During Summer Game Fest 2025, an event that has arguably become the gaming world’s premier showcase since E3’s conclusion, host Geoff Keighley lauded Clair Obscur: Expedition 33 as a “monumental achievement.” He specifically highlighted its creation by a “team of under 30 developers.” This was far from the first time the size of Sandfall Interactive’s team had drawn attention, especially given the game’s immense success and critical acclaim, even landing a spot on top RPG lists. The burning question on everyone’s minds was: how did such a compact crew manage to deliver a title so ambitious, boasting such high ‘triple-A’ production values?
While the game’s credits indeed reveal Sandfall Interactive had approximately 30 core team members at launch, it’s also important to note their collaboration with various outsourcing partners. These included specialists in animation, quality assurance, and localization, all of whom played a vital role in the game’s triumph. Therefore, asserting that Expedition 33 was solely the product of 30 individuals doesn’t quite capture the full scope of its development. Keighley’s remarks, while complimentary, contributed to an ongoing online debate among players, journalists, and even fellow developers, who felt the “30-person team” narrative oversimplified the extensive effort behind the game.
In a recent discussion regarding Expedition 33’s new “thank you” update, Sandfall’s CEO and creative director, Guillaume Broche, shared his studio’s philosophy: “we don’t plan to grow the studio too much; we want to remain very small and agile, with a strong creative vision.” This naturally led to a question about Keighley’s public statement and whether Broche, alongside COO and producer Francois Meurisse, felt the intense focus on their team size was more of a hindrance than a help.
Visually, Expedition 33 impresses with its stunning world and intricate mechanics, a feat often showcased in its captivating gameplay trailers.
“I don’t think it hinders us,” Broche clarified. “After extensive travels and visits to several Chinese studios, it’s clear to me that we are at the forefront of a new era in game development. Modern technology has significantly lowered barriers; while it undeniably requires a massive amount of effort, it’s now more feasible to create a game that appears far grander than the size of the team behind it.
“We’ve observed many nascent projects, not yet fully mature, that embody this same philosophy – ambitious titles developed by smaller teams, yet visually striking and performing exceptionally well. I believe these will evolve into incredible games. This is merely the genesis of a new wave, and I’m convinced this type of production will become increasingly common. We’re talking about projects that embrace risk, offer unique artistic visions, boast impressive visuals, and truly punch above their weight.
“The sheer amazement people express is likely because we are among the first to successfully execute this, but I am certain we’re only at the beginning of this exciting development style.”
Meurisse added, “When we founded our company, we drew significant inspiration from games like Hellblade and A Plague Tale: Innocence. These titles demonstrated convincingly that with the correct tools and a dedicated team, it’s entirely possible to achieve successful, realistic 3D experiences even with ‘double-A’ sized teams. Their achievements served as concrete evidence that dreaming big with a team of fewer than 50 people was not just a possibility, but an attainable reality.”
Interestingly, while Sandfall Interactive appears unfazed by the discourse surrounding its relatively small team, other independent studios express strong disapproval of similar labels. A notable example is LocalThunk, the creator of Balatro, who frequently faces being called a “solo dev” despite often working with external support, a portrayal he strongly dislikes.
For those returning to the world of Lumiere with Expedition 33’s latest update, consider exploring strategies for optimizing your character’s potential and discovering the most effective armaments to enhance your gameplay experience.
This raises compelling questions for the future of the industry: Will game development increasingly lean towards more compact, agile teams? And does the intense focus on studios like Sandfall, despite their success, inadvertently set unrealistic expectations for others? We’d love to hear your thoughts on this evolving landscape.