Clair Obscur: Expedition 33’s unique twist on turn-based combat enhanced by real-time mechanics is at the heart of the experience. What challenges did you face when developing these combat mechanics and how did you know when the gameplay felt right?
Guillermin: Early in the project, Guillaume and I created some prototypes of the reactive turn-based battle system, combining real-time gameplay for offense, like quick-time-events when you cast a spell or a free-aim mechanic, and defense, with our dodge and parry system. Even on basic prototypes, we felt it was bringing something fresh to the turn-based genre. Finding the right balance for those real-time elements took a while, especially timings for the dodge and parry, but I think we’ve reached a sweet spot today (and managing to land a counterattack after a series of successful parries just feels so good!).
I remember the first time we play-tested those features with the team, very early on, in a demo we had specially created to showcase the battle system. People on the team were trying to beat a boss in turns, passing the controller after a failed attempt. At that moment, we felt things had really clicked together and that we had managed to create something unique that would define the game.
The formula we ultimately came up with allows players who are good at real-time to take more risks, and other players can still counterbalance with specific items and strategies.
The combat features a cinematic camera that adds visual variety to enemy interactions. How did development and implementation of this come about?
Guillermin: We wanted to have a high level of polish when it came to animation, camera movements, and VFX during battle. Even when you are simply navigating through the menus, something is always happening on screen!
To make sure we had the most flexibility in authoring all those elements, we used Unreal’s Sequencer, treating all skills as small cinematics, in which we dynamically bind battle actors. This approach gives the team a great deal of flexibility to create epic shots.
As we’re working on a turn-based game, the battle locations are essentially controlled environments, but our system still allows level designers to do case-by-case adjustments, like to enemy positions. One difficulty we faced was integrating dynamic movements in our level sequences (eg: an enemy jumping toward a character of your team, from whatever position it was). For this kind of feature, we would usually expose some actor properties to Sequencer and control them with keyframes in dedicated tracks, allowing us to retain artistic control of how a gameplay property evolves.
Considering the gameplay depth and level of quality shown leading up to launch, it’s often difficult for many to believe that this is the debut title from Sandfall Interactive. How big is the development team and how has Unreal Engine helped you achieve your goals for the game?
Guillermin: We’re a core team of less than 30 people, split across our office space in Montpellier (around 25 people) and a smaller space in Paris (five people).
It’s quite a small team if you consider the scope of the project, in terms of both gameplay features and amount of content. Our team is incredibly talented, even though this is the first production for many people here at Sandfall, and Unreal Engine has empowered us to deliver on a vision that would have been impossible to execute a few years back with a team our size.
I think we also got particularly lucky that our development timeline coincided with the release of Unreal Engine 5, which was an absolute game changer for us, with many groundbreaking new rendering features.
I also mentioned Blueprints earlier, and I think that, when it comes to gameplay development, those were key in this project, allowing us to be very agile and create many features and content as a small team, in which not everybody knows C++ programming.
Before the programming team grew to a total of four, I remained the sole programmer for a couple of years. During that time, our mindset was to use Blueprint visual scripting as much as possible, as it gives a lot of freedom to non-programmers to understand game logic, try and suggest changes on their own, or add polish to existing features.
For a small team like us, it was critical to make sure everybody was able to access most of the project and not be blocked behind a wall of code. Of course, it comes with its own challenges in terms of production and review processes, but overall, this contributed a great deal to the depth of gameplay we have today!
Clair Obscur: Expedition 33 is visually stunning and features a hauntingly beautiful world. Was the art style something that came together quickly or did it evolve over time?
Guillermin: Our art director, Nicholas Maxson-Francombe, spent a long time working with Guillaume to really align on the art style and let it evolve into how it looks today. Our story is set in a French fantasy world, so we were really excited to design something unique that would feel special for our game.
I remember Nicholas always said his design process is “draw stuff he thinks is cool”! He’d start with some key ideas with Guillaume and go from there. And I think that unique way of working and developing the art style alongside Guillaume led us to the style we have today.