memoryman3
Member
Unreal's Blueprints feature allowed the director and many non technical developers to work with the game logic hands on.
"Guillaume is not a programmer—he doesn't know how to do C++," says Guillermin. "But it was important to enable him to work on the project."
Unreal Engine's Blueprint visual scripting system proved to be the perfect tool to bridge the gap between the two roles. "All the core logic of the game actually ended up being Blueprints—even the features entirely made by programmers," says Guillermin. "It was a faster way for us to innovate on the gameplay instead of trying to iterate on the heavy technical stuff that we just didn't have the manpower for."
In this way, Blueprint enabled the entire team to contribute to the game. "As we moved forward and the team grew, everybody was Blueprint-fluent and they would contribute directly in the code logic," explains Guillermin. "Everybody had a lot of freedom to do their job thanks to that particular tool."
Nanite allowed the team to create beautiful worlds with less manpower than AAA productions.
"As a small team, you don't have all the resources to create all the levels of LODs manually," says Guillermin. "Nanite made our artists' lives much simpler."
Interesting to see that Unreal Blueprints, Nanite and Lumen, features infamous for degrading performance, contributed so much towards creating 2025's most critically acclaimed game. Does this have negative implications for lower end devices like the Switch 2 and other handhelds?
Last edited: