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Developer Interview 2011

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

Development of an in-house development engine driven by a desire  for a development environment that boosts performance and efficiency

- What inspired you to develop an original development engine like "MT FRAMEWORK"?
"Ijuin" 
We began looking into creating something like "MT FRAMEWORK" back in 2004. Prior to that we had to develop an engine from scratch for each title we worked on. This caused development to drag out much longer than we would've liked and prevented us from building up a base of expertise. As a result, we were often left eating our losses. To eliminate these problems, we began discussing the prospects of a common in-house development environment that would enable us to make development more efficient. We thought about asking an outside vendor to supply a development engine that incorporated the functionality and performance features we wanted, but in the end we decided the best thing to do was make it ourselves. Once that decision was made, we began to concentrate our efforts on designing the engine.
- A number of game companies in Japan often go with a development engine made by foreign company. Why were you guys so intent on making your own in-house development engine?
"Ijuin" 
When you use a development engine made by a company outside Japan, the time difference makes it difficult to call them up during work hours when you need support handling a problem, or when you need help making an enhancement or modification. The distance factor also makes it hard to meet face-to-face and negotiate directly. When it comes to developing a game, time is of the essence, so we can't really turn a blind eye to these time losses. We also can't the ignore trends in visual expressivity these engines exhibit and how they differ from what we're aiming for at Capcom. This is one of the main reasons that discouraged us from using a foreign development engine. We felt that developing our engine was the most effective for our designers to create the visual expressions they wanted.
- Were there any people against using "MT FRAMEWORK"?
"Ijuin" 
Yeah, in the beginning we met with some opposition. In reality, telling people that from here on out we're going to use a single engine to develop every game we make is a pretty risk stance to take. Developing a game is a process that often takes more than a year to complete, and it's nearly impossible to predict all the problems that may occur during this time. Likewise, it is completely natural for developers to insist on making their own development engine, for it is the basis of everything they do. They don't want to be forced to create their game within a predetermined environment. But at Capcom we succeeded in eliminating the concerns of our developers by setting up a carefully prepared support system for the in-house engine and appealing to the reliability of "MT FRAMEWORK".
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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