Hear from @SamReadGraves, creator of ReadGraves, for a behind-the-scenes look at how @TaskTimeGame used Unreal Engine Blueprints, Material Editor, EOS, and more to bring the gameshow-inspired competitive party game to life. Check out the game and join the playtest! 🧵
Oct 29, 2025 · 2:01 PM UTC
“Developing Task Time entirely in Blueprints let us lean into Unreal’s visual scripting at scale. We’ve built systems that handle thousands of dynamic objects and developed over 500,000 mini-game variations”
“Using the Material Editor with Vertex Colors meant we didn’t need to unwrap or texture 99% of our assets, saving thousands of hours. It also gave us the freedom to recolor cosmetics and props instantly, streamlining the entire art pipeline."
“Unreal’s retargeting and rigging tools gave us a flexible animation pipeline. Here we created over 150 emotes and item interactions that bring out every Taskling’s personality!”
“Using EOS and Redpoint’s EOS Online Framework for Blueprints let us integrate cross-play and multiplayer functionality across multiple platforms seamlessly. Having all core systems exposed to Blueprints kept development fast and iteration effortless.”





