Inside the Development Journey of Clair Obscur: Expedition 33

Sandfall Interactive shipped a UE5 turn-based RPG with a core team under 30 — using Blueprints, Lumen, Nanite, and MetaHumans to reach AA visuals and narrative depth.

Studio Sandfall Interactive
Engine Unreal Engine 5
Category Game Development
Source Unreal Engine
Inside the Development Journey of Clair Obscur: Expedition 33

Overview

Sandfall Interactive shipped a turn-based RPG with real-time dodge and parry mechanics, a Belle Époque-inspired French fantasy world, and a scope that would normally demand a team three times their size. Clair Obscur: Expedition 33 won Game of the Year 2025 with over 12 GOTY awards — the most in a single year — and sold 8+ million copies on a budget under $10M.

The core team was around 30 people, with only 4 programmers. They built nearly everything in Blueprints — 95% visual scripting, near-zero C++. MetaHumans drove the full character pipeline with motion capture and facial animation. Lumen handled dynamic lighting, treating each landscape like a composition designed to guide the player's eye. Nanite streamed the open world's geometry without manual LOD work.

The team adopted a "vanilla-first" philosophy: push native UE5 features to their limits before reaching for plugins. The only additions were CommonUI, GeometryScripting, ALS, and KawaiiPhysics for character hair dynamics.

Curated by Feative Studios
Inside the Development Journey of Clair Obscur: Expedition 33

Challenge

The studio's debut title needed to compete with AAA RPGs while being built by a fraction of the team. Open-world exploration, cinematic combat with hundreds of animations, a branching narrative, and a visual identity that felt distinct — all had to ship from a studio that had never shipped a game before.

Combat was the hardest problem: enemies need to lunge toward any party member from any position, with dynamic camera angles and cinematic flair that traditionally requires hand-animated sequences. The team couldn't afford a large animation department or a dedicated motion capture studio.

Clair Obscur: Expedition 33 challenge

Solution

Blueprints replaced C++ for almost everything. Designers and non-programmers built gameplay systems, combat logic, and interactive music directly in visual scripting — keeping iteration fast and the team unblocked. MetaHumans plus MetaHuman Animator handled the full character pipeline, from facial mocap to in-game rendering, without a dedicated facial animation team.

Combat cinematics use Sequencer with dynamic actor binding — an enemy can jump toward any party member from any position, controlled via keyframed properties in dedicated tracks. Each combat skill is a mini Level Sequence that adapts to the scene state at runtime.

The interactive audio system uses MetaSounds with Blueprint-driven playlist chaining and multichannel wave files for real-time mix swaps. A custom dirt/blood/sweat/tear system in the character master material changes character appearance based on story progression — no extra animation work required.

Clair Obscur: Expedition 33 solution

Result

The game reached 8+ million copies sold, won 12+ Game of the Year awards (the most in a single year), and earned the highest Metacritic user scores. A team of 30 delivered a product that competed directly with studios ten times their size — proving that modern Unreal's out-of-the-box features let a small team punch far above its weight.

Curated by Feative Studios

Key Takeaways

Takeaway 1A 95%-Blueprint pipeline shipped a GOTY-winning RPG. Non-programmers built core gameplay systems without waiting on C++ engineers.
Takeaway 2MetaHumans + Sequencer replaced expensive mocap. Dynamic actor binding handles combat cinematics without hand-animation.
Takeaway 3Vanilla-first philosophy — push native UE5 features before plugins. The team shipped on nearly stock engine.

Original Study

Source Inside the Development Journey of Clair Obscur: Expedition 33

An interview published by Unreal Engine with the development team at Sandfall Interactive.

View the Original Study
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