Clair Obscur's famously small (but not that small) developer isn't interested in becoming less not-that-small: 'I think it's good to have limitations when you are creative'

A character in Clair Obscur: Expedition 33 wearing round glasses and a beret in the sunlight
(Image credit: Sandfall Interactive)

Sandfall Interactive, developer of this year's megahit Clair Obscur: Expedition 33, is a famously small developer. So small, in fact, that there was a whole discourse earlier this year about how miniscule the studio is. That lasted right up until another discourse (possibly part of the same discourse) that Sandfall Interactive is actually not that small at all.

It was, without a shadow of a doubt, the most annoying debate the industry engaged in this year. Yet regardless of how small or large Sandfall Interactive is, CEO Guillaume Broche isn't interested in making the studio any bigger. Speaking to Edge (via GamesIndustry) Broche explained that he's more interested in making games than bulking out the team.

Broche was also asked to spill the secrets behind Expedition 33's success, which led it to sell over five million copies and win a whopping nine Game Awards—more than Baldur's Gate 3. After qualifying that every developer is "very different", Broche explained that Sandfall built its internal processes around its team, rather than vice-versa.

Clair Obscur: Expedition 33 - Launch Trailer | PS5 Games - YouTube Clair Obscur: Expedition 33 - Launch Trailer | PS5 Games - YouTube
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"I think the secret is to adapt the game to the team you have and not the other way around," he said. "And mostly, it's not about processes, it's making a game that you want to play. It's contradictory, but [try to] not care too much about the players, because if you care about your game, it means you care about the players ultimately. \

"The best way for me to care about people is to make something that is sincere. If it feels human, [even] if there are little flaws here and there, it's forgivable. It just has to have a strong soul and identity."

One thing Broche didn't mention regarding Expedition 33's success or its team-size was generative AI. Shortly after the game's release in April, fans spotted numerous cases of apparent AI generated textures in the game. These were quickly removed by Sandfall in a patch, with the patch notes claiming they were a "placeholder texture."

Sandfall's cofounder, François Meurisse, copped to using generative AI in Expedition 33's development in June, admitting the studio used "some AI, but not much" (Google translated). That article has since been updated to state that "there is no element made with generative AI in the game."

This hasn't stopped the Indie Game Awards from pulling two gongs it handed out to Sandfall's J-coded RPG. The awards body takes a "hard stance" against generative AI use in game development, as explained in its FAQs. According to committee member Mike Towndrow, Sandfall had stated that no gen AI was used in the making of the game in its submission for the awards. However, "on the day of the premiere, Sandfall Interactive did, in fact, confirm that gen AI was used in the making of Expedition 33."

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Contributor

Rick has been fascinated by PC gaming since he was seven years old, when he used to sneak into his dad's home office for covert sessions of Doom. He grew up on a diet of similarly unsuitable games, with favourites including Quake, Thief, Half-Life and Deus Ex. Between 2013 and 2022, Rick was games editor of Custom PC magazine and associated website bit-tech.net. But he's always kept one foot in freelance games journalism, writing for publications like Edge, Eurogamer, the Guardian and, naturally, PC Gamer. While he'll play anything that can be controlled with a keyboard and mouse, he has a particular passion for first-person shooters and immersive sims.

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