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  1. Games
  2. Clair Obscur: Expedition 33

Clair Obscur: Expedition 33 director found something that "makes the game feel 10 times better" mid-development, then painfully realized they had to apply it to "like 1,100" different attacks

News
By Nathan Walters published 3 June 2025

A breakthrough moment made Clair Obscur: Expedition 33 “feel ten times better” but left its creators facing hours of painstaking fixes

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The party of Clair Obscur: Expedition 33
(Image credit: Sandfall Interactive)
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Anyone who’s ever worked on a big creative project knows the mix of excitement and agony that comes with a breakthrough, especially when that breakthrough means redoing chunks of work you thought were finished. For the team behind Clair Obscur: Expedition 33, that feeling hit hard in the middle of development.

In a recent interview with Pirate Software, Guillame Broche, CEO and Creative Director of Sandfall Interactive, shares a story that anyone in game development can relate to. Broche describes how, partway through development, he discovered a tweak that completely transformed how the game’s enemy attacks felt to play. “For me, it was when I found something that makes the game feel ten times better during enemy attacks”, Broche says.

Broche’s moment of revelation came with a heavy dose of reality: actually applying that improvement wouldn’t just be a simple fix. It would mean going through more than a thousand attacks and skills and manually updating each one. “You’re like ahh okay, let’s do it,” he adds, perfectly capturing the mixture of pride and pain that comes from wanting your game to be the best it can be, no matter how much effort it takes.

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He isn’t the only one on the team who ran into a soul-crushing do-over. During the same interview, Nicholas Maxson-Francome, the game’s art director, shares his own low point regarding development. “ I think for me it was the world map because I made the first iteration, the 2D world map you see when you go through”, he explains. “And suddenly, Victor, our UI designer, comes back to me and says, listen, it’s not the right coordinates, nothing fits between the map and where you’re going. So basically I had to re-do that from scratch.”

These stories are a peek behind the curtain at the kind of unexpected setbacks and all-hands-on-deck problem-solving that go into making a game as ambitious as Clair Obscur: Expedition 33. What starts as a great idea, something that can make a game feel “ten times better,” often means hours, days, or even weeks of painstaking work to get it just right.

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  • Clair Obscur: Expedition 33 screenshot of Verso, a man with black hair with white streaks running through his fringe Clair Obscur: Expedition 33 director cried in front of the mo-cap actors while they shot the ending
  • A screenshot of the upcoming PS5 game, Clair Obscur: Expedition 33. Clair Obscur: Expedition 33 makes you "complicit" in moments like the first big twist, writer says

But in the end, these are the moments that help shape a memorable player experience. “It’s like three to four minutes per skill, but you’re like ahh okay let’s do it,” Broche says, reflecting the mix of exhaustion and determination that comes with caring about every detail.

It’s stories like these that show just how much behind-the-scenes sweat and dedication go into every feature, every map, and every single one of those 1,100 attacks. For the developers at Sandfall Interactive, it’s all worth it if players get to experience a world that feels as good as they imagined. Even if getting there meant more than a few painful nights at the keyboard.

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Clair Obscur: Expedition 33 creative director is more pleased about his French JRPG's acceptance in Japan than he is about its "acclaim in any other country"

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Nathan Walters
Nathan Walters
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Nathan Walters originally joined Future in February 2022 as a deals writer and is based in Cardiff, Wales. He has covered topics such as graphics cards, mobile phones, and game consoles for sites like TechRadar, TomsGuide, and Tom’s Hardware. He has also written money-saving advice for multiple publications such as Moneynet, NationalWorld, iPaper, Pick Me Up! And My Weekly. Nathan is an avid video game and tabletop player who loves writing, and in his spare time, you can find him playing D&D, grinding in Guild Wars 2 or writing reviews on his website GameReport.

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Gustave stands in the foreground wearing beret and striped shirt
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