In 2019, I found myself casually chatting with Guillaume Broche about a side-project on Unreal Engine he had started to work on. From there I started helping him from time to time, giving a hand with game logic or Blueprints, and after a particularly productive coffee break (fika 🇸🇪), where we discussed the specs of a Buff/Debuff system for a turn-based combat prototype he was working on, he sent me all the project files so I could start working on the project:
Sandfall.uproject
It was the starting point of an incredible adventure, that would lead up, 6 years later, to the release of Clair Obscur: Expedition 33 last week. It was a long journey, but with Guillaume and François Meurisse as co-founders, Nicholas Maxson-Francombe, Jennifer Yen and Lorien Testard in the kick-off team, and later a full team of talented and dedicated people, I was hopeful we would manage to release at least *something* that we would, hopefully, have the chance be proud of.
I remember when we playtested of our first Expedition 33 battle demo with the rest of the team, in our first office. There were shrieks of tension as the boss of the demo attacked and the parry would succeed (or not). There was passing the controller over to the next person on the couch after getting beaten, impatient to try again. It was a very special moment I will never forget. During the production, there were moments of joy, of doubt, ah-ha! moments, moment of randomness (like riding an Uber with our main server sitting next to me - seatbelt on, of course - as our Internet connection had gone down at the studio and we were to deliver a build by the end of the week). But there wasn't a day I wasn't thinking that I was lucky to work on something we all loved creating.
Today, I am so incredibly grateful for the reception the game got; not even in my wildest dreams would have I imagined we would land a 90+ score on Metacritic, especially for a debut game.
I'm so proud of our amazing team here at Sandfall which made all this a reality - with special thanks and love to the whole tech team of course ;)
Thanks to our partners during production (shootout to QLOC & Ebb Software with whom both we spent a lot of time improving the game!), and our publisher Kepler Interactive who believed in what Sandfall wanted to create with Expedition 33.
Also, thanks to all the people close to me, my family, my friends, my partner, who all stood by me during those long - and quite intense - years (and, of course, our two cats at home who stayed up with me during those sleepless nights!).
Last but not least, a huge "thank you" to all the players of Expedition 33! We're well aware the game is yours now, we hope you will give it as much love as we did.
Tomorrow comes! Demain viendra !
Cheers!