Sandfall Interactive's CTO and senior gameplay programmer revealed at GDC 2026 that Clair Obscur: Expedition 33 was built 95% using Unreal Engine's Blueprint visual scripting system, with a near-vanilla engine setup. The small team of fewer than 40 developers used Blueprints to empower designers and artists to build and test content without constant programmer involvement. The approach relied on standard Unreal plugins rather than custom engine modifications. While some AAA developers noted Blueprint version control limitations in larger teams, many indie developers confirmed this workflow is common and effective when teams know the tools well.
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Is it strange for a game like Clair Obscur: Expedition 33 to rely so heavily on Blueprints?Clair Obscur's Blueprints framework is old news for veteran devsSort: