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Industry breakdown · 2 min · 10/9/2026
Clair Obscur: How a Small Team Shipped UE5
How Sandfall Interactive shipped Clair Obscur: Expedition 33 in UE5 with a core team under 30, and what small teams can take from that scope.
What happened
Sandfall Interactive built Clair Obscur: Expedition 33, a turn-based RPG in Unreal Engine 5, with a core team of under 30 people. Blueprints carried day-to-day iteration, while Lumen, Nanite and MetaHumans delivered the cinematic look without a large rendering team.
Why it worked
- Engine features did the heavy lifting: real-time global illumination and virtualised geometry replaced work that used to need dedicated tech art and lighting staff.
- Blueprints kept designers productive without waiting on C++ changes for every tweak.
- The team picked a genre (turn-based combat) where fidelity matters more than systemic breadth.
What we'd take into a client project
- Decide early which UE5 features you will rely on and test them on your lowest target hardware in the first milestone, not at beta.
- Draw a clear line between what stays in Blueprints and what moves to C++, so prototypes do not become production debt.
- Match scope to team size: a small team can hit high fidelity if the number of systems stays small.
Related
Note: Feative Studios was not involved in this project. This breakdown summarises what the developers have shared publicly; the takeaways are our own.