology Research and Development / Consumer Games Development

Making the shift from “a development environment for next-generation consoles” to a multi-platform and “integrated development environment”

- What were your objectives when you started working on "MT FRAMEWORK"?
"Ijuin" 
When we first started the development kits for the Xbox 360 were just starting to be distributed, so our main objective at that time was to establish a system that could fully maximize the performance capacity of the hardware. To help us do that, we decided we needed a system that could smoothly transfer bulk data, provide support for multi-core CPUs—the future standard—and deliver improved graphical expression.
- So your initial goal was to create the optimal development engine for the Xbox 360.
"Ijuin" 
That's right. "Dead Rising" and "Lost Planet" were two titles for the Xbox 360 that sold really well, so we began to think of ways we could repeat this success on other consoles. That's when we decided to adopt a multi-platform approach using something like "MT FRAMEWORK".
- I see. What were some of the things you had to take into account when providing multi-platform support?
"Ijuin" 
Inevitably when pursuing a multi-platform approach you have to balance out the characteristics unique to each console to a certain extent. The drawback to doing this is that you may end up cutting out some of the attractive features of each device. That is why we are always trying to find the best way to get the most out of each device, rather than taking the easy route and settling for the greatest common denominator of all the machines.
- I've heard "MT FRAMEWORK" supports not only home consoles but also PC games.
"Ijuin" 
The PC game market was still pretty small around the time we began using "MT FRAMEWORK", and most of our competitors weren't really putting much effort into making PC games. However given the incredibly rapid pace at which PC performance is improving, we knew the time would come when PCs would overtake home consoles. From the perspective of a company continually researching state-of-the-art technology, it was only natural that we create a development environment capable of supporting PC games. Game companies outside Japan also began focusing more on PC games, which ignited the competitive spirit within us to produce something better.
- Does "MT FRAMEWORK" support any other devices?
"Ijuin" 
Yes. In addition to the main "MT FRAMEWORK", we've also created "MT FRAMEWORK Lite", which is an engine that enables us to simultaneously develop games for the PlayStation 3 and Wii®. There's "MT FRAMEWORK Mobile" for Nintendo 3DS™. "MT FRAMEWORK Mobile" is particularly special because it also provides us with the technical capacity to develop games for the iOS and PlayStation®Vita at the same time.
- How do you feel when a new console or handheld comes out?
"Ijuin" 
Definitely excited. I always look forward to the release of a new device. Naturally I worry about the increased level of complexity that comes along with an upgrade in performance, but this concern dwarfs in comparison to my curiosity to see what the machine can do and the new types of game experiences it can help us create.
Back to Developer Interview 2011 Top Page
  1. 08.Katsuhiko Ichii
  2. 07.Masaru Ijuin
  3. 06.Masachika Kawata
  4. 05.Hiroyuki Kobayashi
  5. 04.Yoshinori Ono
  6. 03.Yoichi Egawa
  7. 02.Manabu Seko
  8. 01.Takeshi Tezuka

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