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The Tech and Tools Behind Clair Obscur: Expedition 33 (2026 Game of the Year)
Episode 89th April 2026 • In Development • Perforce Software
00:00:00 00:53:24

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Recorded live at GDC 2026, Jase sat down with Tom Guillermin, Co‑Founder and CTO of Sandfall Interactive, to unpack how Clair Obscur: Expedition 33 grew from a bedroom prototype into an award‑winning global hit. Tom shares the technical and creative decisions that helped a 30‑person team move fast without breaking things.

In this episode:

  • Why Sandfall Interactive chose Perforce P4 + Unreal over DIY versioning
  • How lightweight bots gave real‑time visibility and protected release branches
  • What enabling nightly builds across PC, Xbox, and PlayStation really looks like at a small studio
  • Tom’s advice for founders: technology should serve designers, not slow them down

Timestamps:

00:00 Live from GDC: introduction and episode setup

01:37 Awards buzz and early reception

02:56 From a bedroom prototype to a real studio

04:25 Outgrowing file sharing → moving to Perforce P4

05:28 Unreal Engine integration and workflow setup

07:32 DevOps realities and nightly builds at a 30‑person studio

10:20 Discord bot for real‑time Perforce visibility

13:51 Scrappy tools vs. Over‑engineering

25:55 Exclusive file locking and milestone approval bot

28:19 Protecting release branches without slowing the team

37:07 The integration bot: managing dependencies across branches

40:18 What happens when a nightly build goes wrong

46:17 Advice for new studio founders

48:52 Building tools designers actually want to use

50:28 Using Unreal Sequencer for all skills

52:09 Closing remarks

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