Clair Obscur Wasn't Just Good, It Was Also Cheap To Develop
Briefly

Clair Obscur Wasn't Just Good, It Was Also Cheap To Develop
"Sandfall is an independent studio , but much of Clair Obscur 's funding came from publisher Kepler Interactive, and some parts of development (including battle animations and localization) were outsourced. The result is that Clair Obscur: Expedition 33 manages to have all the polish of a prestige AAA game at a budget that a lot of other publishers would have you believe can't possibly produce games of its quality."
"Now we've learned that the game was somehow made for less than $10 million. In an interview with The New York Times , Sandfall Interactive co-founder and CEO Guillaume Broche said that Clair Obscur: Expedition 33 's budget was a tiny fraction of your average AAA game, coming out to "less than $10 million." To put that into perspective, Insomniac's Spider-Man 2 cost around $300 million ."
Clair Obscur: Expedition 33 was developed for less than $10 million, a tiny fraction of typical AAA budgets. The studio prioritized a smaller scope and avoided open-world scale and bloat, substituting a miniature overworld map that offers exploration without full-scale environment building. Sandfall Interactive used a small internal team, outsourced specific tasks such as battle animations and localization, and received significant funding from publisher Kepler Interactive. Those choices allowed the game to attain prestige-level polish while keeping costs low. Misleading claims about a 30-person development team ignore contractor involvement. The game's success contrasts with blockbuster budgets that can reach hundreds of millions.
Read at Kotaku
Unable to calculate read time
[
|
]