AAA studios would never have made this game.
Clair Obscur: Expedition 33 was built not by a massive publisher, but by a small studio in France with a vision. In this video, I break down how Sandfall Interactive pulled it off — the simple formula Swen Vincke talked about in his Game Awards speech:
Step 1: Put your passion first.
Step 2: Build a prototype that proves you’re ready.
Step 3: Choose partners who protect the vision.
Step 4: Get the right people on the bus to build it with you.
This is the story of The Game That AAA Studios Could Never Make.
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Resources:
Official Game Trailer – Clair Obscur: Expedition 33
Sandfall Studio Interview (Xbox Podcast / Dev Feature)
Unreal Engine Developer Interview – Inside the Development Journey of Clair Obscur: Expedition 33
https://www.unrealengine.com/en-US/developer-interviews/inside-the-development-journey-of-clair-obscur-expedition-33
Skill Up – The Impossible (True) Stories Behind the Making of Clair Obscur
Naavik – Inside Kepler Interactive’s Approach to Publishing
Inside Kepler Interactive’s Tastemaker Approach to Publishing
Sandfall Interactive Official Site & Press Kit
https://www.sandfall.co
Kepler Interactive Official Site
https://www.kepler-interactive.com
Game Awards 2023 – Swen Vincke Speech
Paper Mario: The Thousand-Year Door Gameplay
Final Fantasy XV Gameplay
Dead Cells Press Art / Gameplay Reference
https://motion-twin.com/en/dead-cells










