Ideal Team Size for Clair Obscur: Expedition 33 is 33 Members

Key Takeaways

1. Sandfall Interactive will not expand its staff despite the success of their game, Clair Obscur: Expedition 33, which sold 3.3 million copies shortly after release.
2. The studio operates with a small in-house team of 30 to 40 members, emphasizing efficiency and a hybrid approach by outsourcing roles like QA, marketing, and localization.
3. The hiring process focused on raw talent rather than experience, conducting over 200 interviews to build the team.
4. Many team members, including the VFX artist and character designer, were recent graduates, bringing fresh perspectives to the project.
5. Sandfall’s success demonstrates that a small, dedicated team can thrive in the gaming industry, challenging the notion that larger teams and budgets are necessary for success.


Breakout Turn-based RPG Clair Obscur: Expedition 33’s French Studio Sandfall Interactive is not planning to increase its staff even after the game’s incredible success in the gaming world. Released in April, the game sold 3.3 million copies by May 2025, as the studio confirmed on its official X account. However, this number does not include a significant number of players using Xbox’s Game Pass subscription service.

Insights from the CTO

In a talk with Automation, Tom Guillermin, the Chief Technology Officer and Lead Programmer, discussed the studio’s remarkable achievements and what keeps the team motivated. “I think that, for now, I’d prefer working as a small team. I’m not sure how big an ideal team would be, but when it comes to making a full-price turn-based RPG, I believe the team we have now is just the right size,” he said.

CEO’s Efficiency Perspective

The compact nature of their operation aligns with the views of Guillaume Broche, the CEO and Creative Director of the studio. He expressed that smaller studios tend to be more efficient. He stated, “We had five people working on environments, two on the story. I think around three to six people worked on the cinematics. The music was done by four people.” In total, the in-house team consisted of 30 to 40 members, while external partners managed QA, marketing, and localization. The credits reveal that numerous roles like animation and performance capture were outsourced.

A hybrid approach with a small in-house team and various outsourced roles enabled Sandfall to excel, creating a critically acclaimed modern turn-based RPG that garnered praise from prominent figures in the gaming industry, including Hideo Kojima. The director of Death Stranding 2: On the Beach remarked, “They only have like 33 team members and a dog. That’s my ideal when I create something with a team.”

Focus on Talent Over Experience

Broche emphasized that the team’s success stems from their careful hiring process, which emphasized raw talent rather than previous experience. He mentioned in the interview, “We conducted over 200 interviews in order to gather the first team members.”

To illustrate how fresh the team was to the industry, the studio’s VFX artist and character designer were recent college graduates. Additionally, the beautiful soundtrack was crafted by a talented artist, Lorien Testard, who was selected from SoundCloud by Sandfall.

Broche added, “Since they had very little experience working, they also didn’t have many existing notions of what work was supposed to be like, which I think is a good thing, because they managed to adapt to our peculiar work style.”

Conclusion

Sandfall’s achievements in an industry that often prioritizes efficiency and large budgets with extensive teams speak volumes. Currently, Sandfall remains ambitious despite its small size. This proves that a close-knit team or a small but dedicated studio can significantly impact the gaming industry with the right vision and direction.

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