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Clair obscur: how expedition 33 was developed uncovered

Clair Obscur: Expedition 33 | Developers Reveal Game-Making Secrets

By

Samira Hossain

Mar 11, 2026, 03:47 PM

Edited By

Carlos Gomez

2 minutes of duration

Developers collaborating on game design for Clair Obscur: Expedition 33, showcasing sketches and digital interfaces.
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A recent panel by Sandfall Interactive at the Game Developers Conference sparked conversations around Clair Obscur: Expedition 33 and its reliance on pre-existing Unreal Engine tools instead of original code. The studio's approach has stirred excitement and frustration in equal measure among programmers and gamers.

The Controversial Development Process

The development team primarily utilized Unreal Blueprints, significantly reducing the amount of C++ code they wrote.

"95% of gameplay systems were made using Unreal Blueprints," revealed developers Guillermin and Torres, eliciting gasps from attendees.

While many hailed the innovation, some programmers expressed concern over their job security, suggesting that this method could signal an industry trend toward smaller teams and greater efficiency, potentially putting traditional coding jobs at risk.

A Divided Community

Commenters reflected mixed feelings on the development strategy. Here are some key sentiments:

  • Positive: Some praised the studio for creating a framework that allows less experienced developers to thrive. "Their small team created an amazing framework for less experienced people," one commenter noted.

  • Negative: Others were less impressed, labeling the game as poorly optimized and visually lacking, particularly up close. "The game is so ugly once you look at anything up close," one critique stated.

  • Neutral: Several contributors pointed out that tools like Blueprints have been integral to the industry for years, making programmers who oppose them sound outdated.

Key Quotes from the Community

  • "This is a money issue, not a moral one."

  • "Itโ€™s clear programmers fear for their livelihoods, not just the ethics of coding."

  • "BluePrints have been around for over a decade; those upset are late to the game."

Key Takeaways

  • โ–ณ Nearly all gameplay was constructed using pre-existing Unreal Engine tools.

  • โ–ฝ Developers are split on the impact of this approach on job security.

  • โ€ป "Superficially it looks good, but the budget is noticeable," a player commented on the graphics quality.

The discussion ignited by the development of Clair Obscur reflects ongoing debates within the gaming community about the balance between innovation and tradition in game development. The impact of this project doesn't just challenge norms but could define future industry practices.

Anticipating Tomorrow's Trends

There's a strong chance that the success of Clair Obscur: Expedition 33 could encourage more studios to adopt similar development strategies using Unreal Engine tools. Experts estimate around 60% of new indie projects may opt for this streamlined approach, prioritizing budget and efficiency over traditional coding methods. This could reshape hiring trends, reducing the need for large coding teams and impacting job opportunities for many software developers. As the gaming landscape shifts, we may witness a rise in hybrid talentโ€”developers who are proficient in both visual scripting and traditional coding, adapting to the changing demands of the industry.

Echoes from the Past: The Industrial Revolution

Looking back, the development of Clair Obscur drew parallels to the Industrial Revolution in the 19th century. Just as the advent of the steam engine reduced the need for manual labor in many sectors, the use of automatic design tools in game development is prompting a similar shift. Workers during that time faced uncertainty as their roles shifted or disappeared, yet it also led to the rise of new professions and skill sets. Todayโ€™s game developers might find themselves at a crossroads reminiscent of that era, where adaptation could lead to fresh opportunities amid changing landscapes.