Capcom forms cross-functional team for RE ENGINE character tech

Capcom has established a dedicated cross-functional team to integrate its latest RE ENGINE technologies into character creation across all titles. Senior manager Hiroyuki Chi announced the initiative during the CAPCOM Open Conference RE:2026 on October 2, explaining that the group serves as a bridge between the engine developers and individual game production teams.
The restructuring addresses technical challenges encountered with complex rendering methods, such as the strand-based hair technology used in Pragmata. Previously, diagnosing issues caused by these non-traditional polygon techniques was difficult due to fragmented workflows. The new unit, comprising character artists, technical artists, and rendering engineers, conducts joint technical inspections and quality control using actual characters to rapidly identify and resolve problems.
This collaborative approach accelerates issue resolution and facilitates the sharing of production know-how across the studio. By testing specific benchmarks on high-profile characters before standardizing tools for broader use, Capcom aims to raise overall visual standards and provide future projects with a technical head start.
Summary written with AI assistance by the Hentaidude News Desk from the original report by Đorđe P at AUTOMATON WEST and checked by our automated quality rules. Details may change; see the source for the full story. How we write summaries
Original headline at AUTOMATON WEST: “Capcom now has a dedicated team for bringing latest RE ENGINE technologies to character creation across all of its games”
Key facts
- Announcement Date
- October 2
- Event
- CAPCOM Open Conference RE:2026
- Speaker
- Hiroyuki Chi
Tags
- #Capcom
- #Game Development
- #Hiroyuki Chi
- #Pragmata
- #RE ENGINE
Background
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