In 2020, at the height of the Covid pandemic, Guillaume Broche was like millions of others around the world. "Bored in their job and wanting to do something different." Working for French gaming giant Ubisoft at the time, he had an idea for his own project - a role-playing game inspired by one of his childhood favourites, the classic Japanese series Final Fantasy. That would become Clair Obscur: Expedition 33 which, five years later, has become a sensation. It sold one million copies in just three days, topped Spotify viral charts with its soundtrack, and even won praise fromFrench President Emmanuel Macron. But one of the most remarkable things about it is the story of how it was made - a tale of random Reddit messages, "massive luck" and an unusual approach to game development. Expedition 33 is set in Lumiere, a fictional world overshadowed by a huge monolith bearing a glowing numeral on its face. Each year an entity known as The Paintress emerges and lowers the number by one, causing everyone of that age to vanish, and the game follows a group on a quest to destroy the mysterious being. It's an intriguing set-up for an epic tale, but the game's aesthetic, inspired by 19th-Century France, and its old-school turn-based battles also set it apart. But the conventional wisdom when Guillaume began was that players didn't want something like that. So, five years ago, he started to recruit people for his passion project, firing out messages on Reddit and online forums to potential colleagues. One of those who responded was Jennifer Svedberg-Yen, who was under lockdown in Australia at the time. "I saw a post on Reddit by Guillaume asking for voice actors to record something for free for a demo," she says. "I was like: 'I've never done that, it sounds kinda cool', so I sent him an audition." Jennifer was originally cast as a major character in an early version of the game, but eventually switched roles to become the team's lead writer. Guillaume eventually left Ubisoft and formed Sandfall Interactive to work on Clair Obscur full-time from its base in Montpellier, France. After securing funding from publisher Kepler Interactive, the core team grew to about 30 people. Many of them were found in a similar, unusual manner to Jennifer. Composer Lorien Testard - who had never worked on a video game before - was discovered via posts on music-sharing website Soundcloud. "I call this the Guillaume effect. He's very good at finding really cool people," says Jennifer. Guillaume more modestly attributes his success rate to Covid - people looking for a creative outlet - and also "massive luck". "It's always the same story," he says. "I have a list of 15 people to contact and I'm like: 'Okay I'm probably going to get maybe no one at all'. "And every time the first one is like: 'Yeah, let's do it'." But Guillaume does admit that he targeted people who seemed to be "in line with the direction" he wanted to take the project. "Lorien, when we discussed the game for the first time, we had exactly the same references," he says. "We loved the same thing. We watched the same things. The discussion was so fluid." Expedition 33 has also been widely praised for its production values - rivalling those of games worked on by hundreds, even thousands of staff. Guillaume attributes some of this to recent advances in tools used to make games, which allowed the team to work more efficiently. Having the backing of Kepler allowed the studio to attract actors including Daredevil's Charlie Cox, Lord of the Rings star Andy Serkis, and video game actors Jennifer English and Ben Starr. And while Sandfall did call on extra input from support studios, musicians and other specialists, Jennifer and Guillaume say the core team ended up "wearing a lot of different hats". "And so we all pitch in and do different parts, things that may be outside of our traditional role," says Jennifer, who was also in charge of translating the game into different languages. "We have, I think, an amazing team mostly of junior people but they are so incredibly invested in the project and talented," says Guillaume. "Somehow it worked, which still makes no sense to me after all these years." Listen to Newsbeatliveat 12:45 and 17:45 weekdays - or listen backhere.
Clair Obscur: How a passion project became 2025's most talked-about game
TruthLens AI Suggested Headline:
"Guillaume Broche's Clair Obscur: From Pandemic Passion Project to Gaming Sensation"
TruthLens AI Summary
In 2020, during the pandemic, Guillaume Broche, then an employee at Ubisoft, sought to channel his creative frustrations into developing a role-playing game inspired by his childhood favorite, Final Fantasy. This endeavor would eventually evolve into Clair Obscur: Expedition 33, a game that has since become a cultural phenomenon, selling a million copies within its first three days and garnering acclaim that even reached the ears of French President Emmanuel Macron. The game is set in a rich, fictional world called Lumiere, where players embark on a quest to confront a mysterious entity known as The Paintress, who annually causes the disappearance of individuals based on a glowing numeral displayed on a monolith. The game's appeal lies not only in its engaging narrative but also in its aesthetic, which draws inspiration from 19th-century France, alongside its classic turn-based combat mechanics, which defy the prevailing industry trend that favors more modern gameplay styles.
Guillaume's journey to create Clair Obscur was marked by a series of serendipitous encounters, as he turned to platforms like Reddit to recruit collaborators. Jennifer Svedberg-Yen, who responded to his call for voice actors while in lockdown in Australia, would eventually become the lead writer for the project. Under Guillaume's leadership, Sandfall Interactive was formed, and with funding from Kepler Interactive, the team expanded to about thirty members, many of whom were recruited through similar unconventional methods. The game has been praised for its high production values, achieved through the efficient use of modern game development tools and the involvement of talented actors, including Charlie Cox and Andy Serkis. Despite the team's relatively small size, they embraced a collaborative spirit, with members often stepping outside their traditional roles to contribute to various aspects of the game. This unique approach, combined with the passion of a dedicated team, has played a crucial role in the game's success, leaving Guillaume both grateful and somewhat astonished by the outcome of their collective efforts.
TruthLens AI Analysis
The article provides insight into the journey of Guillaume Broche, who transitioned from working at Ubisoft to creating his own role-playing game, Clair Obscur: Expedition 33. This narrative not only highlights the game's success but also the unconventional path taken to bring it to life, showcasing themes of creativity, community engagement, and the impact of the pandemic on personal projects.
Purpose of the Article
The intention behind this article seems to be to celebrate individual creativity and the potential for passion projects to achieve commercial success. By focusing on Broche's story, the article aims to inspire others who might feel stuck in their careers, suggesting that with enough determination and the right connections, one can achieve their dreams.
Community Perception
This piece likely seeks to foster a sense of community among gamers and creators, portraying the gaming industry as a space where collaboration and innovation thrive. By sharing Broche's story of reaching out to potential collaborators on platforms like Reddit, it encourages others to pursue their aspirations, reinforcing the idea that the gaming community is supportive and open to new ideas.
Information Omission
There may be aspects of the broader gaming industry or challenges faced by independent developers that are not addressed in the article. For instance, it does not delve into the financial risks associated with such ventures or the potential struggles that other creators might face in similar situations.
Manipulative Elements
The article has a moderate level of manipulativeness, primarily in its framing of Broche's journey as a success story, which may overshadow the difficulties of game development. It uses emotionally appealing language to evoke admiration for Broche and his team, while potentially glossing over the systemic challenges within the gaming industry.
Credibility Assessment
The article appears credible, as it references specific achievements like sales figures and recognition from public figures such as President Macron. However, it would benefit from more detailed information about the game's development process and challenges faced by the team, which would provide a more rounded perspective.
Target Audience
This article likely resonates with gamers, aspiring developers, and individuals interested in the creative industry. It taps into the nostalgia for classic games like Final Fantasy, which may attract a wide audience across different age groups.
Market Impact
While the article primarily focuses on a specific game, it could influence the stock market indirectly by promoting interest in Ubisoft and other gaming companies. The success of an indie game could inspire investors to look for similar opportunities in emerging gaming trends.
Global Context
In terms of global power dynamics, this article reflects the growing importance of independent game development in the gaming industry, particularly as traditional studios face competition from smaller developers. This aligns with a broader trend of democratization in creative industries.
Use of AI in Writing
It's possible that AI tools were employed in crafting this article, especially in structuring the narrative and ensuring clarity. However, the human touch is evident in the storytelling aspect, which captures the emotional journey of the game's creation.
Manipulative Language
The narrative style may employ persuasive language that enhances the inspirational aspect of Broche's story, potentially leading readers to overlook the complexities of game development. The emphasis on "massive luck" and connection-building may serve to present an overly simplistic view of success in the gaming industry.
In conclusion, the article effectively highlights the accomplishments of Clair Obscur: Expedition 33 and its creator, while also aiming to inspire a sense of community among gamers and creators. Nevertheless, it could provide a more balanced view of the challenges in game development to enhance its credibility.