Unreal Engine Blueprints: The Secret Behind Clair Obscur: Expedition 33's Development

This article explores how Sandfall Interactive, with a lean team of only four programmers, ingeniously developed the game Clair Obscur: Expedition 33. It highlights their strategic reliance on Unreal Engine's visual scripting tool, Blueprints, as revealed at the Game Developers Conference (GDC) 2026. The piece delves into the specifics of their development methodology, including the benefits and drawbacks of this approach, and an intriguing technical quirk about one of the main characters.

Unveiling Innovation: How Visual Scripting Reshaped Game Development

The Unconventional Path to Game Creation: A Small Team's Big Achievement

At the recent Game Developers Conference, Sandfall Interactive pulled back the curtain on the innovative strategies that allowed them to bring their game, Clair Obscur: Expedition 33, to life with a remarkably small programming team. Their core secret involved a significant departure from conventional coding practices, embracing pre-existing tools within the Unreal Engine to construct many of the game's features.

Delving Deep into Development: GDC Panel Insights from Sandfall Interactive

Sandfall Interactive's technical director, Tom Guillermin, alongside senior gameplay programmer Florian Torres, delivered an in-depth presentation at this year's GDC. Their session, titled “Delivering a Wide Scope of Features & Content When You Only Have Four Programmers,” provided a detailed, technically focused breakdown of the game's programming intricacies. This “nerdy” discussion covered everything from the user interface for bug reporting to the foundational elements of the turn-based combat system and the expansive overworld environment.

The Power of Blueprints: A Game Changer for Clair Obscur's Architecture

A surprising revelation from the panel was that approximately 95% of Clair Obscur's gameplay systems were crafted using Unreal Blueprints, a detail that reportedly astonished the audience of developers. Guillermin and Torres clarified that their team of four internal programmers contributed very little original C++ code to the game's core.

Understanding Blueprints: Visual Scripting for Enhanced Game Development

For those unfamiliar, Blueprints serve as a visual scripting tool within the Unreal Engine. It enables developers to connect pre-designed “nodes” to build complex gameplay systems without extensive coding knowledge. This feature proved invaluable for Sandfall Interactive, particularly given their limited programming resources and the fact that the game was initially prototyped by a single programmer.

The Dual Nature of Blueprints: Advantages and Challenges in Practice

The Sandfall team detailed how Blueprints were instrumental in creating various game features, such as character skills and “battle buffs.” They acknowledged both the upsides and downsides of this approach. On the positive side, it facilitated greater collaboration from designers and contributed to a more stable game. However, it also complicated the debugging process and led to some less efficient memory management practices. Despite the heavy reliance on Blueprints, some original code was still necessary for developing experimental features and optimizing performance.

Unveiling a Peculiar Detail: Esquie's “Swimming” Mechanics

Beyond the technical discussions, the programmers shared a curious secret about the game: the character Esquie doesn't actually “swim” in water. A significant portion of the panel focused on the design of the overworld and the unique challenges it presented for character movement, particularly when it came to actions like swimming and flying. Technically speaking, Esquie is always “walking” on a hidden surface, even in water. Interestingly, they later contradicted this by stating Esquie is perpetually in a default “swimming” state, leaving the true nature of his aquatic locomotion somewhat ambiguous.

A Pragmatic Approach to Development: No Single “Right Way”

The key takeaway from the panel, as emphasized by Guillermin and Torres, was the absence of a singular “right approach” to game development. An introductory slide explicitly stated that their intention was merely to illustrate their specific development journey, not to dictate methodologies to other programmers. Regardless of their stated intent, the presentation effectively functioned as a compelling endorsement for the Unreal Engine's capabilitie