A true passion project
Every journey begins with a single step and for Guillermin, his experience with Unreal Engine is no different.
“The very first time I explored Unreal Engine was actually Unreal Engine 1 a long time ago,” he says. “I was playing with a map editor from Deus Ex, an old game, to create some levels and to do a little bit of scripting and placing of game objects. It took many years before I actually dove into creating my own games.”
Learning any game engine takes time, but Guillermin soon discovered a passionate community of likeminded Unreal Engine developers posting tutorials, tips, and tricks on YouTube. “It's very open, very positive,” he says. “The community is dedicated to Unreal. You can really tell there is a love for the engine.”
Guillaume Broche, Co-Founder and CEO of Sandfall, and Creative Director on Clair Obscur: Expedition 33, had previously explored other game engines. “But when he looked into Unreal, it was love at first sight,” says Guillermin.
As the duo continued to investigate Unreal Engine, their interactions with the community increased and, as a result, the sharing of knowledge became a central component of the team’s growth. “I think it really shows in the way people are sharing tips and tricks or just showcasing projects,” he says. “This is something we try to contribute to in our own way. For example, with MetaHumans, we were among the first to put YouTube videos online.”
These community interactions—in parallel with their personal growth as developers—produced a forward momentum that has carried their project through to completion.
Finding a Blueprint for collaboration
The team knew the engine had a supportive community around it, but did it have the technical capabilities they needed to deliver the project? It turned out the answer was a resounding yes. And one feature in particular highlighted the point.
“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.”
World Partition enabled multiple artists to work on different parts of the world simultaneously—with only relevant parts of the world loaded, keeping memory and CPU/GPU usage optimal.
“Even though we have a small environment team—between three and five people depending on the development phase—locking a full level to work on it is a huge contention point,” explains Guillermin. “So having that technology was good for us, both in terms of performance but also workflow as a team.”
Flagship features of Unreal Engine 5 came into play as well. “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.”
Of course, optimization and performance play a key role in the end-user experience, and UE’s built-in tools assisted the team at Sandfall with delivering on their vision. “People are happy with the performance of the game. We're still working to improve that and Unreal Insights has been our key tool,” says Guillermin.
Choosing an engine
Guillermin has some candid advice for those assessing an engine for their first (or next) project. “The most important thing is what type of content you want to create,” he says. “Sequencer was key for us, because we knew we would have so many cinematics and the characters would be important. If we were to choose an engine today, MetaHuman would be one of the key factors pushing us towards Unreal.”
Guillermin also notes that each engine is different and it’s important to feel comfortable in the one that you choose. “For us, it was Unreal,” he says. “We were really happy with the way it allowed us to grow from a one-person project to two or three, and then to an actual team and on to shipping a game.”
As he points out however, the engine is just one part of the puzzle. “Another important thing is to look at the whole ecosystem around the engine,” he says. “You have learning resources, but you also have all the marketplaces that are tied to the different engines. And in the case of Fab for Unreal Engine, it has been super useful to get either free or paid assets.”
Recognition and reflection
With the game having shipped and the industry responding to their project in such a positive way, the team at Sandfall seems simultaneously humbled by and proud of their achievements.
“We are really excited to see what will be happening at The Game Awards, because there are so many other great games nominated next to us—many of them we actually look up to as a source of inspiration,” says Guillermin.