Clair Obscur: Expedition 33 – how a tiny studio developed the Belle Époque-set gaming blockbuster

What started as Guillaume Broche’s personal project has been nominated for 12 Game awards, sold more than 2m copies and been praised by Emmanuel Macron as a ‘shining example of French audacity’

The record-breaking 12 nominations at the Game awards this year was beyond the wildest dreams of Guillaume Broche when he first began inking out Clair Obscur: Expedition 33 as a personal project while working at Ubisoft.

Before selling more than 2m copies, the narrative-driven roleplaying game with “a unique world, challenging combat and great writing” was a technical demo called We Lost. It was Broche’s appetite for risk and a few hopeful Reddit posts that would create the game’s world of Lumiere and its struggle against the Paintress.

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What started as Guillaume Broche’s personal project has been nominated for 12 Game awards, sold more than 2m copies and been praised by Emmanuel Macron as a ‘shining example of French audacity’
The record-breaking 12 nominations at the Game awards this year was beyond the wildest dreams of Guillaume Broche when he first began inking out Clair Obscur: Expedition 33 as a personal project while working at Ubisoft.
Before selling more than 2m copies, the narrative-driven roleplaying game with “a unique world, challenging combat and great writing” was a technical demo called We Lost. It was Broche’s appetite for risk and a few hopeful Reddit posts that would create the game’s world of Lumiere and its struggle against the Paintress. Continue reading…Technology | The Guardian

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