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title: Clair Obscur Expedition 33: Small Team, Massive Game Clip #1
description: A developer from Clair Obscur: Expedition 33 explains the buff system architecture underlying status effects, equipment passives, hero unique mechanics, and...
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og:description: A developer from Clair Obscur: Expedition 33 explains the buff system architecture underlying status effects, equipment passives, hero unique mechanics, and...
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# Clair Obscur Expedition 33: Small Team, Massive Game Clip #1

**[GDC Festival of Gaming](https://daily.dev/sources/gdcfestivalofgaming)** · 1 min read · 0 upvotes · 0 comments

## Summary

A developer from Clair Obscur: Expedition 33 explains the buff system architecture underlying status effects, equipment passives, hero unique mechanics, and enemy behaviors. Buffs inherit from a base class with activation and deactivation events, and expose gameplay hooks that designers can override to modify damage, trigger healing, or grant action points. Multiple phases of damage calculation and Blueprint-based event dispatchers give designers flexibility to build complex effects from simple building blocks.

## Full article

daily.dev links to this article rather than hosting it. Read it at the original source: <https://www.youtube.com/watch?v=R7GM91PhNUw>

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---

Tags: [#game-development](https://daily.dev/tags/game-development), [#unreal-engine](https://daily.dev/tags/unreal-engine)

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