Sandfall Interactive Used UE5 Blueprints for All Gameplay Systems in Clair Obscur
The developers shared their approach at the GDC talk.
Sandfall Interactive
Clair Obscur: Expedition 33, the Game of the Year winner whose creators were recently awarded knighthood, continues to capture attention with new insights from Sandfall Interactive. At GDC, the studio shed light on the creation of the game, revealing that the team relied on Unreal Engine 5's visual scripting system throughout development.
Some of the slides from the developers' talk, captured and shared on X/Twitter, reveal that the team used Blueprints "for ALL gameplay systems." As seen from the slide below, Sandfall's approach was to make the most of the engine's native features, opting for UE5's visual scripting system over writing traditional C++ code.
Another slide reveals the studio's team size, which is equally impressive – Sandfall Interactive delivered the entire game with a remarkably small team. This is best summed up by the title of their GDC talk: "Delivering a Wide Scope of Features & Content When You Only Have Four Programmers."
It is impressive how such a visually ambitious game was created using such a resource-efficient approach. Earlier, it was revealed that the game's budget was less than $10 million.
Before, Tom Guillermin, co-founder of Sandfall Interactive, shared how Unreal Engine 5 shaped the game's beautiful visuals:
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