Blueprints: Blending System Architecture and Creativity
summary
Deep Silver Dambuster Studios uses Blueprints across departments with a Technical Design team that bridges code and design, enforces standards, and runs reviews and Asset validation; they avoid no Level script and no Tick patterns, ban Delay nodes in favor of timers, centralize shared logic, and expose designers to data Assets for consistent sandbox items. They build Blueprint interfaces, a mission-editor Plugin with in-Editor visualization, a Blueprint-links viewer, and a Cinematic Root Actor to keep 30 cutscenes across 12 levels movable and reliable.
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chapters (24)
- 0:00Intro
- 0:23Overview
- 0:38Game Creation
- 3:15Our Blueprint Approach
- 4:20Blueprint Standards
- 5:51Comments and Functions
- 6:16Reroute Nodes
- 6:29Function Input Getter
- 6:45Menu Alignment Option
- 7:07ITidy Blueprints
- 7:47Style Standards
- 8:22Architecture Standards No Tick
- 10:23Blueprint Reviews
- 11:39Asset Validation
- 14:39Scenario Creation
- 15:35Utility Blueprint
- 16:41Utility Response
- 17:44Blueprint Links
- 19:02Objectives
- 21:28Quests
- 22:17Sandbox
- 23:30Narrative Beats
- 26:07Cinematics
- 27:57Questions?








