Despite Massive Success, Clair Obscur Creators Aim to Keep Studio Compact
The game Clair Obscur: Expedition 33 is not only a top Game of the Year candidate, but also an enormous commercial success. Developer Sandfall Interactive and publisher their publishing partner revealed that the game topped five million copies sold, and that’s in spite of its status as a launch-day addition on Xbox Game Pass.
Its success came as a shock to the developers. I firmly believed that we would have a good game achieving moderate commercial success,” a senior team member stated.
A technical director pointed out this title's critical score, rated 93 by critics, came as perhaps the greatest surprise” to the team versus our early predictions and the final result of the field was. When the score released all staff members was screaming and jumping. It felt absolutely wild.”
This triumph has led to Sandfall developing new free content for the title featuring fresh areas, enemies, along with challenging bosses, as announced will release in the next few months.
Nevertheless, despite the game's evolution, fans shouldn't anticipate the team will expand. Our team includes a talented crew with a strong creative director possessing strong ideas for our work and also for new ideas. We'd like to keep the small-team dynamic that led to our success and perhaps create large projects one by one,” the executive noted.
The size of Sandfall sparked significant conversation following launch. Some developers, such as the famed director, viewed the development group as the model for creative teams. Although the team is and was truly compact versus large developers, a quick look at the game's credits reveals many individuals were involved; Sandfall hired a team in Korea for animation work, for example.
“We plan to recruit a little more for sure if we have a future production surge down the line,” the producer said. “But I would see more of a workshop of a few really talented people capable of producing collective masterpieces.” He noted that their core belief as a studio “focuses on preserving the key advantages that enabled this success originally.”
Although it's not the right time to disclose concrete plans what’s next — believe me, I attempted to learn more — the team does know their essential identity. “Strategic combat, is integral to our identity of what we built,” they remarked. “The timing isn't right to specify what will interest us, however, it's crucial to remain faithful to our studio's essence through compelling worlds and engaging mechanics that excites us.”
The lead programmer mentioned that the project began with the visionary developing his passion title. We aspire this approach we can continue as well for future productions.”