Clair Obscur Expedition 33 “Completely Ruined” This Developer’s Worldview

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Any developer will tell you that creating a video game is an extraordinary achievement, even for veterans with decades of experience at major studios. Yet in recent years, a growing number of creators have begun to believe that the industry’s future may also lie with smaller teams, especially after the success of titles like Clair Obscur Expedition 33. According to Adrian Chmielarz (Gears, The Vanishing of Ethan Carter), the game « ruined his worldview. »

Clair Obscur Expedition 33 changed this developer’s perspective

The fact that Sandfall Interactive managed to deliver such an ambitious game with a small team, many of them junior developers, has left a strong impression on the industry. At a time when most studios prioritize extensive experience, the creators of Clair Obscur Expedition 33 have demonstrated that it’s possible to produce a major title without vast resources or decades of expertise.

In an interview with GamesIndustry.biz, Chmielarz explained that he had long believed the old saying « that ten professional soldiers are as effective as a hundred amateurs, or even a thousand, and that’s quite simply true. So when you have a small team, it’s really important that you have the best people. » This mindset is fairly common in the industry, often illustrated by figures such as Steve Jobs, who famously assembled top-tier talent to develop the Macintosh.

At least, that’s what he thought, until Sandfall proved him wrong. « I learned that the guys behind Clair Obscur Expedition 33 hired a lot of newbies, people [who haven’t] made a game before. And now my world view is ruined, and I don’t know what to do », admitted the developer, whose credits include Gears of War, Bulletstorm, and The Vanishing of Ethan Carter.

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“The biggest mystery in gaming right now”

« Here we have a game that looks AAA to me, it’s just phenomenal in every aspect. There’s a deep story, deep method of work, good gameplay, great visuals, and sound. It’s a very coherent product. And then you hear that the core team was 30 people, half of which were first timers. And I’m like, ‘I don’t know what to believe anymore. », he added about Clair Obscur.

« I need to know the secret, because it’s absolutely crazy, » he added, while acknowledging that Sandfall did not develop every single element in-house. Still, he pointed out that the core team, around 30 people, roughly half of them newcomers, was responsible for most of the ideas and execution. « So it’s the biggest mystery in gaming right now, » he said.

According to Chmielarz, part of the answer lies in a series of smart creative decisions that allowed Sandfall to craft a game like Clair Obscur Expedition 33 that looks like a AAA title while making efficient use of its resources. For example, many enemies are faceless, which significantly reduces the need for complex facial animations. Likewise, most cutscenes focus on character dialogue rather than elaborate environmental interactions, simplifying production.

Source: GamesIndustry.biz

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