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Last year, Clair Obscur: Expedition 33 showed that a studio outside of the traditional AAA space could build a successful game that can rival – and arguably surpass – the work of much larger, more established studios. For Adrian Chmielarz, a 34-year game dev veteran now working as creative director on RPG shooter Witchfire, the notion that the often inexperienced devs at Sandfall Interactive managed to make Expedition 33 at all is downright amazing.
"Last week I learned that the guys behind Expedition 33 hired a lot of newbies, people who didn't make a game before," Chmielarz tells GamesIndustry.biz. "And now my world view is ruined, and I don't know what to do." Certainly, there's some experience on the Sandfall team – creative director Guillaume Broche, for example, worked at Ubisoft for several years before founding the studio – but many members of the core development team were pretty new to making games.
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Clair Obscur: Expedition 33 studio says it had to hire young because it had no money, but it all turned out ok
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Clair Obscur: Expedition 33 devs "basically did twice the work" of a more experienced team to get the RPG out the door
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Clair Obscur: Expedition 33 is an indie game "at heart," even if it got a “lot of support” from its publisher
The Astronauts is a little smaller, even, than Sandfall – and both studios make use of outsourcing – but it's specifically the relative inexperience of the Expedition 33 team that Chmielarz can't get over. "When you actually look at Expedition 33 from a designer's point of view, there's an incredible amount of smart decisions that allow them to make a game that looks AAA, but is in reality full of shortcuts" he says.
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Dustin BaileySocial Links NavigationStaff WriterDustin Bailey joined the GamesRadar team as a Staff Writer in May 2022, and is currently based in Missouri. He's been covering games (with occasional dalliances in the worlds of anime and pro wrestling) since 2015, first as a freelancer, then as a news writer at PCGamesN for nearly five years. His love for games was sparked somewhere between Metal Gear Solid 2 and Knights of the Old Republic, and these days you can usually find him splitting his entertainment time between retro gaming, the latest big action-adventure title, or a long haul in American Truck Simulator.
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Clair Obscur: Expedition 33 studio says it had to hire young because it had no money, but it all turned out ok
Clair Obscur: Expedition 33 devs "basically did twice the work" of a more experienced team to get the RPG out the door
Clair Obscur: Expedition 33 is an indie game "at heart," even if it got a “lot of support” from its publisher
Clair Obscur: Expedition 33 lead says "it's good to have limitations," so the RPG studio won't "scale up" for any future projects
Clair Obscur: Expedition 33 director says the RPG's success was "completely unexpected from pretty much everybody"
Clair Obscur: Expedition 33 director doesn't think sales and awards success should change the studio: "What we want to do is exactly what we wanted to do when we started"
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