Clair Obscur Expedition 33 developers compared their office to the mansion from the game

Guillaume Brosch, Game Director of Clair Obscur: Expedition 33, talked about the studio's workplace.

When the team was only around ten people, they had to cram into a small, not-very-comfy room — e.g., everyone and their gear squeezed into the same space. That changed after they signed a contract with Kepler Interactive.

As the group grew, the Montpellier gov't offered Sandfall a bigger location that staffers started calling the "Estate." The team worked to give it a lived-in vibe, something like a second home.

“When we arrived, we had already depicted the estate in our game, and when we opened the door, we just exclaimed, ‘It’s exactly the same!’ That’s why we simply couldn’t not take it,” Brosch said.

Earlier, it emerged that Clair Obscur Expedition 33 received three prizes at the Develop: Star Awards — one for overall merit, one recognizing the narrative, and one for sound work. For a small studio, that outcome felt unexpectedly gratifying.