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Expedition 33 Visual Programming

Expedition 33 Visual Programming

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>Clair Obscur: Expedition 33 devs didn't write code, the entire game was built with visual programming Another reminder to NEVER give up on your dreams TECHNICAL CONTEXT HOW WE (DON’T) WRITE C++ IN UNREAL We use Blueprints for ALL gameplay systems Make the most of native engine features & tools Follow Unreal paradigms for all systems to make features & tools for free ◆ Properties/Actors/Components/Data Tables/Data Assets/Sequencer/Behavior Trees/— ◆ eg: Battle heavy uses the Sequencer
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A screenshot of a presentation slide explains that Clair Obscur: Expedition 33 was made using Unreal Engine Blueprints and visual programming instead of traditional code. The joke presents this as inspirational proof that people should never give up on their dreams, while humorously exaggerating the developers’ unconventional technical approach. EN: A screenshot of a presentation slide explains that Clair Obscur: Expedition 33 was made using Unreal Engine Blueprints and visual programming instead of traditional code. The joke presents this as inspirational proof that people should never give up on their dreams, while humorously exaggerating the developers’ unconventional technical approach.

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Type
image
Size
709×800 · 74.6 KiB
Mood
inspirational, absurd
Language
en
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