In 2020, amid the Covid pandemic lockdowns, Guillaume Broche found himself restless and longing for change. As a former employee at Ubisoft, he decided to pursue a personal venture inspired by one of his childhood favorites, the iconic Japanese RPG series, Final Fantasy. This passion ignited the creation of his role-playing game, Clair Obscur: Expedition 33. Fast forward five years and it has become a viral success that sold a million units within three days of its release.
Much of the game's acclaim stems from its engaging storyline set in a captivating fictional realm named Lumiere. The narrative revolves around a mysterious figure, The Paintress, who annually lowers a monolith's glowing number, leading to the disappearance of all individuals of that age. Players embark on a quest to defeat this enigmatic creature, all while navigating beautifully-rendered visuals influenced by 19th-century France and employing classic turn-based gameplay.
Remarkably, the game's formation was underscored by chance interactions on platforms like Reddit and online forums. Broche's fervent recruiting efforts led him to unite with diverse talents, such as Jennifer Svedberg-Yen, who discovered the project when she was in lockdown in Australia. Originally brought on as a voice actress, she eventually assumed the role of lead writer, navigating multiple responsibilities throughout development.
With the creation of Sandfall Interactive, Broche was able to leave Ubisoft, and, with funding from Kepler Interactive, the project blossomed into a dedicated team of about 30 members. The recruitment strategy embraced an unconventional approach, drawing in passionate creatives from different backgrounds, including composer Lorien Testard, who was found through Soundcloud.
While balancing roles and tasks that spanned beyond their job titles, the collaborative efforts of the core team provided a rich tapestry of creativity, resulting in production values that rival lengthy game development cycles with larger teams. The team's dedication and the innovative tools available today allowed them to work in a streamlined manner, bringing on guest actors such as Charlie Cox and Andy Serkis, further enhancing the game's appeal.
Despite its rapid success, Broche expresses a humble incredulity at the outcome of their ambitious endeavor, crediting both luck and the unique time in history that led many to seek creative input during the pandemic. Their story is not just about creating a game; it’s about forging connections, employing talents from diverse backgrounds, and ultimately, building a beloved project against all odds.
Much of the game's acclaim stems from its engaging storyline set in a captivating fictional realm named Lumiere. The narrative revolves around a mysterious figure, The Paintress, who annually lowers a monolith's glowing number, leading to the disappearance of all individuals of that age. Players embark on a quest to defeat this enigmatic creature, all while navigating beautifully-rendered visuals influenced by 19th-century France and employing classic turn-based gameplay.
Remarkably, the game's formation was underscored by chance interactions on platforms like Reddit and online forums. Broche's fervent recruiting efforts led him to unite with diverse talents, such as Jennifer Svedberg-Yen, who discovered the project when she was in lockdown in Australia. Originally brought on as a voice actress, she eventually assumed the role of lead writer, navigating multiple responsibilities throughout development.
With the creation of Sandfall Interactive, Broche was able to leave Ubisoft, and, with funding from Kepler Interactive, the project blossomed into a dedicated team of about 30 members. The recruitment strategy embraced an unconventional approach, drawing in passionate creatives from different backgrounds, including composer Lorien Testard, who was found through Soundcloud.
While balancing roles and tasks that spanned beyond their job titles, the collaborative efforts of the core team provided a rich tapestry of creativity, resulting in production values that rival lengthy game development cycles with larger teams. The team's dedication and the innovative tools available today allowed them to work in a streamlined manner, bringing on guest actors such as Charlie Cox and Andy Serkis, further enhancing the game's appeal.
Despite its rapid success, Broche expresses a humble incredulity at the outcome of their ambitious endeavor, crediting both luck and the unique time in history that led many to seek creative input during the pandemic. Their story is not just about creating a game; it’s about forging connections, employing talents from diverse backgrounds, and ultimately, building a beloved project against all odds.