Small Team, Big Dreams: Expedition 33's Vision for Game Development

08/04/2025

In the vibrant realm of video game creation, the masterminds behind \"Clair Obscur: Expedition 33\" are charting an unconventional course, advocating for a streamlined, more intimate development team. This strategy stands in stark contrast to the prevailing industry tendency of continuously expanding studio sizes. The core philosophy centers on the belief that a smaller, meticulously curated group of individuals can yield superior creative outcomes, particularly within the demanding genre of role-playing games.

The Visionary Approach of Sandfall Interactive: Crafting Expedition 33 with Precision and Passion

At the heart of this innovative approach are Creative Director Guillaume Broche and Lead Programmer Tom Guillermin from Sandfall Interactive. Their conviction, publicly shared in a recent dialogue with Automaton Japan, is that their current team composition is perfectly sized for producing a premium turn-based RPG. They articulate that a more agile and compact team fosters greater cohesion and enables a deep focus on artistic integrity and technical excellence.

Broche elaborated on the specific allocation of talent within their studio: five individuals dedicated to environmental design, two shaping the narrative, and a core group of three to six experts refining cinematics. The auditory landscape of the game, a critical component, was meticulously crafted by a quartet of sound specialists. He highlighted the rigorous recruitment process undertaken by Sandfall Interactive post-establishment, involving over 200 interviews to assemble their foundational team. This stringent selection was further complemented by Broche's unconventional pursuit of emerging talent through platforms like Reddit and Soundcloud, where he discovered, for instance, the game's acclaimed composer and lead writer.

A notable aspect of Sandfall's recruitment strategy involves embracing fresh talent directly from academia. Broche proudly mentioned that their Visual Effects artist and character designer embarked on their professional journeys with \"Clair Obscur: Expedition 33\" as their inaugural project. He posited that their limited prior work experience proved advantageous, enabling them to seamlessly integrate into and adapt to Sandfall's distinctive work methodology, unburdened by preconceived notions of industry standards.

This discerning eye for talent has evidently borne fruit, given the game's highly praised soundtrack and its significant impact within the gaming community. The project has garnered considerable industry attention, culminating in invitations for the developers to engage in insightful discussions with celebrated figures such as Hideo Kojima and representatives from Square Enix, facilitating a rich exchange of creative visions and ideas.

From the perspective of an avid observer of the gaming industry, the steadfast commitment of Broche and his team to maintaining a focused and efficient studio structure is truly commendable. In an era marked by numerous cautionary tales of rapid, unchecked expansion leading to operational challenges—a fate that even the creators of \"Helldivers 2\" narrowly avoided over an extended development period—Sandfall's deliberate approach offers a refreshing and potentially more sustainable model for success. One can only hope that this prudent strategy will continue to shield them from the pitfalls of overly ambitious growth, allowing them to flourish and innovate within their chosen scale.