The creatives affirm that the number of developers is the correct one for the type of development they plan for the future.
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Tom Guillermin, lead programmer and chief technology officer at Sandfall Interactive (the team behind the excellent Clair Obscur: Expedition 33), confessed in an interview that growing the team wasn’t necessary for the type of developments the studio handles.
Guillermin stated that he’s not entirely sure what the ideal team size is, but he believes the current roster is sufficient for developing a turn-based RPG. The success of Clair Obscur: Expedition 33 seems to prove him right.
A matter of size
Guillaume Broche, the studio director, highlighted that the core development team was relatively small and only received external support in areas unrelated to development tasks, such as marketing, QA, and localization. In total, three people worked on cinematics, five on environments, and two on the story.
Looking at the numbers, the game’s figures are truly worth studying. Just 33 days after launch, Expedition 33 had sold 3.3 million copies, a detail that didn’t go unnoticed by the studio, which publicized it through all communication channels.
