Game Awards buzz is 'cherry on top' for 'Clair Obscur' maker
Indie hit Clair Obscur: Expedition 33 is a frontrunner for Game of the Year at next week’s Game Awards, often described as the Oscars of the video gaming world. The nomination marks a milestone for chief developer Guillaume Broche, whose studio, Sandfall Interactive, is based in Montpellier, southern France. Broche, 33, described the past year as an “emotional rollercoaster” following the role-playing game’s success.
Asked about the record 12 nominations, Broche said, “In the moment, we were happy, but we don’t put too much weight on it. Of course, it’s gratifying to feel supported by both players and the industry. What really matters are the messages of support we’ve received—it’s beyond anything we hoped for. The Game Awards are kind of the cherry on top.”
Since its release in late April, Clair Obscur has sold five million copies. Broche recalled the intense mix of emotions that followed. “We had a euphoric period after release, realizing everyone was playing and loving the game. After five years in our own bubble, it was overwhelming. We were getting hundreds of messages daily from players saying the game had changed their lives. It became a cultural phenomenon we hadn’t anticipated. At the same time, there was a period of depressive feelings—too much emotion for one person alone.”
Broche attributed the game’s success to its originality and authenticity. “Players found something unique and felt like the game spoke directly to them, rather than being made to please them. The story, art direction, and game system combine to give it a unique personality. There’s also an element of luck; many similar projects don’t achieve the same success, so survivorship bias is at play.”
When asked about competitor Ari Gibson, co-creator of Hollow Knight: Silksong, calling Clair Obscur “exceptional and broadly palatable,” Broche responded with admiration. “I greatly respect their team. It’s a pleasure to hear that, and we enjoyed Silksong as well.”
Broche addressed social media criticism over the game’s independent classification despite having an international publisher. “The game began as a solo passion project and was developed with an independent spirit. Even with Kepler Interactive as our partner, we had full creative control. With tools like Unreal Engine 5 becoming more accessible, small teams can create games comparable to AAA projects. We may just be among the first to do so on this scale.”
On future plans, Broche confirmed more content for Clair Obscur is in the works but gave no release date. As for a sequel, “We’ve made a start, but it’s very early. We won’t get bigger—our game succeeded because it was sincere and made by a small team. There’s no reason to change that.”