{"id":70179,"date":"2026-07-29T00:00:00","date_gmt":"2026-07-28T15:00:00","guid":{"rendered":"https:\/\/automaton-media.com\/en\/?p=70179"},"modified":"2026-07-28T17:01:37","modified_gmt":"2026-07-28T08:01:37","slug":"clair-obscur-expedition-33-director-eliminating-limitations-is-a-big-mistake-we-talk-to-sandfall-interactive-about-staying-small-japanese-influences","status":"publish","type":"post","link":"https:\/\/automaton-media.com\/en\/interviews\/clair-obscur-expedition-33-director-eliminating-limitations-is-a-big-mistake-we-talk-to-sandfall-interactive-about-staying-small-japanese-influences\/","title":{"rendered":"Clair\u00a0Obscur: Expedition 33 director says eliminating limitations\u00a0in development\u00a0is a\u00a0&#8220;big mistake.&#8221;\u00a0We talk to\u00a0Sandfall\u00a0Interactive about staying small, Japanese influences, and\u00a0what&#8217;s\u00a0next\u00a0"},"content":{"rendered":"\n<p class=\"wp-block-paragraph\">Epic Games Japan and&nbsp;Sandfall&nbsp;Interactive recently hosted a&nbsp;<strong>Clair&nbsp;Obscur: Expedition 33<\/strong>&nbsp;postmortem event in Yokohama, Japan, offering a behind-the-scenes look at the development of 2025&#8217;s Game of the Year. After the presentation, AUTOMATON sat down with the developers to discuss their Japanese influences, their views on JRPGs, why Unreal Engine&nbsp;was the right choice for&nbsp;their&nbsp;small team, and why the studio has no intention of significantly increasing its headcount.&nbsp;&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Participants are as follows:\u00a0<br>\u00a0<br><strong>Guillaume Broche<\/strong>\u00a0\u2013\u00a0Sandfall\u00a0Interactive CEO\u00a0and\u00a0Creative Director\u00a0\u00a0<br><strong>Tom\u00a0Guillermin<\/strong>\u00a0\u2013\u00a0Sandfall\u00a0Interactive\u00a0Co-founder and\u00a0CTO\u00a0\u00a0<br><strong>Alan Reynaud\u00a0<\/strong>\u2013\u00a0Lead Character\u00a0and\u00a0Concept Artist<br><strong>Alexandre Breton<\/strong>\u00a0\u2013\u00a0Technical Artist\u00a0<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For more about\u00a0Sandfall\u00a0Interactive&#8217;s views on <a href=\"https:\/\/automaton-media.com\/en\/interviews\/its-a-sad-decision-clair-obscur-expedition-33-developers-on-the-end-of-physical-disc-production-and-why-they-pushed-for-a-physical-release-despite-the-drawbacks\/\" target=\"_blank\" rel=\"noreferrer noopener\">physical disc production ending<\/a>, check out\u00a0part two of this interview.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1372\" height=\"824\" sizes=\"auto, (max-width: 1372px) 100vw, 1372px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/20260728-70179-header.jpg\" alt=\"\" class=\"wp-image-70184\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/20260728-70179-header.jpg 1372w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/20260728-70179-header-380x228.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/20260728-70179-header-768x461.jpg 768w\" \/><\/figure>\n\n\n\n<h2 id=\"making-a-game-that-would-fill-the-gap-left-by-lost-odyssey\" class=\"wp-block-heading\">Making a game that would fill the gap left by Lost Odyssey<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\" id=\"making-a-game-that-would-fill-the-gap-left-by-lost-odyssey\"><br><strong>\u2014Could\u00a0you\u00a0tell me\u00a0about the influence Japanese games and anime have had on your approach to game design? What were\u00a0some of\u00a0the biggest Japanese influences on Expedition 33?<\/strong>\u00a0<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Guillaume Broche:&nbsp;<\/strong>Growing up,&nbsp;I&#8217;d&nbsp;say&nbsp;95% of the games I was playing were Japanese games, so&nbsp;I&#8217;ve&nbsp;always been super influenced by them.&nbsp;My first&nbsp;real video&nbsp;game memory was Final Fantasy VIII on PS1. Before that,&nbsp;I&#8217;d&nbsp;also played some games on&nbsp;the Mega&nbsp;Drive, but they were smaller&nbsp;titles&nbsp;and I&nbsp;don&#8217;t&nbsp;remember them very well because I was too young.&nbsp;But to this day, JRPGs in particular continue to be one of my favorite genres.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">And&nbsp;of course, one of the main influences in my life is&nbsp;the&nbsp;Final Fantasy&nbsp;series&nbsp;and the&nbsp;work of Hironobu Sakaguchi, including titles like Lost Odyssey&nbsp;and&nbsp;Blue Dragon.&nbsp;Other JRPGs that have influenced me include the Shin Megami Tensei and Persona series, the Atelier series, and Tales of&nbsp;Vesperia.&nbsp;I&#8217;ve&nbsp;said it a million times by now, but I&nbsp;pretty much play&nbsp;almost all JRPGs available at the time. Not every single one, but really a lot.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Obviously,&nbsp;Expedition 33\u2019s gameplay is very much inspired by the older Final Fantasy&nbsp;games.&nbsp;It\u2019s&nbsp;turn-based,&nbsp;and you have three characters facing three monsters, so they were definitely a massive inspiration.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1531\" height=\"855\" sizes=\"auto, (max-width: 1531px) 100vw, 1531px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/20260728-70179-1jpg.jpg\" alt=\"\" class=\"wp-image-70185\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/20260728-70179-1jpg.jpg 1531w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/20260728-70179-1jpg-380x212.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/20260728-70179-1jpg-768x429.jpg 768w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Also, as I grew up, I think&nbsp;I&#8217;d&nbsp;been&nbsp;missing that kind of game&nbsp;ever&nbsp;since Lost Odyssey. Lost Odyssey was,&nbsp;for me,&nbsp;the last&nbsp;big realistic&nbsp;turn-based game. You&nbsp;still have titles like&nbsp;Yakuza&nbsp;and Persona&nbsp;coming out&nbsp;now, but&nbsp;they&#8217;re&nbsp;more stylized.&nbsp;On the other hand, I felt like the grand, epic, realistic&nbsp;kind of turn-based&nbsp;games&nbsp;like&nbsp;Final&nbsp;Fantasy X and Last&nbsp;Odyssey&nbsp;didn&#8217;t&nbsp;exist anymore.&nbsp;Since&nbsp;that&#8217;s&nbsp;my&nbsp;favorite&nbsp;type of game&nbsp;personally, I just&nbsp;wanted to make it.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014How about anime? I believe&nbsp;you&#8217;ve&nbsp;mentioned being a big Ghibli fan, but have you drawn influence from any&nbsp;specific titles?<\/strong>&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Guillaume Broche:<\/strong>&nbsp;Yes,&nbsp;I know that for a lot of people in the West, Disney is a big part of their childhood memories, but for me, it&#8217;s Ghibli. Especially Spirited Away. I think I&#8217;ve seen that movie 50 times, no joke. It\u2019s a masterpiece from A to Z, and I also love other films by the studio.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Also, I think one of the anime that inspired me for Expedition 33\u2019s story was Attack on Titan. I really like the idea of a group of heroes fighting together, and I especially love the uniform. When you see any character from Attack on Titan, you instantly know they\u2019re an Attack on Titan character because of the uniform. That\u2019s something I really wanted to bring over into Expedition 33, making the game recognizable just from its uniforms.\u00a0<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">In fact, I\u2019m rewatching Attack on Titan right now because I haven&#8217;t watched it for at least six years. I&#8217;m on season four now, almost at the end, and really, it\u2019s an absolute masterpiece for me.&nbsp;&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Alan Reynaud:<\/strong>&nbsp;For the characters, there were a lot of anime that had a big influence on us. One of them is Bleach. I have to mention Bleach because the character designs in the series are spectacular. One of the things we took from it was designs that are super simple yet incredibly memorable. We wanted to have something like that, with a \u201crule of cool\u201d approach. I&#8217;d say that was a big inspiration for the character creation.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014I<\/strong><strong>n your acceptance speech after winning Game of The Year, you extended thanks to Hironobu Sakaguchi. Could you tell me more about&nbsp;why&nbsp;you decided to&nbsp;thank him specifically?<\/strong>&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Guillaume Broche:&nbsp;<\/strong>Because I see him as the original man behind Final Fantasy, which very obviously inspired me.&nbsp;It\u2019s&nbsp;the&nbsp;series that really made me fall in love with video games. And&nbsp;I\u2019ve&nbsp;played&nbsp;literally all&nbsp;of them.&nbsp;It&#8217;s&nbsp;one&nbsp;of, or maybe&nbsp;the most influential series in my life. I know all the characters by heart, and I know all the music by heart. The Final Fantasy soundtracks are&nbsp;probably the&nbsp;soundtracks&nbsp;I\u2019ve&nbsp;listened to the most in my entire life. Simply,&nbsp;it&#8217;s&nbsp;a universe&nbsp;I&#8217;ve&nbsp;been living in ever since I was little, and&nbsp;it&#8217;s&nbsp;the only one that has so strongly ingrained itself in me.&nbsp;<br>&nbsp;<br>We went to Akihabara yesterday and the day before. There was a Final Fantasy&nbsp;Eorzea&nbsp;Cafe, and I was&nbsp;literally like&nbsp;a kid going, \u201cThis is so cool!\u201d (laughs).&nbsp;It&#8217;s&nbsp;so important to me that I just thought it would be right to thank the person that allowed us to ship the game through their influence.&nbsp;&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">It&#8217;s&nbsp;also the message of the game &#8211; &#8220;For those who come after.&#8221; What you make today can influence what others make tomorrow.&nbsp;That&#8217;s&nbsp;why I wanted to express respect toward the one who laid the trail for us.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-embed is-type-rich is-provider-x wp-block-embed-x\"><div class=\"wp-block-embed__wrapper\">\n<blockquote class=\"twitter-tweet\" data-width=\"550\" data-dnt=\"true\"><p lang=\"en\" dir=\"ltr\">What a night at <a href=\"https:\/\/x.com\/hashtag\/TheGameAwards?src=hash&amp;ref_src=twsrc%5Etfw\">#TheGameAwards<\/a>!<br>As our team celebrates this unforgettable evening, we want to raise our glasses and celebrate with you \ud83e\udd42<br><br>Thank you to everyone who helped bring Clair Obscur: Expedition 33 to life. Thank you to all our players for your passion, the love you\u2019ve\u2026 <a href=\"https:\/\/t.co\/gfWrt6VUQR\">pic.twitter.com\/gfWrt6VUQR<\/a><\/p>&mdash; Sandfall Interactive &#8211; CO:E33 out now! (@SandfallGames) <a href=\"https:\/\/x.com\/SandfallGames\/status\/1999393120858046876?ref_src=twsrc%5Etfw\">December 12, 2025<\/a><\/blockquote><script async src=\"https:\/\/platform.x.com\/widgets.js\" charset=\"utf-8\"><\/script>\n<\/div><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014<\/strong><strong>What,&nbsp;in your opinion,&nbsp;are&nbsp;the main differences&nbsp;between Western RPGs and Japanese RPGs?<\/strong>&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Guillaume Broche:&nbsp;<\/strong>I think&nbsp;&#8220;RPG&#8221;&nbsp;is&nbsp;a very big&nbsp;term. There are a lot of different games that are considered RPGs.&nbsp;Perhaps,&nbsp;when&nbsp;we think about Western RPGs, we think more of games like Baldur\u2019s Gate, Fallout or Skyrim, where the character you play changes the story and you&nbsp;kind of&nbsp;become&nbsp;the&nbsp;protagonist&nbsp;yourself.&nbsp;You make choices that&nbsp;affect how&nbsp;other characters react and&nbsp;how the story&#8217;s ending plays out. In general,&nbsp;I&#8217;d&nbsp;say Western RPGs let you&nbsp;make your own story, though not all the time.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">On the other hand, with&nbsp;Japanese RPGs,&nbsp;you get a protagonist, you get the characters, and&nbsp;the story&nbsp;being&nbsp;told is quite linear.&nbsp;I personally prefer&nbsp;this&nbsp;because I feel like it allows you to tell a stronger story and make&nbsp;more memorable characters. But there are also a lot of&nbsp;very good&nbsp;Western RPGs where you feel like you are directing the story yourself because&nbsp;of the choices you&nbsp;get to&nbsp;make. In&nbsp;JRPGs, you&nbsp;do&nbsp;get some smaller&nbsp;choices, but in general, the story is linear, the ending is&nbsp;the&nbsp;ending,&nbsp;and the beginning is the beginning, from A to Z. I feel&nbsp;that&#8217;s&nbsp;the main&nbsp;distinguishing factor,&nbsp;apart from the obvious&nbsp;differences in&nbsp;art direction,&nbsp;writing direction and&nbsp;the like. But in terms of gameplay,&nbsp;I think&nbsp;that&#8217;s&nbsp;the main difference.&nbsp;&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014<\/strong><strong>Where does your preference lie between turn-based versus action combat?<\/strong>&nbsp;<br>&nbsp;<br><strong>Guillaume Broche:<\/strong>&nbsp;I&nbsp;don&#8217;t&nbsp;have a&nbsp;preference, actually.&nbsp;I think it&nbsp;really&nbsp;depends.&nbsp;Sometimes I can go for either genre as long as the game is good.&nbsp;Sometimes I just want to play a turn-based game, and other times, I just want to play an action game. When I start a game, I almost&nbsp;don\u2019t&nbsp;care if&nbsp;it\u2019s&nbsp;turn-based or action,&nbsp;as long as&nbsp;the combat system is tight and the surrounding aspects like the story and characters are good.&nbsp;<br>&nbsp;<br>For me,&nbsp;it&#8217;s&nbsp;like being asked if I prefer pizza or sushi. You&nbsp;can&#8217;t&nbsp;compare them. I love both. (laughs)&nbsp;<\/p>\n\n\n\n<h1 id=\"a-switch-2-port-would-be-a-big-technical-challenge\" class=\"wp-block-heading\">A Switch 2 port would be a big technical challenge&nbsp;<\/h1>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014When developing Expedition 33, w<\/strong><strong>hat were the main benefits of using Unreal Engine, as opposed to other game engines?&nbsp;<\/strong>&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Guillaume Broche:&nbsp;<\/strong>Blueprints. (laughs) For real.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For starters,&nbsp;Unreal Engine has all the tools you need to make a game that looks big, even if you&#8217;re not a big team. And we were very lucky with the release&nbsp;timing of some of&nbsp;Unreal&#8217;s newer tools.&nbsp;Unreal Engine 5&nbsp;itself&nbsp;came at the right time in production,&nbsp;then&nbsp;Meta Human came at the right time,&nbsp;and&nbsp;so did&nbsp;Nanite&nbsp;and&nbsp;Lumen&nbsp;\u2013&nbsp;&nbsp;everything came at the right time. So we were very lucky with that.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I&#8217;d&nbsp;say it&nbsp;empowers&nbsp;small teams&nbsp;to make things that look a lot bigger than&nbsp;what they could&nbsp;produce without it.&nbsp;Basically,&nbsp;it&nbsp;gives you all the tools you need to make something great.&nbsp;Blueprints, especially,&nbsp;are&nbsp;very important. Blueprints&nbsp;are&nbsp;like a visual scripting method that allows&nbsp;pretty much anybody&nbsp;in the team to write code&nbsp;thanks to how easy it is.&nbsp;It&#8217;s&nbsp;like&nbsp;chaining&nbsp;blocks together.&nbsp;In&nbsp;our&nbsp;studio,&nbsp;we have four programmers, but every game designer&nbsp;and&nbsp;every technical artist&nbsp;uses&nbsp;Blueprints to make game logic or environment logic,&nbsp;and&nbsp;that&#8217;s&nbsp;crucial for us to be able to ship this kind of game and this kind of quality.&nbsp;&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Alexandre Breton:\u00a0<\/strong>Also, this\u00a0is something\u00a0I mentioned in my conference,\u00a0but for me, Blueprints\u00a0are\u00a0part of an ecosystem.\u00a0It\u2019s\u00a0visual scripting,\u00a0so\u00a0it\u2019s\u00a0very ludic\u00a0and\u00a0you can learn it very easily.\u00a0It&#8217;s\u00a0part of an ecosystem because a lot of people are using it\u00a0and\u00a0sharing\u00a0content, so you can\u00a0also find resources like\u00a0tutorials everywhere.\u00a0You can also find Blueprint Packs\u00a0and learn from them. People give them away for free or sell\u00a0them, and\u00a0it\u2019s\u00a0never too expensive. Overall,\u00a0it\u2019s\u00a0a\u00a0system\u00a0that\u2019s\u00a0very cool to use.\u00a0<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1377\" height=\"814\" sizes=\"auto, (max-width: 1377px) 100vw, 1377px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/20260728-70179-002.jpg\" alt=\"\" class=\"wp-image-70186\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/20260728-70179-002.jpg 1377w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/20260728-70179-002-380x225.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/20260728-70179-002-768x454.jpg 768w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014I think your fans\u00a0are quite curious about\u00a0a\u00a0Switch\u00a02 version.\u00a0Do you think Expedition 33 would be able to run on\u00a0the Switch\u00a02? And\u00a0do you have any such plans at the moment?<\/strong>\u00a0<br>\u00a0<br><strong>Guillaume Broche:<\/strong>\u00a0We\u00a0are interested in looking for a way to do it,\u00a0but\u00a0it\u2019s\u00a0too\u00a0early for us to announce anything at this point.\u00a0<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Tom Guillermin:<\/strong>&nbsp;It&#8217;s&nbsp;a big technical challenge because&nbsp;we&nbsp;tried to do something beautiful with&nbsp;the&nbsp;game,&nbsp;but&nbsp;of course,&nbsp;the&nbsp;Switch 2 is not as powerful&nbsp;as&nbsp;the PlayStation&nbsp;or the&nbsp;Xbox Series X. So,&nbsp;it&#8217;s&nbsp;an important thing&nbsp;for us to&nbsp;consider, especially&nbsp;given the size of our studio.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014<\/strong><strong>Do you think Unreal Engine 5 is also a challenge when trying to bring Expedition 33 to&nbsp;the Switch&nbsp;2?<\/strong>&nbsp;<br>&nbsp;<br><strong>Guillaume Broche:<\/strong>&nbsp;Yes, a&nbsp;lot of features&nbsp;don&#8217;t&nbsp;work on Switch 2.&nbsp;&nbsp;<br>&nbsp;<br><strong>Alan Reynaud:<\/strong>&nbsp;They\u2019re&nbsp;introducing features like Lumen Lite&nbsp;now, which is easier to run than the standard Lumen, but these things take time to roll out, so&nbsp;we\u2019ll&nbsp;have to consider the updates coming from Unreal Engine to&nbsp;determine&nbsp;what to do.&nbsp;<\/p>\n\n\n\n<h1 id=\"expedition-33-is-what-it-is-because-of-the-limitations-we-faced-eliminating-them-would-be-mistake-your-studio-location-is-quite-unique-like-a-big-mansion-it-s-quite-unusual-compared-to-japanese-offices-what-s-the-story-behind-it\" class=\"wp-block-heading\">Expedition 33 is what it is because of the limitations we faced.\u00a0Eliminating\u00a0them would be a mistake\u00a0\u00a0<\/h1>\n\n\n\n<p class=\"wp-block-paragraph\" id=\"expedition-33-is-what-it-is-because-of-the-limitations-we-faced-eliminating-them-would-be-mistake-your-studio-location-is-quite-unique-like-a-big-mansion-it-s-quite-unusual-compared-to-japanese-offices-what-s-the-story-behind-it\"><strong>\u2014Your studio location is quite unique, like\u00a0a big mansion.\u00a0It\u2019s\u00a0quite\u00a0unusual\u00a0compared\u00a0to Japanese offices.\u00a0What\u2019s\u00a0the story behind it?<\/strong>\u00a0<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Guillaume Broche:&nbsp;<\/strong>I&nbsp;wouldn&#8217;t&nbsp;call it&nbsp;big,&nbsp;it&#8217;s&nbsp;not&nbsp;<em>super<\/em>&nbsp;big&nbsp;(laughs).&nbsp;But the office&nbsp;space&nbsp;we\u2019d&nbsp;used before, when we had around 10 people on board, was&nbsp;quite&#8230;&nbsp;let&#8217;s&nbsp;say&nbsp;bad quality. And very, very small.&nbsp;<br>&nbsp;<br>When we got money from&nbsp;our&nbsp;publisher and decided to build a team, we were looking for offices,&nbsp;and the Montpellier municipal government gave us the opportunity to visit what we call \u201cThe Manor\u201d now. When we visited,&nbsp;we\u2019d&nbsp;already made the manor in&nbsp;our&nbsp;game,&nbsp;and when we opened&nbsp;the&nbsp;door,&nbsp;we just went \u201cIt\u2019s the same!\u201d (laughs).&nbsp;That\u2019s&nbsp;why&nbsp;we just had to take it.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Our philosophy was, if you come to the office,&nbsp;it&nbsp;shouldn\u2019t&nbsp;feel like&nbsp;coming&nbsp;to an office,&nbsp;it should&nbsp;feel like entering&nbsp;a&nbsp;house&nbsp;where&nbsp;you\u2019re&nbsp;just making games with friends. We wanted it to feel warm.&nbsp;So now, we have this manor,&nbsp;though&nbsp;it&#8217;s&nbsp;not like a massive manor with crazy gardens and everything.&nbsp;It\u2019s&nbsp;quite small, but&nbsp;everybody\u2019s&nbsp;close to each&nbsp;other,&nbsp;which makes it easier to communicate.&nbsp;We&nbsp;also&nbsp;have a garden&nbsp;now&nbsp;where we play P\u00e9tanque&nbsp;and Ping Pong&nbsp;regularly.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">I think&nbsp;it&#8217;s really important for us,&nbsp;in order to&nbsp;keep&nbsp;this&nbsp;independent spirit,&nbsp;to have an office that\u2019s just like a house where everybody feels welcome and&nbsp;good,&nbsp;and&nbsp;where everybody&nbsp;finds it easy to joke around.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014<\/strong><strong>In terms of team size,&nbsp;you\u2019ve&nbsp;mentioned&nbsp;you&nbsp;don&#8217;t&nbsp;want&nbsp;to expand too much going forward.&nbsp;How big is your team&nbsp;now and what is the reason you&nbsp;prefer&nbsp;to keep a tight team size?<\/strong>&nbsp;<br>&nbsp;<br><strong>Guillaume Broche:<\/strong>&nbsp;I think we&nbsp;have&nbsp;26&nbsp;people at the moment,&nbsp;if&nbsp;I\u2019m&nbsp;not mistaken.&nbsp;We&nbsp;adapt&nbsp;to the period of the project, and right now, we have more than enough people for the pre-production of our next project&nbsp;and the things we want to&nbsp;accomplish.&nbsp;Also,&nbsp;I think&nbsp;it&#8217;s&nbsp;good to have limitations.&nbsp;When you have more money, it&#8217;s very easy to&nbsp;just bring in a lot of&nbsp;people and say&nbsp;\u201cWe need to make it bigger and&nbsp;bigger!\u201d&nbsp;and&nbsp;\u201cWe&#8217;re&nbsp;going to fix every single little pain point we had in Expedition 33.\u201d&nbsp;But&nbsp;I think&nbsp;that\u2019s&nbsp;a big mistake&nbsp;because limitations are what breeds&nbsp;creativity.&nbsp;If we know we&nbsp;can\u2019t&nbsp;do everything,&nbsp;we&nbsp;have to&nbsp;focus on what matters, and&nbsp;I think that philosophy&nbsp;is what made Expedition 33&nbsp;what it is. It feels very&nbsp;focused,&nbsp;everything has a purpose,&nbsp;and everything is made for a reason.&nbsp;It&nbsp;doesn&#8217;t&nbsp;feel like something too big for its own good.&nbsp;<br>&nbsp;<br>That\u2019s&nbsp;why&nbsp;we&nbsp;want&nbsp;to&nbsp;stay small, keep&nbsp;a very strong&nbsp;creative vision, and make sure that everything&nbsp;we produce has a real reason to be.&nbsp;<\/p>\n\n\n\n<figure class=\"wp-block-image size-full\"><img loading=\"lazy\" decoding=\"async\" width=\"1465\" height=\"819\" sizes=\"auto, (max-width: 1465px) 100vw, 1465px\" src=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/20260728-70179-003.jpg\" alt=\"\" class=\"wp-image-70187\" srcset=\"https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/20260728-70179-003.jpg 1465w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/20260728-70179-003-380x212.jpg 380w, https:\/\/automaton-media.com\/en\/wp-content\/uploads\/2026\/07\/20260728-70179-003-768x429.jpg 768w\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014<\/strong><strong>For your next project,&nbsp;you&#8217;ve&nbsp;mentioned wanting&nbsp;to make something&nbsp;different from&nbsp;Expedition 33.&nbsp;Is there anything you can say about it?<\/strong>&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>Guillaume Broche:\u00a0<\/strong>It&#8217;s\u00a0too early to say anything precise,\u00a0but we\u00a0had\u00a0a lot of\u00a0fun\u00a0creating Expedition\u00a033,\u00a0and\u00a0it\u2019s\u00a0a game that we all love internally, so we\u00a0want to find this flame, this passion again for the next project.\u00a0<br>\u00a0<br>Expedition 33 was quite a long\u00a0project\u00a0too.\u00a0Especially for me,\u00a0it was six years.\u00a0For Tom\u00a0it was\u00a0five and a\u00a0half, and for most\u00a0of the other members it was between\u00a0four\u00a0and\u00a0five\u00a0years.\u00a0That\u2019s\u00a0also\u00a0why we\u00a0want to let ourselves dream again and be creative again. We&#8217;re\u00a0going to go a bit crazy.\u00a0\u00a0<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><strong>\u2014Thank you for&nbsp;your&nbsp;time!<\/strong>&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Clair Obscur: Expedition 33 is available for PC (<a href=\"https:\/\/store.steampowered.com\/app\/1903340\/Clair_Obscur_Expedition_33\/\" target=\"_blank\" rel=\"noreferrer noopener\">Steam<\/a>), PS5 and Xbox Series X|S.&nbsp;<\/p>\n\n\n\n<p class=\"wp-block-paragraph\"><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Interview with Sandfall Interactive at the Clair Obscur: Expedition 33 postmortem in Yokohama, Japan.<\/p>\n","protected":false},"author":98,"featured_media":70183,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_gspb_post_css":"","autoblue_enabled":true,"autoblue_custom_message":"","autoblue_shares":[{"did":"did:plc:uzrrhkfyjrfdsynj2voztcf2","date":"2026-07-28T15:00:07+00:00","uri":"at:\/\/did:plc:uzrrhkfyjrfdsynj2voztcf2\/app.bsky.feed.post\/3mrpog4y5w32q","response":"{\"uri\":\"at:\/\/did:plc:uzrrhkfyjrfdsynj2voztcf2\/app.bsky.feed.post\/3mrpog4y5w32q\",\"cid\":\"bafyreih3bi35hhweemx2whrg3jntt36xzr7tnrisejeyq7eqfuoy7p5kcm\",\"commit\":{\"cid\":\"bafyreicx2atufjwn5sbyu6p3qprmjholfy6f7dck2k43bfmz74acylatyu\",\"rev\":\"3mrpog4ydrl2q\"},\"validationStatus\":\"valid\"}"}],"autoblue_post_url":"","autoblue_publish_document":false,"footnotes":""},"categories":[64,10],"tags":[],"class_list":["post-70179","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","category-interviews"],"blocksy_meta":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v28.0 - 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