{"id":1810,"date":"2026-05-20T08:59:21","date_gmt":"2026-05-20T08:59:21","guid":{"rendered":"https:\/\/studiokrew.com\/blog\/?p=1810"},"modified":"2026-05-20T08:59:24","modified_gmt":"2026-05-20T08:59:24","slug":"clair-obscur-expedition-33-unreal-engine-5-case-study","status":"publish","type":"post","link":"https:\/\/studiokrew.com\/blog\/clair-obscur-expedition-33-unreal-engine-5-case-study\/","title":{"rendered":"Clair Obscur Expedition 33 Case Study: How a 30-Person Studio Built an 8 Million-Copy RPG with Unreal Engine 5"},"content":{"rendered":"\n<p>In April 2026, Sandfall Interactive\u2019s debut game crossed 8 million copies sold. That alone is a remarkable number for any studio. For a team of roughly 30 core developers operating out of Montpellier, France, on a budget of less than $10 million, it is one of the most studied production achievements in the history of the games industry.<\/p>\n\n\n\n<p>Clair Obscur: Expedition 33 swept The Game Awards 2025, winning 9 of its 13 nominations, including Game of the Year. That\u2019s the most wins for any single title in the event\u2019s history. It also holds the highest user score ever recorded on Metacritic, was declared Game of the Year by publications including IGN, GameSpot, Rolling Stone, Time, and GamesRadar+, and had its soundtrack hit number one on Billboard\u2019s Classical Albums Chart. A live-action adaptation was announced before the game even shipped.<\/p>\n\n\n\n<p>None of that was supposed to happen at this budget, with this team, on a studio\u2019s first release.<\/p>\n\n\n\n<p>This post is a detailed breakdown of exactly how they did it: the engine choices, the production decisions, the tools, the trade-offs, and what every game developer and publisher can take away from what Sandfall built.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Who Sandfall Interactive Is<\/h2>\n\n\n\n<p>The studio started in 2019, when Guillaume Broche, a designer who had been working at Ubisoft, left during the COVID-19 pandemic to build something with a small group of friends and contacts. The first prototype was built by Broche in his bedroom. Tom Guillermin, who would later become co-founder and CTO, joined shortly after, and the two formed the initial nucleus of what would become Sandfall Interactive.<\/p>\n\n\n\n<p>Funding in the early days came from personal networks: friends, family, and eventually business angels. Institutional investors showed little interest; the metaverse and crypto gaming were consuming most of the venture capital appetite at the time. Sandfall also received a $50,000 grant from Epic Games, which was material for a team of that size in those early days.<\/p>\n\n\n\n<p>The turning point came in 2022. The team had grown to about 12 people, attended GDC, met with publisher Kepler Interactive, and secured the backing to develop a proper Alpha build. Kepler\u2019s support allowed the studio to scale the core team to approximately 30 developers. Kepler also covered the costs of hiring Hollywood voice actors, which is why those fees don\u2019t appear in Sandfall\u2019s sub-$10 million production budget.<\/p>\n\n\n\n<p>Battle animations were outsourced to a studio in Korea. Localization, marketing, and other production functions were handled by external partners. The credits list hundreds of contributors. But the core creative and engineering team was never large.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The Numbers in Context<\/h2>\n\n\n\n<p>Before getting into the technical breakdown, it helps to understand how significant the commercial achievement actually is.<\/p>\n\n\n\n<p><strong>Sales trajectory:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>1 million copies in 3 days of launch (April 27, 2025)<\/li>\n\n\n\n<li>2 million copies by the end of the first week<\/li>\n\n\n\n<li>3.3 million copies at 33 days post-launch<\/li>\n\n\n\n<li>4.4 million copies by approximately September 2025<\/li>\n\n\n\n<li>5 million copies by October 2025<\/li>\n\n\n\n<li>8 million copies by April 2026<\/li>\n<\/ul>\n\n\n\n<p>Those numbers exclude Xbox Game Pass players. The game launched day one on Game Pass across PC and Xbox, meaning millions of additional players accessed it without purchasing. The paid sales figure is revenue on top of that.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1240\" height=\"698\" src=\"https:\/\/studiokrew.com\/blog\/wp-content\/uploads\/2026\/05\/Clair-Obscur-Expedition-33-sales-milestone-8-million-copies-budget-comparison-infographic.webp\" alt=\"Clair Obscur Expedition 33 sales milestone 8 million copies budget comparison infographic\" class=\"wp-image-1812\" srcset=\"https:\/\/studiokrew.com\/blog\/wp-content\/uploads\/2026\/05\/Clair-Obscur-Expedition-33-sales-milestone-8-million-copies-budget-comparison-infographic.webp 1240w, https:\/\/studiokrew.com\/blog\/wp-content\/uploads\/2026\/05\/Clair-Obscur-Expedition-33-sales-milestone-8-million-copies-budget-comparison-infographic-768x432.webp 768w\" sizes=\"auto, (max-width: 1240px) 100vw, 1240px\" \/><\/figure>\n\n\n\n<p>At an average unit price of $50 USD and a standard 30% distribution fee, the 5 million-copy milestone alone generated approximately $175 million in revenue for Sandfall and Kepler. The development budget of under $10 million was recovered more than 17 times over.<\/p>\n\n\n\n<p><strong>For comparison, some AAA budgets reported around the same period:<\/strong><\/p>\n\n\n\n<ul class=\"wp-block-list\">\n<li>Spider-Man 2 (Insomniac): approximately $300 million<\/li>\n\n\n\n<li>Hogwarts Legacy: estimated $150-200 million<\/li>\n\n\n\n<li>MindsEye (IO Interactive): reportedly around $500 million<\/li>\n<\/ul>\n\n\n\n<p>Clair Obscur costs less to build than the marketing budget of most of those titles.<\/p>\n\n\n\n<p>This is the data point that has every publisher and game financier in the world paying attention in 2026.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The Unreal Engine 5 Technical Breakdown<\/h2>\n\n\n\n<p>The engine choice is where most of the production leverage came from. Sandfall started development on Unreal Engine 4 and migrated to UE5 when it was released in 2022. CTO Tom Guillermin described the upgrade as a \u201cgame changer.\u201d<\/p>\n\n\n\n<p>The reason is specific: UE5\u2019s Lumen and Nanite gave a team of 30 people access to lighting and geometry technology that had previously required large, dedicated graphics engineering teams to achieve. Guillermin was direct about this in interviews: \u201cThose technologies were kind of reserved for bigger studios with big engine development teams.\u201d<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">The Blueprint Decision<\/h3>\n\n\n\n<p>The revelation that got the most attention at GDC 2026 was this: 95 percent of Clair Obscur was built using Unreal Engine\u2019s Blueprint visual scripting system, not C++ code.<\/p>\n\n\n\n<p>Guillermin and senior gameplay programmer Florian Torres titled their GDC Festival of Gaming talk \u201cDelivering a Wide Scope of Features and Content When You Only Have Four Programmers.\u201d That title is the summary. With only four programmers supporting the entire game, writing everything in C++ would have created a bottleneck that strangled production. Blueprint removed that bottleneck.<\/p>\n\n\n\n<p>The strategy worked because programmers created the Blueprint nodes (the building blocks), and designers and artists could assemble them into gameplay systems without writing code. Everyone on the team became Blueprint-fluent. The result was that the entire team could contribute directly to game logic, camera systems, VFX, and character behavior. As Guillermin put it, the goal was to give \u201cdesigners maximum creative freedom.\u201d<\/p>\n\n\n\n<p>This is counterintuitive to many senior developers. In some circles, Blueprint is known as a prototyping tool rather than a production system. Sandfall disproved that assumption at scale on one of the most commercially successful games of the year.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">The Vanilla-First Principle<\/h3>\n\n\n\n<p>The second major technical decision was the \u201cvanilla-first\u201d approach to the engine, as Guillermin called it. Sandfall deliberately avoided customizing or forking Unreal Engine\u2019s core codebase. They used the engine almost exactly as Epic ships it, supplemented only by a small set of established plugins.<\/p>\n\n\n\n<p>The plugins they used: CommonUI (Epic\u2019s own UI framework), GeometryScripting (for procedural mesh manipulation), Advanced Locomotion System (ALS, a widely-used community locomotion framework), and KawaiiPhysics (a physics simulation plugin primarily used for cloth and hair dynamics). Every other feature in the game was built on top of UE5&#8217;s native capabilities.<\/p>\n\n\n\n<p>The reason this matters for a small team is maintenance overhead. Every engine modification you make is a debt that has to be serviced across every UE5 update. A studio with four programmers cannot afford to maintain a heavily forked engine. By staying close to vanilla, Sandfall could pull in UE5 updates without a major integration project each time.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Sequencer as a Production Multiplier<\/h3>\n\n\n\n<p>The combat system in Clair Obscur is what critics and players most frequently cite as a visual and design highlight. Each ability activates a small cinematic with dynamic cameras, character animations, and VFX layered together. The system feels handcrafted for every skill.<\/p>\n\n\n\n<p>Sandfall built this entirely in Unreal\u2019s Sequencer tool, treating each combat ability as a short cinematic in which the battle actors are dynamically bound at runtime. This approach gave the art and design team direct control over what happened on-screen during combat without requiring programmer time for each ability. Guillermin described the result as giving the team \u201ca great deal of flexibility to create epic shots.\u201d<\/p>\n\n\n\n<p>The environment team did the same with exploration areas: corridor-based locations built around scripted Sequencer events, meaning each area feels purposefully directed without the engineering overhead of a fully simulated open world.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Lumen and Nanite on a Budget<\/h3>\n\n\n\n<p>UE5\u2019s Lumen global illumination system handles dynamic lighting and indirect bounce light. Nanite handles virtualized geometry, allowing extremely high polygon counts without traditional LOD (level of detail) management overhead. Both systems are computationally intensive on high-end hardware and require careful budgeting.<\/p>\n\n\n\n<p>Sandfall\u2019s approach was to use these systems selectively. Battle arenas are essentially controlled environments: Sequencer handles the action, the lighting is authored, and the geometry&#8217;s complexity can be precisely managed. This is a more favorable setting for Lumen and Nanite than an open world with unpredictable camera angles and unlimited view distances. The decision not to build an open world wasn\u2019t just a narrative or creative choice: it was an engineering budget decision that made UE5\u2019s most demanding features tractable for a team of 30.<\/p>\n\n\n\n<h3 class=\"wp-block-heading\">Fab Asset Pipeline<\/h3>\n\n\n\n<p>A detail that got less attention than it deserved: Sandfall used Epic\u2019s Fab marketplace (the successor to Quixel and the Unreal Marketplace) extensively, especially in early development. The art director noted that the team regularly used Epic\u2019s free monthly asset packs and would retexture and remodel them to fit the Clair Obscur visual style. Rocks appear throughout the game, and most of them started as free Fab assets.<\/p>\n\n\n\n<p>This isn\u2019t a shortcut in the pejorative sense. It is a professional decision to spend the art team\u2019s time on the distinctive and difficult, while using proven base assets for the generic. The results speak for themselves.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The Production Decisions That Made It Possible<\/h2>\n\n\n\n<p>The technical decisions were matched by a set of scope and design decisions that are equally worth studying.<\/p>\n\n\n\n<p><strong>No open world.<\/strong> This was the most consequential single decision the studio made. Open worlds require content at scale: traversal systems, ambient AI, procedural terrain filling, and hundreds of hours of environment design. By building a game with corridor exploration and arena combat, Sandfall could author every square meter of the game deliberately. The game clocks in at approximately 30 hours of content, which the team considered a deliberate choice: quality over quantity, every area intentional.<\/p>\n\n\n\n<p><strong>Turn-based combat.<\/strong> Sandfall\u2019s founders grew up on Final Fantasy and Persona. They believed AAA studios had abandoned turn-based RPGs, leaving a gap. Turn-based combat means combat encounters are controlled environments: the camera is authored, the timing is scripted, and the number of concurrent assets on-screen is predictable. That predictability is what allowed Sequencer-driven cinematics to work for every ability.<\/p>\n\n\n\n<p><strong>Outsourcing strategically.<\/strong> Battle animations are the most labor-intensive visual element in the game. Sandfall outsourced this work to an animation studio in Korea, which gave their small team access to animation quality they could not have produced in-house without hiring significantly more staff.<\/p>\n\n\n\n<p><strong>Publisher support for expansion work.<\/strong> Kepler Interactive absorbed costs that would have otherwise broken the production budget: the Hollywood voice cast, localization into multiple languages, and marketing. The $10 million figure for the development team covers what Sandfall directly controlled.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">What This Changes for Game Publishers and Studios<\/h2>\n\n\n\n<p>The commercial success of Clair Obscur has opened a conversation in the industry that has been building for years. The AAA cost structure, where a single game can cost $300 to $500 million, is increasingly difficult to justify given the current release pace. Multiple major studios have had expensive failures in the same year that Expedition 33 shipped.<\/p>\n\n\n\n<p>Sandfall\u2019s achievement doesn\u2019t prove that all games should be made this way. It proves that the specific combination of: a small, expert team; a mature engine with high-level tools; deliberate scope control; strategic outsourcing; and a clear creative vision can produce a game that competes for Game of the Year with titles that cost thirty times as much.<\/p>\n\n\n\n<p>Guillaume Broche said it clearly in an interview: \u201cWe are lucky to be early. Games like this are coming.\u201d<\/p>\n\n\n\n<p>The implication for publishers is that mid-budget, high-craft projects deserve serious investment consideration. The implication for developers is that access to Unreal Engine 5 means the quality ceiling is now a function of design talent and execution discipline, not team size or raw budget.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">What This Means for Studios Building Today<\/h2>\n\n\n\n<p>For any studio evaluating how to build an RPG, an action game, or any ambitious project on a constrained budget, the Sandfall case study provides a practical framework.<\/p>\n\n\n\n<p><strong>Start with the engine\u2019s strengths, not its marketing.<\/strong> Blueprints is not a second-class citizen in UE5. It is a production-grade system that delivered one of the year\u2019s best-reviewed games. If your team is small, Blueprint fluency across the whole team may be more valuable than deep C++ expertise concentrated in two or three engineers.<\/p>\n\n\n\n<p><strong>Choose a scope that matches your team size.<\/strong> The open-world decision is the most important design constraint Sandfall chose. A 30-person team cannot fill a 200-hour open world with interesting content. A 30-hour, handcrafted experience is a better fit, and the market has confirmed that players will pay for it.<\/p>\n\n\n\n<p><strong>Use Fab and the Unreal asset ecosystem professionally.<\/strong> The stigma around \u201casset store games\u201d exists for a reason, but it misses the point. Base assets retextured and integrated into a coherent art direction are not a weakness. They are leveraging.<\/p>\n\n\n\n<p><strong>Strategic outsourcing is not a compromise.<\/strong> Farming out animation to a specialized studio, localization to language experts, and voice recording to professionals who know how to run that process is what professional production looks like. A generalist team that does everything in-house is not necessarily better than a core team that partners expertly.<\/p>\n\n\n\n<p>At StudioKrew, these are principles we apply across our <a href=\"https:\/\/studiokrew.com\/game-development\">game development<\/a> projects. We have worked with studios at various scales that come to us with ideas that exceed their internal capacity, and the Sandfall model is a useful conversation anchor for what\u2019s achievable with the right production approach. Our <a href=\"https:\/\/studiokrew.com\/unreal-engine-game-development-company\">Unreal Engine game development company<\/a> team works in UE5, including Blueprint-heavy architectures, when that\u2019s the right decision for the project.<\/p>\n\n\n\n<p>For studios evaluating whether to <a href=\"https:\/\/studiokrew.com\/hire-game-developers\">hire game developers<\/a> to expand their team or work with a development partner, the Sandfall model suggests a third option worth considering: a small, highly capable core team, supported by specialists brought in for specific production needs.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The AAA Quality vs. AAA Budget Question<\/h2>\n\n\n\n<p>One of the most repeated phrases in coverage of Clair Obscur is \u201cAAA quality at AA budget.\u201d It\u2019s worth being precise about what this technically means and what it doesn\u2019t.<\/p>\n\n\n\n<p>The visual quality of Expedition 33, especially in its character rendering, lighting, and animation, genuinely rivals titles produced by studios ten times its size. This is directly attributable to UE5: Lumen lighting, Nanite geometry, MetaHumans for character creation, and Sequencer-driven cinematics are all systems that exist precisely to level the playing field.<\/p>\n\n\n\n<p>What Expedition 33 lacks is AAA content volume. There is no 150-hour completionist checklist. There are no endless side quests fanning out from an open-world hub. The game delivers approximately 30 hours of content at extremely high quality per hour. That density of craft is the trade-off.<\/p>\n\n\n\n<p>For the audience Sandfall targeted, that trade-off was exactly right. The question for any studio planning a new project is whether its target audience prioritizes depth of content or quality of experience per hour. Those are not the same question.<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1040\" height=\"585\" src=\"https:\/\/studiokrew.com\/blog\/wp-content\/uploads\/2026\/05\/AA-game-development-budget-versus-AAA-.webp\" alt=\"AA game development budget versus AAA quality output comparison for small game studios in 2026\" class=\"wp-image-1813\" srcset=\"https:\/\/studiokrew.com\/blog\/wp-content\/uploads\/2026\/05\/AA-game-development-budget-versus-AAA-.webp 1040w, https:\/\/studiokrew.com\/blog\/wp-content\/uploads\/2026\/05\/AA-game-development-budget-versus-AAA--768x432.webp 768w\" sizes=\"auto, (max-width: 1040px) 100vw, 1040px\" \/><\/figure>\n\n\n\n<p>This is directly relevant to the discussion around what <a href=\"https:\/\/studiokrew.com\/aaa-game-development-company\">AAA game development<\/a> actually requires in 2026. The Sandfall case suggests that AAA-quality presentation is now achievable without an AAA headcount, but that achieving it requires extremely disciplined scope management and deep engine expertise.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">Cross-Platform: One More Decision Worth Noting<\/h2>\n\n\n\n<p>Expedition 33 shipped on PlayStation 5, PC (Steam and the Epic Games Store), and Xbox Series X\/S, with day-one Game Pass availability on Xbox and PC. That\u2019s full current-gen coverage, and it required <a href=\"https:\/\/studiokrew.com\/cross-platform-game-development\">cross-platform game development<\/a> work that UE5 made significantly more manageable than it would have been on a custom engine or with heavier platform-specific customization.<\/p>\n\n\n\n<p>UE5\u2019s platform abstraction layer means that most rendering, physics, and audio systems work across platforms with minimal porting effort. The platform-specific work primarily focuses on certification compliance, controller input handling, and device-specific performance profiling. For a team of Sandfall\u2019s size, this was achievable without a dedicated platform porting team.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">FAQ<\/h2>\n\n\n\n<p><strong>How many people actually made Clair Obscur: Expedition 33?<\/strong><\/p>\n\n\n\n<p>The core development team at Sandfall Interactive numbered approximately 30 people. The game\u2019s credits list hundreds of contributors, reflecting the outsourced work (Korean animation studio, localization teams, marketing, voice production) and external partners Kepler Interactive managed. The GDC 2026 talk specifically noted that only four programmers supported the entire development on the Sandfall side.<\/p>\n\n\n\n<p><strong>Was the budget really under $10 million?<\/strong><\/p>\n\n\n\n<p>That figure was confirmed directly to The New York Times by Sandfall co-founder Guillaume Broche. The $10 million covers Sandfall\u2019s own development costs. It likely excludes some publisher-side costs that Kepler Interactive absorbed, including Hollywood talent fees and broader marketing expenditure. Even with those additions, the total production investment is a fraction of mainstream AAA budgets.<\/p>\n\n\n\n<p><strong>Why did they use Blueprints instead of C++?<\/strong><\/p>\n\n\n\n<p>With only four programmers on the team, writing everything in C++ would have made designers and artists dependent on programmer availability for every feature. Blueprint allowed designers and artists to build and iterate on gameplay systems directly. As Torres confirmed at GDC 2026, 95 percent of the game&#8217;s gameplay systems were built in Blueprints. The remaining C++ work handled the underlying systems that Blueprint nodes exposed.<\/p>\n\n\n\n<p><strong>Can other studios replicate what Sandfall did?<\/strong><\/p>\n\n\n\n<p>The honest answer is that the specific conditions are difficult to replicate exactly. Sandfall had an unusually experienced team for its size (the GDC talk acknowledged the audience was trying to copy their homework), a publisher willing to take a risk on a debut studio, and a creative vision that proved to match an underserved market. The specific technical playbook, Blueprint-first, vanilla UE5, deliberate scope control, strategic outsourcing, is absolutely replicable. Whether the creative and commercial outcome will be the same depends on many variables. But as Broche said, these kinds of games are coming. The playbook is now in the public domain.<\/p>\n\n\n\n<p><strong>What engine features were most important for achieving the visual quality?<\/strong><\/p>\n\n\n\n<p>Lumen for dynamic global illumination and ambient occlusion. Nanite for high-polygon character and environment geometry. MetaHumans for the realistic character renders. Sequencer for the cinematic combat system. And the Fab marketplace for base environmental assets that the team retextured and adapted. None of these required custom engine work, which is precisely why a 30-person team could use them effectively.<\/p>\n\n\n\n<h2 class=\"wp-block-heading\">The Lesson Is Not \u201cMake Small Games\u201d<\/h2>\n\n\n\n<p>It would be easy to read this case study and conclude that the lesson is simply \u201cmake smaller games.\u201d That misses the point.<\/p>\n\n\n\n<p>The lesson is that clarity of vision, disciplined scope, and genuine engine expertise are more predictive of quality outcomes than headcount or budget. Sandfall did not make a small game: they made a 30-hour RPG with cinematic combat, a fully voiced cast, multiple playable characters, an original score that charted on Billboard, and a world rich enough to warrant a live-action adaptation.<\/p>\n\n\n\n<p>They made that game with 30 people because they were precise about what they were making, disciplined about what they were not, and skilled with the tools they chose.<\/p>\n\n\n\n<p>That is a model worth studying regardless of the scale you\u2019re operating at.<\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p><em>StudioKrew is a game and software development studio based in India, working with clients across India, the UAE, the UK, Europe, and North America. Our teams work across Unity, Unreal Engine 5, and cross-platform pipelines. If you\u2019re evaluating a game project and want to discuss production approach, team structure, or engine selection, we\u2019re happy to have that conversation.<\/em><\/p>\n\n\n\n<hr class=\"wp-block-separator has-alpha-channel-opacity\"\/>\n\n\n\n<p><strong>Tags:<\/strong> Clair Obscur game development, AA game development 2026, small studio AAA quality, Unreal Engine 5 RPG development, how to build an RPG game, Sandfall Interactive case study, Blueprint game development, UE5 Lumen Nanite, game development budget 2026<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Clair Obscur: Expedition 33 won Game of the Year, sold 8 million copies, and cost less than $10 million to build. The core team was 30 people, only four of them programmers, and 95% of the game was built in Unreal Engine 5&#8217;s Blueprint system without writing a single line of C++. This is a detailed breakdown of exactly how Sandfall Interactive did it: the engine decisions, the scope choices, the outsourcing strategy, and what every game developer and publisher can learn from the most studied production achievement in recent gaming history.<\/p>\n","protected":false},"author":1,"featured_media":1811,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[49,78,109],"tags":[155,62,154,106],"class_list":["post-1810","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-game-posts","category-success-story","tag-game-development-case-study","tag-game-development-service","tag-rpg-game-development","tag-unreal-game-development-services"],"_links":{"self":[{"href":"https:\/\/studiokrew.com\/blog\/wp-json\/wp\/v2\/posts\/1810","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/studiokrew.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/studiokrew.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/studiokrew.com\/blog\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/studiokrew.com\/blog\/wp-json\/wp\/v2\/comments?post=1810"}],"version-history":[{"count":1,"href":"https:\/\/studiokrew.com\/blog\/wp-json\/wp\/v2\/posts\/1810\/revisions"}],"predecessor-version":[{"id":1814,"href":"https:\/\/studiokrew.com\/blog\/wp-json\/wp\/v2\/posts\/1810\/revisions\/1814"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/studiokrew.com\/blog\/wp-json\/wp\/v2\/media\/1811"}],"wp:attachment":[{"href":"https:\/\/studiokrew.com\/blog\/wp-json\/wp\/v2\/media?parent=1810"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/studiokrew.com\/blog\/wp-json\/wp\/v2\/categories?post=1810"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/studiokrew.com\/blog\/wp-json\/wp\/v2\/tags?post=1810"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}