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Developer Interview 2011

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

From streamlined motion creation to automated debugging - The continuing evolution of “MT FRAMEWORK”

- What are some of the things you can do with "MT FRAMEWORK"?
"MT FRAMEWORK" allows designers to tweak a lot of the different aspects of a game. By embedding programs beforehand, designers can control the graphics and motions of the characters, create effects, and configure various parameters without needing to call the programmers for help. This feature helps us to cut down on the time spent communicating back and forth when developing the cut scenes. It also enables us to take the images designers come up with and incorporate them directly into the game.
- That sounds like a nice and effective way to approach design. Are there any other special functions?
This may not exactly be related to design, but one thing we've been using is a centralized server that manages the logs of bugs detected during bug checks. These logs are collected on regular basis, enabling us to find and eliminate even the smallest bugs. We're also moving forward with process automation to minimize the number of human errors that occur within the development process.
- When you say process automation, do you mean checks are automatically performed to detect bugs?
Yes. In a normal bug check you do things like make a character move towards a wall and see if they "walk into it" naturally. These kinds of menial tasks are waste of time and take forever to do manually. We solved this problem by designing a system that makes characters automatically walk through each stage. All you have to do now is set up the system when you leave the office, and if the character is still walking round without getting stuck or running through floors or walls when you get back, you know the stage is bug free. This saves us a lot of time. However, the final overall checks are still done manually.
- "MT FRAMEWORK" has raised its game with a range of new added features.
You're right about that. But even with all the improvements, our development teams still send us requests for features they want to put in the engine. When we answer the call and come up with a new feature, we always make sure it's something all the teams in the company can use. All of the functions added during the development of "Dead Rising" were used in the development of "Lost Planet", while those added during the creation of "Lost Planet" were made available for "Devil May Cry 4". "MT FRAMEWORK" is upgraded with every new product we put out. That's the benefit of having an in-house engine.
- But doesn't the constant addition of new features make the system more complex?
There's no question that it does. That's why we always reorganize features by classifying them by function and deleting anything obsolete or unlikely to be used in the future.
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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