In 2020, during the challenging landscape of the Covid pandemic, a spark of inspiration ignited in the mind of Guillaume Broche, then working at Ubisoft. Like countless others facing stagnant career paths, he yearned for change and envisioned a game that would pay homage to his childhood love for the Final Fantasy series. Fast forward five years, and this dream transformed into "Clair Obscur: Expedition 33," a booming success that not only sold one million copies within three days of its release but also earned accolades from cultural figures such as French President Emmanuel Macron.

Set in the richly imagined fictional realm of Lumiere, players encounter a gripping narrative led by a menacing entity known as The Paintress, who mysteriously causes people of a certain age to disappear. The game’s charming aesthetic, inspired by 19th-century France, combined with its traditional turn-based combat system, marks a notable departure from contemporary gaming trends, which questioned whether such mechanics would still captivate modern players.

Broche’s unconventional approach to assembling a development team—communicating through Reddit and online forums—yielded promising responses. One noteworthy recruit was Jennifer Svedberg-Yen, who, while under lockdown in Australia, saw Guillaume’s Reddit post seeking voice actors for a demo. Despite her lack of previous experience, she auditioned, eventually becoming the lead writer for the project.

After leaving Ubisoft to create Sandfall Interactive in Montpellier, France, Broche, now leading a team of about 30, secured financial backing from publisher Kepler Interactive. Many team members, like Svedberg-Yen, were drawn in through a blend of serendipity and shared vision. Compelling talents, including composer Lorien Testard, were discovered by chance, leading to a cohesive team with a shared passion for the project.

Broche remarks on the collaborative spirit behind "Clair Obscur," attributing much of its success to both good fortune and the prevalence of talented creators seeking creative outlets during the pandemic. He recounts the consistent journey from reaching out to potential collaborators to receiving enthusiastic responses. This enthusiasm, forged in part by shared inspirations and a mutual desire to innovate within a narrative-rich world, contributed to the game’s stunning production values, rivaling those of larger studio works.

As Sandfall received notable support from various studios, notable actors such as Charlie Cox and Andy Serkis contributed to bringing its captivating world to life. Even as the team operated with some assistance from external studios, Svedberg-Yen and Broche emphasized their hands-on approach, often stepping outside their designated roles to ensure every aspect of the game met their high standards.

"We have, I think, an amazing team mostly of junior people but they are so incredibly invested in the project and talented," says Broche, highlighting the unique blend of experience and passion that permeated the game’s creation. Against all odds, "Clair Obscur: Expedition 33" stands as a testament to what is achievable when talented individuals come together, driven by a shared vision and passion for gaming.