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Clarifying clair obscur: misconceptions on expedition 33

Clair Obscur: Debating the Truth Behind Team Size | Outsourcing vs. Core Development

By

Sophie Chen

Apr 28, 2025, 01:00 PM

Edited By

Alex

2 minutes of duration

A group of people discussing the Clair Obscur project, with charts and notes on a table, highlighting the key contributors and facts about Expedition 33.
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A recent discussion has erupted surrounding the claim that Clair Obscur: Expedition 33 was developed by just 30 people. Critics are challenging this assertion, citing a mix of external resources, localization, and marketing efforts involved in modern game production.

The Heart of the Controversy

With the expansion of game development, many are questioning what constitutes an effective team. Some experts suggest that outsourcing work to specialized studios might yield better efficiency. A prominent discussion point is found in Jason Schreier's book, Blood, Sweat, and Pixels, where the benefits of leveraging smaller studios for specific tasks are outlined. Some comments highlight this notion, calling Clair Obscur a test case for effective outsourcing.

"Gamers will literally look at a game with a 30+ person team and call it a solo dev, sometimes. It is bizarre," one commenter remarked, pointing out the confusion over team sizes.

Key Perspectives on Game Development

Three main themes emerged from the discussion:

  1. Outsourcing Efficiency: As game production becomes complex, relying solely on in-house talent may lead to inefficiencies. Comments support the idea that using outside animators and musicians could boost quality.

  2. Team Composition: The definition of a development team is under scrutiny. Some argue that marketing and localization professionals play crucial roles in a game's success, while others suggest focusing solely on core development.

  3. Misunderstandings on Team Size: Many people seem to misinterpret how many worked on a game. The perception that a larger team somehow diminishes a game's indie spirit is a common sentiment.

Voices from the Frontlines

Commenters express mixed sentiments:

  • "I wouldn't be shocked to hear they used a lot of third-party pre-built solutions for Unreal either."

  • "It sounds like Clair Obscur is a proof-of-concept for how incredibly well that can work."

  • "Marketing and Localization are almost entirely responsible for making a game profitable."

Key Takeaways

  • ๐Ÿš€ Many believe outsourcing helps streamline game production.

  • ๐Ÿงญ Developers may need to redefine what constitutes a 'team' in game creation.

  • ๐Ÿ” Misunderstanding around team sizes can skew community perceptions.

As debates continue, the gaming community must navigate these intricate discussions, considering the balance between efficiency and creative integrity. What does it really take to deliver a game in today's landscape?