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  • Clair Obscur: Expedition 33 director says the studio itself is “like an RPG party” of people who came together randomly, and treating “stupid ideas” seriously is essential
Clair Obscur: Expedition 33 director says the studio itself is “like an RPG party” of people who came together randomly, and treating “stupid ideas” seriously is essential

Clair Obscur: Expedition 33 director says the studio itself is “like an RPG party” of people who came together randomly, and treating “stupid ideas” seriously is essential

By on May 20, 2025 0 7 Views
(Image credit: Sandfall Interactive)

Clair Obscur: Expedition 33’s creator, Sandfall Studios, notably discovered its lead writer through an unexpected Reddit audition for voice talent. Director Guillaume Broche mentions that this incident serves as the foundation of the entire studio.

“In essence, the entire narrative of Sunfall resembles an RPG team where I simply send an email to someone, and they immediately respond, ‘Sure, let’s collaborate,'” Broche reveals in an interview with Pirate Software.

Several members of Sandfall were recruited through ArtStation, while others emerged from lesser-known indie projects. The outcome is a remarkable ensemble of nearly thirty core developers who have delivered the highest-rated game of 2025 to date and received a recognition from the president of France.

“It’s truly a team that came together in very random ways, but somehow the chemistry worked,” Broche continues. “This is our debut project, and many team members are rather inexperienced. For many of us, this is our first game launch. It’s rather astonishing that we were fortunate enough to assemble such an incredible team right off the bat.”

A compact team can significantly enhance various elements of game production, particularly in communication and camaraderie. Broche emphasizes that frequently and openly sharing even seemingly “silly” ideas was integral to Sandfall’s creative journey.

“Our primary method of crafting engaging content is simply by brainstorming ridiculous ideas,” he states. “We have an abundance of silly concepts. Each lunch, we brainstorm nonsensical and whimsical ideas, and without large corporate meetings for validation, we usually just take a chance.”

“If someone has a notion and decides to give it a go, and it turns out entertaining, it’s like, ‘Hey Guillaume, check this out!’ And I’m like, ‘Wow, this is enjoyable,’ and we integrate it into the game. If it requires further refinement, we refine it. Generally, we welcome everyone’s creativity. I believe that’s our primary strength, as we allow enough room for everyone to inject their essence into the game, while also maintaining a clear artistic vision for where we aim to go.”

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As I approach the conclusion of Expedition 33, it seems that spontaneity and humor have added a light-hearted touch to the game. It’s a deeply amusing, whimsical journey that can also deliver an emotional punch, and Broche acknowledges he missed that balance of drama and humor in the games he had encountered. Be the change you wish to see in the world, and perhaps reach out to that stranger just to explore the possibilities.

“That was me at three in the morning trying to come up with something”: Clair Obscur: Expedition 33’s most comical moment came to its writer when she was extremely, very tired.

Austin has been a gaming journalist for 12 years, having contributed freelance work to publications like PC Gamer, Eurogamer, IG

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